Follow-up Comment #18, patch #1280 (project freeciv): > Offline events are only saved if a player has no connections > (= no user connected to this player).
This is not a very good test, the only connection of a player can be an observer. > For the next user who takes this player, all events are shown. Your patch doesn't do that. It sends only the offlines messages when connecting. And I really think that if 2 users takes the player they would like to see the messages both. > The available framework could be used for that. All messages > are saved for each player independently if he is connected or > not. If he reconnects or the player is taken by another user > or an observer connects all messages are send. This requires > that the query is not deleted after the messages is send but > only if the max number of messages or max number of turns is > reached. I was thinking set a global queue where a bitvector would say what connection to notify when its state changes. It would also be used to store messages after a game was loaded. It would also solve that this code wouldn't affect the common part at all. _______________________________________________________ Reply to this item at: <http://gna.org/patch/?1280> _______________________________________________ Message posté via/par Gna! http://gna.org/ _______________________________________________ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev