Re: [Warzone-dev] List of things that are being removed for the 2.2 release

2009-05-28 Thread Per Inge Mathisen
On Thu, May 28, 2009 at 3:56 AM, bugs buggy buginato...@gmail.com wrote:
 Does this sound good to everyone?

Does to me.

 - Per

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Re: [Warzone-dev] List of things that are being removed for the 2.2 release

2009-05-28 Thread Stephen Swaney
On Wed, May 27, 2009 at 09:56:40PM -0400, bugs buggy wrote:

 Does this sound good to everyone?

It all works for me.

Any thoughts on what could be used for the external music player?

-- 
Stephen Swaney  
sswa...@centurytel.net


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Re: [Warzone-dev] Savegame incompatibility rc1-rc2

2009-05-28 Thread Zarel
2009/5/27 bugs buggy buginato...@gmail.com:
 That is why we should revert, and fix this error another way, like I
 explained before.

Do you have a good way of fixing the error? If you do, I welcome it.
Otherwise, I think this bugfix is more important than skirmish
savegame compatibility (campaign savegames are fine).

Another idea - when the script loader breaks like it does here, just
restart the AIs?

-Zarel

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Re: [Warzone-dev] Savegame incompatibility rc1-rc2

2009-05-28 Thread Per Inge Mathisen
On Thu, May 28, 2009 at 9:31 AM, Zarel zare...@gmail.com wrote:
 Another idea - when the script loader breaks like it does here, just
 restart the AIs?

Won't work for campaign scripts.

 - Per

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Re: [Warzone-dev] Savegame incompatibility rc1-rc2

2009-05-28 Thread Christian Ohm
On Thursday, 28 May 2009 at  2:31, Zarel wrote:
 Do you have a good way of fixing the error? If you do, I welcome it.

[Wed May 27 2009] [20:27:10] cybersphinx  Hm. Making the truck template 
unchangeable (perhaps for player 0 only) should fix it as well, without 
compatibility problems.
[Wed May 27 2009] [20:30:36] BuginatorI guess we could also make a 
hardcoded template for the AI, and don't copy it in the first place...

New savegame revision, where the new scripts are saved in a new block. If that
doesn't exist, adapt the old scripts to the new format.

 Otherwise, I think this bugfix is more important than skirmish
 savegame compatibility (campaign savegames are fine).

See e.g. http://developer.wz2100.net/ticket/536 for a victim of this.  I
don't want to revert anything just to check if I can reproduce a bug (and this
was the first time I encountered this issue, so I wouldn't have known even what
to revert).

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Re: [Warzone-dev] Savegame incompatibility rc1-rc2

2009-05-28 Thread Christian Ohm
On Thursday, 28 May 2009 at 11:35, Per Inge Mathisen wrote:
 On Thu, May 28, 2009 at 9:31 AM, Zarel zare...@gmail.com wrote:
  Another idea - when the script loader breaks like it does here, just
  restart the AIs?
 Won't work for campaign scripts.

Special case for skirmish?

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Re: [Warzone-dev] Savegame incompatibility rc1-rc2

2009-05-28 Thread Zarel
2009/5/28 Per Inge Mathisen per.mathi...@gmail.com:
 Won't work for campaign scripts.

Campaign scripts aren't broken, so that's not an issue. :P Besides,
skirmish AI changes a lot more than campaign AI does.

-Zarel

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Re: [Warzone-dev] List of things that are being removed for the 2.2 release

2009-05-28 Thread Kreuvf
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

bugs buggy wrote:
 Since nobody has had time to update the docs/* to make them current, I
 think we should just scrub that directory, and instead have links to
 our web site  wiki  FAQ.  Those are mostly up to date, and we
 wouldn't really need to do anything.
Did you take a look at the current state of the docs? Last time I talked to you
about it (~week ago?) the only thing mentioned was that some paths are not
correct anymore.

So, if those files are about to be excluded from distribution then at least make
sure that all the information contained in them right now is available online as
well.

Additionally I strongly dislike the idea of not having offline help resources
anymore. This is even worse considering that wz2100.net to the best of my
knowledge is the only mirror for the aforementioned resources and down-times
happen. So I propose adding the following to the doc-files instead of excluding
them:

This file has not been updated since the release of 2.1. Some information may
not be correct any more. For current information visit the homepage of the
Warzone 2100 Resurrection Project.

