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Re: client server part 1



Mark Wedel writes:
> Client keeping data:
> Sure - the client to do automapping or keep old data to let the
> player zoom around in.  My impression on reading the previous message
> was that the client would keep this data so that the server would
> not need to resend.

For client to do automapping it needs to know when server is changing
map and some kind of map id so it can notice when it comes back to the
map. This isn't in the protocol yet. 

> Output buffer:  It always needs to be large enough so that certain requests
> or transmits do not overflow the buffer.  I beleive the default was 4K,
> and I found that the data the the I_REQUEST protocols returned would
> overflow this buffer.  So you need at least a large enough buffer so that
> even trivial things don't overflow it (the I_REQUEST are optional
> commands that can be issued.)

If I remember correctly it was defined in the protocol that every line
is less than 4 kB. When sending other data than normal commands
(binary data), then the server have to split it anyway (it may be
quite huge) so those are not the problem. This way the minimum buffer
size is 4 kB that takes 2.8 seconds to transfer at 14.4kbs, so the
skipped updates must be below that time (usually it is less, because
when the buffer overflows, the contents of it is thrown away and
sending refresh that will have about 1000 characters (wild guess) ==
0.7 second). 
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