Hi Michael, I think you are right, but I was not really going to work on the networking code - except for the patch I have sent recently, and that I am going to commit as soon as I have enough time to test it all.
I was wondering which are the bugs or refactoring that you see as most important in the GUI code. I know of one for sure - get rid of the dreaded getResponse - but it requires too much time, I think I will wait till my holidays. The others I could have in mind are the following: - making GUI an interface; this will make lots of people happy, as it will be much easier to test the client side controllers; - moving set ActiveUnit/setSelectedTile away from MapViewer and into InGameController; this will streamline lots of strange pieces where GUI calls InGameController that calls GUI.... - removing state information from MapViewer into a MapState/GUIState class. This will make MapViewer much smaller, cleaner and clarifies its responsibilities - drawing the overall Map, wher ethe MapState is in charge of keeping the state of the GUI updated... - working on a better protocol for showing/removing panels and dialog boxes. Apparently there is lots of places where we make stuff like "getGUI().removeFromCanvas(nameofdialogbox). I would like that we just "show" a dialogBox, and when we are finished we just have a default where if we do nothing the dialogBox disappears. But these are my personal itches. I think you people could have other ideas, and I prefer to hear them .... Ciao PaoloB On Thu, Jun 28, 2012 at 6:50 AM, Michael Vehrs <[email protected]> wrote: > On 27.06.2012 17:00, Paolo Bizzarri wrote: >> >> Hi everyone, >> >> I am trying to stick to some sane work on FreeCol, instead of my usual >> random refactoring patters - I am currently on the networking code, >> some of my refactoring is sane, but I am already (re)starting to work >> on the handle stuff ...... so I think it's better to ask you what are >> the major bugs or refactoring you are waiting for GUI stuff. >> >> I know the first one - getResponse - but it is a BIG thing and it >> requires lots of concentrated work. I think I will leave this for the >> holidays period. >> >> So, any other request is good. >> >> Ciao >> >> PaoloB >> >> > > > As far as I recall, the networking code works like this: we take a message, > serialize it, send it over the wire, de-serialize it, and hand it off to its > handler. In the multi-player case, this is just fine as it is. In the > single-player case, however, it is very inefficient. In the single-player > case, we do not need to send anything over the wire, and hence we do not > need to serialize and de-serialize the message. We could just use some kind > of message queue. I would expect a quite noticeable performance improvement > if we were to do that. But in order to simplify debugging, it should still > be possible to use serialization in a single-player game. > > > Regards > > Michael > ------------------------------------------------------------------------------ Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ _______________________________________________ Freecol-developers mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/freecol-developers