- - Kreuvf
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.6 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org

iD8DBQFKHsBi4y86f1GXLDwRAgWIAJ9dVRW2BEz73h40nwfdRTJ//nQUjgCgxDoL
wdpw1r6sF2VFgTfzj1IBPgo=
=72qo
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Re: [Warzone-dev] List of things that are being removed for the 2.2 release

2009-05-28 Thread bugs buggy
On 5/28/09, Kreuvf kre...@warzone2100.de wrote:
 -BEGIN PGP SIGNED MESSAGE-
  Hash: SHA1


  bugs buggy wrote:
   Since nobody has had time to update the docs/* to make them current, I
   think we should just scrub that directory, and instead have links to
   our web site  wiki  FAQ.  Those are mostly up to date, and we
   wouldn't really need to do anything.

 Did you take a look at the current state of the docs? Last time I talked to 
 you
  about it (~week ago?) the only thing mentioned was that some paths are not
  correct anymore.

New command line options, cheat warning, paths, default values for the
new entries in the config file, and so on...


  So, if those files are about to be excluded from distribution then at least 
 make
  sure that all the information contained in them right now is available 
 online as
  well.

All that information is on the wiki  FAQ is it not?


  Additionally I strongly dislike the idea of not having offline help resources
  anymore.

True,  but this is only temporary, until we get a chance to update the docs.
For what it is worth, I did take a crack at it, but I can only handle
the English readme.en, the German  xhtml versions still need fixing.
It still is missing lots of the new command line / config options, and
I don't got the time to fix it as it should be fixed.


 This is even worse considering that wz2100.net to the best of my
  knowledge is the only mirror for the aforementioned resources and down-times
  happen. So I propose adding the following to the doc-files instead of 
 excluding
  them:

  This file has not been updated since the release of 2.1. Some information 
 may
  not be correct any more. For current information visit the homepage of the
  Warzone 2100 Resurrection Project.

  - - Kreuvf

I guess the disclaimer can work as well... either or works for me.

And we always have google cache ;)

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Re: [Warzone-dev] [Warzone 2100 Trac] #546: O(1) path-finding check

2009-05-28 Thread Warzone 2100 Trac
#546: O(1) path-finding check
-+--
 Reporter:  Per  |  Owner:  
 Type:  enhancement  | Status:  new 
 Priority:  major|  Milestone:  2.3 
Component:  other|Version:  svn/trunk   
 Keywords:  path-finding AI  |   Operating_system:  All/Non-Specific
Blockedby:   |   Blocking:  
-+--

Comment(by Kreuvf):

  so we may want to cache it on the disk, and later create it with a map
 editor.
 I object. Not doing this is easier, faster, allows for faster map
 distribution and wastes no disk space.

  1. Doing this would mean trusting untrustworthy data (the precalculated
 information in the map file/disk cache). So we would have to check that
 data for validity. This adds complexity: If there is no algorithm for
 checking the validity which is faster than doing the actual calculation,
 checking for validity will take more time than calculating only.
  1. Even the data saved to disk cannot be trusted and therefore must be
 checked.
  1. Saving additional data in map-files will lead to increased map sizes.
 Larger map files in turn will need more time when distributing, especially
 when distributing via WZ's built-in capabilities.
  1. Parsing map files will become more complex when flooding information
 is included. This makes the corresponding code more error-prone.

 Therefore I think that not saving any such data in a map file/disk cache
 and instead calculating it when needed is a superior way of doing it.

-- 
Ticket URL: http://developer.wz2100.net/ticket/546#comment:4
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Re: [Warzone-dev] Savegame incompatibility rc1-rc2

2009-05-28 Thread bugs buggy
On 5/28/09, Zarel zarelxx...@gmail.com wrote:
 2009/5/27 bugs buggy buginatxx...@gmail.com:

  That is why we should revert, and fix this error another way, like I
   explained before.


 Do you have a good way of fixing the error? If you do, I welcome it.
  Otherwise, I think this bugfix is more important than skirmish
  savegame compatibility (campaign savegames are fine).

  Another idea - when the script loader breaks like it does here, just
  restart the AIs?

I still don't think you understand the issue, if we have 2 members for
each struct, x1=10, x2=20, y1=5, y2 = 6,  then it is fine.
If one of the structs now has 3 entries, it doesn't match the data, so
the first struct will now have 10,20,5 and the other struct will have
5,(whatever the next value is), and so on.

We would have to reset all values, and that would mean the savegame is
nothing like it was before.
Not to mention actually coding that would be difficult, since as you
may have noticed, the scripts aren't exactly easy to debug, to see
what went wrong.

