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
>

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