Summary: Client access to events before current turn after
Submitted by: jtn
Submitted on: Wed Jul 27 00:19:08 2011
Severity: 1 - Wish
Priority: 5 - Normal
Assigned to: None
Discussion Lock: Any
Operating System: None
Currently, the server squirts the contents of the event cache are squirted
down to the client at connect time, but after that, it's up to the client to
manage its messages. Clients' message management at the moment is fairly
This means that, for instance, if the player failed to read all the messages
in the message window before hitting Turn Done, they can't get the messages
back, except they can by disconnecting and reconnecting, which seems
unnecessarily circuitous. Debian bug #631775 <http://bugs.debian.org/631775>
expresses annoyance at this.
A couple of possible solutions:
* Quick and dirty: add a server command that squirts the event cache contents
at the client on demand. Could have an argument for how much of it to squirt.
Probably results in out-of-order and confusing messages in the client. Could
perhaps be implemented in S2_3.
* Deluxe: clients grow a UI to look at message history on a per-turn basis,
while focusing on the current turn's messages; the model behind this is
populated by the server squirting the event cache at connect; thereafter,
clients manage it, moving old messages into old tabs or whatever rather than
deleting them outright. Probably requires network change to tag messages with
machine-readable turn number or similar, so not for S2_3. Probably _doesn't_
need new fetch-cache-on-demand command on server, as clients shouldn't miss
(I haven't thought about how to manage chat history.)
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