I still think the bugfix is *very* minor, and isn't worth breaking the
savegames at this point.  Lots of the old savegames are used to debug
issues as well.  I know I have at least 30+ that I use for testing
various things in the engine...

Reverting is the correct choice, IMO, and it will save us from the
numerous 'bug' reports and other issues involved with breaking a
savegame.

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Re: [Warzone-dev] Savegame incompatibility rc1-rc2

2009-05-28 Thread Zarel
2009/5/28 bugs buggy buginato...@gmail.com:
 I still don't think you understand the issue, if we have 2 members for
 each struct, x1=10, x2=20, y1=5, y2 = 6,  then it is fine.
 If one of the structs now has 3 entries, it doesn't match the data, so
 the first struct will now have 10,20,5 and the other struct will have
 5,(whatever the next value is), and so on.

 We would have to reset all values, and that would mean the savegame is
 nothing like it was before.

...why? I am indeed suggesting that we reset all values, and I don't
see why the savegame would be affected. Remember, this is in skirmish,
not campaign. The worst that happens is that the AI is disoriented for
a few seconds while it recounts its units and structures.

-Zarel

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Re: [Warzone-dev] Savegame incompatibility rc1-rc2

2009-05-28 Thread Zarel
2009/5/28 Zarel zare...@gmail.com:
 ...why? I am indeed suggesting that we reset all values, and I don't
 see why the savegame would be affected. Remember, this is in skirmish,
 not campaign. The worst that happens is that the AI is disoriented for
 a few seconds while it recounts its units and structures.

Heck, I've suggested the exact same thing as a temporary solution to
script crashes.

-Zarel

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Re: [Warzone-dev] [Warzone 2100 Trac] #546: O(1) path-finding check

2009-05-28 Thread Warzone 2100 Trac
#546: O(1) path-finding check
-+--
 Reporter:  Per  |  Owner:  
 Type:  enhancement  | Status:  new 
 Priority:  major|  Milestone:  2.3 
Component:  other|Version:  svn/trunk   
 Keywords:  path-finding AI  |   Operating_system:  All/Non-Specific
Blockedby:   |   Blocking:  
-+--

Comment(by Zarel):

 Replying to [comment:4 Kreuvf]:
   1. Doing this would mean trusting untrustworthy data (the precalculated
 information in the map file/disk cache). So we would have to check that
 data for validity. This adds complexity: If there is no algorithm for
 checking the validity which is faster than doing the actual calculation,
 checking for validity will take more time than calculating only.

 ...um, why is that data untrustworthy? We trust all the ''other'' data in
 the map file; why not the precalculated data? Especially since the
 precalculated data saves millions of microseconds.

   2. Even the data saved to disk cannot be trusted and therefore must be
 checked.

 ...why not? At most, we do a checksum or something, which is much faster
 than ''several million microseconds''.

   3. Saving additional data in map-files will lead to increased map
 sizes. Larger map files in turn will need more time when distributing,
 especially when distributing via WZ's built-in capabilities.

 It's negligible. Plus, I'm sure the data computes ''much'' slower than
 than it transfers.

   4. Parsing map files will become more complex when flooding
 information is included. This makes the corresponding code more error-
 prone.

 ...oh, come on, that's ''really'' negligible. We do a lot more error-prone
 changes for a lot less speed benefit all the time.

-- 
Ticket URL: http://developer.wz2100.net/ticket/546#comment:5
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Re: [Warzone-dev] [Warzone 2100 Trac] #546: O(1) path-finding check

2009-05-28 Thread Warzone 2100 Trac
#546: O(1) path-finding check
-+--
 Reporter:  Per  |  Owner:  Per 
 Type:  enhancement  | Status:  assigned
 Priority:  major|  Milestone:  2.3 
Component:  other|Version:  svn/trunk   
 Keywords:  path-finding AI  |   Operating_system:  All/Non-Specific
Blockedby:   |   Blocking:  
-+--
Changes (by Per):

  * owner:  = Per
  * status:  new = assigned


Comment:

 Some ideas: The continent data can be saved in the map directory, so no
 consistency check needed. The size will be four bytes for each map node,
 ie a maximum of 256kb uncompressed. I think I would use two PNG images to
 store this info, say normalcontinent.png and hovercontinent.png, so it
 would be both compressed and easily viewed. We could precalculate this
 data for all default maps.

-- 
Ticket URL: http://developer.wz2100.net/ticket/546#comment:6
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Re: [Warzone-dev] [Warzone 2100 Trac] #546: O(1) path-finding check

2009-05-28 Thread Warzone 2100 Trac
#546: O(1) path-finding check
-+--
 Reporter:  Per  |  Owner:  Per 
 Type:  enhancement  | Status:  assigned
 Priority:  major|  Milestone:  2.3 
Component:  other|Version:  svn/trunk   
 Keywords:  path-finding AI  |   Operating_system:  All/Non-Specific
Blockedby:   |   Blocking:  
-+--

Comment(by Kreuvf):

 Replying to [comment:5 Zarel]:
  Replying to [comment:4 Kreuvf]:
1. Doing this would mean trusting untrustworthy data (the
 precalculated information in the map file/disk cache). So we would have to
 check that data for validity. This adds complexity: If there is no
 algorithm for checking the validity which is faster than doing the actual
 calculation, checking for validity will take more time than calculating
 only.
 
  ...um, why is that data untrustworthy? We trust all the ''other'' data
 in the map file; why not the precalculated data? Especially since the
 precalculated data saves millions of microseconds.
 Trusting the other data is another topic and AFAIK there is at least some
 validity checking somewhere (why else would I get an error message for
 duplicate stuff?). Every data that comes from the outside is per se
 untrustworthy. How can we be sure that the map and all the data have been
 created by good users? And even if it was created by good users who
 guarantees that the data has not been changed by something different? And
 please stop counting microseconds, this does not change anything. If it's
 a microsecond wasted or an hour wasted, sooner or later it'll sum up.

 By the way: There are more trivial reasons for not saving stuff to
 disk/map files and therefore not trusting what's in those files: We
 changed internal formats often enough in the past (save-games, anyone?)
 and as far as I understand it save-game format is a permanent headache.
 Something very similar could happen to map-files, if you misuse them to
 store unnecessary (=untrustworthy) data in them.
 
2. Even the data saved to disk cannot be trusted and therefore must
 be checked.
 
  ...why not? At most, we do a checksum or something, which is much faster
 than ''several million microseconds''.
 See above for the reason. Actually, you'd have to give reasons for
 trustworthiness, as everything is untrustworthy by default. And if we did
 a checksum we would just compare checksums? Checksums of what? And why
 trust the checksum in that file (outside data)?

 
3. Saving additional data in map-files will lead to increased map
 sizes. Larger map files in turn will need more time when distributing,
 especially when distributing via WZ's built-in capabilities.
 
  It's negligible. Plus, I'm sure the data computes ''much'' slower than
 than it transfers.
 It's not negligible. (Back your claims or I'll just claim the opposite
 ~.~)
 
4. Parsing map files will become more complex when flooding
 information is included. This makes the corresponding code more error-
 prone.
 
  ...oh, come on, that's ''really'' negligible. We do a lot more error-
 prone changes for a lot less speed benefit all the time.
 So at least you agree that it makes the corresponding code more error-
 prone. And the speed benefit? There is enough benefit in having the
 flooding information in the first place. If I understood everything
 correctly, it'll speed up path-finding.

 My conclusion still is: Not only there is no need for storing that
 information _permanently_, doing so will give rise to further problems.

-- 
Ticket URL: http://developer.wz2100.net/ticket/546#comment:7
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Re: [Warzone-dev] [Warzone 2100 Trac] #546: O(1) path-finding check

2009-05-28 Thread Warzone 2100 Trac
#546: O(1) path-finding check
-+--
 Reporter:  Per  |  Owner:  Per 
 Type:  enhancement  | Status:  assigned
 Priority:  major|  Milestone:  2.3 
Component:  other|Version:  svn/trunk   
 Keywords:  path-finding AI  |   Operating_system:  All/Non-Specific
Blockedby:   |   Blocking:  
-+--

Comment(by Kreuvf):

 Replying to [comment:6 Per]:
  Some ideas: The continent data can be saved in the map directory, so no
 consistency check needed.
 Why is no consistency check needed? Who/What guarantees that a map with
 the same name as before hasn't changed? Or the other way around: Who/What
 guarantees that the images have not been tampered with? Checksums of the
 map files could be used to verify that maps haven't changed, but then
 again you'd need to save the checksum somewhere. Somewhere nobody could
 have tampered with them.

 Replying to [comment:6 Per]:
  The size will be four bytes for each map node, ie a maximum of 256kb
 uncompressed.
 On slow connections (8 kb/s upload) this will add 32 s to the total map
 distribution time. And with compression you'd have to do additional
 calculations for decompressing.

 Replying to [comment:6 Per]:
  I think I would use two PNG images to store this info, say
 normalcontinent.png and hovercontinent.png, so it would be both compressed
 and easily viewed. We could precalculate this data for all default maps.
 How could the validity of the precalculated data be verified without
 rerunning the calculation on one's own machine? A checksum would probably
 be created from the precalculated data, but for comparison you'd need to
 have an own checksum which would require running the calculations on your
 own.

 Maybe I am missing some important point(s) here, so I'd be glad if
 somebody stepped up to explain to me how this is supposed to work in a
 reliable manner.

-- 
Ticket URL: http://developer.wz2100.net/ticket/546#comment:8
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Re: [Warzone-dev] [Warzone 2100 Trac] #546: O(1) path-finding check

2009-05-28 Thread Warzone 2100 Trac
#546: O(1) path-finding check
-+--
 Reporter:  Per  |  Owner:  Per 
 Type:  enhancement  | Status:  assigned
 Priority:  major|  Milestone:  2.3 
Component:  other|Version:  svn/trunk   
 Keywords:  path-finding AI  |   Operating_system:  All/Non-Specific
Blockedby:   |   Blocking:  
-+--

Comment(by Per):

 I do not understand the concern for verification. Nobody is going to
 change maps stored on the disk. Even in savegames, the map files
 themselves do not change. A map editor that understands our map format
 would have to know about all the files in a map directory, of course, but
 such an editor does not yet exist.

-- 
Ticket URL: http://developer.wz2100.net/ticket/546#comment:9
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Re: [Warzone-dev] [Warzone 2100 Trac] #546: O(1) path-finding check

2009-05-28 Thread Warzone 2100 Trac
#546: O(1) path-finding check
-+--
Reporter:  Per   |   Owner:  Per
Type:  enhancement   |  Status:  closed 
Priority:  major |   Milestone:  2.3
   Component:  other | Version:  svn/trunk  
  Resolution:  fixed |Keywords:  path-finding AI
Operating_system:  All/Non-Specific  |   Blockedby: 
Blocking:|  
-+--

Comment(by Zarel):

 Replying to [comment:7 Kreuvf]:
  Trusting the other data is another topic and AFAIK there is at least
 some validity checking somewhere (why else would I get an error message
 for duplicate stuff?). Every data that comes from the outside is per se
 untrustworthy. How can we be sure that the map and all the data have been
 created by good users? And even if it was created by good users who
 guarantees that the data has not been changed by something different? And
 please stop counting microseconds, this does not change anything. If it's
 a microsecond wasted or an hour wasted, sooner or later it'll sum up.

 Sure, we can't be sure that they've been created by good users, but why do
 we need to be?

  By the way: There are more trivial reasons for not saving stuff to
 disk/map files and therefore not trusting what's in those files: We
 changed internal formats often enough in the past (save-games, anyone?)
 and as far as I understand it save-game format is a permanent headache.
 Something very similar could happen to map-files, if you misuse them to
 store unnecessary (=untrustworthy) data in them.

 Oh, not this. It's pretty easy to tell if a format is compatible. That can
 be as simple as adding a version number counter into the save game format.
 I mean, our map format isn't convoluted like our savegame format is; it'd
 be moderately simple just to add another file, and check for its presence.

  See above for the reason. Actually, you'd have to give reasons for
 trustworthiness, as everything is untrustworthy by default. And if we did
 a checksum we would just compare checksums? Checksums of what? And why
 trust the checksum in that file (outside data)?

 Why do we need to trust our map data? You still haven't established this.
 I proposed a checksum as a safeguard against accidental corruption. If
 someone wants to intentionally fiddle with our map files, ''let them''. We
 have an open-source philosophy - if someone wants to mess with stuff,
 ''great''. I don't see the problem here.

  So at least you agree that it makes the corresponding code more error-
 prone. And the speed benefit? There is enough benefit in having the
 flooding information in the first place. If I understood everything
 correctly, it'll speed up path-finding.

 Yes, well, +2 seconds worth of map loading is pretty nontrivial. It should
 be avoided whenever possible.

 I meant that it's error-prone in the tautological sense: ''All'' code is
 error-prone. Even bugfixes. And yet we keep on writing it.

  My conclusion still is: Not only there is no need for storing that
 information _permanently_, doing so will give rise to further problems.

 What further problems? You've said nothing about any further problems
 except some vague commentary on trustworthiness.

 Replying to [comment:8 Kreuvf]:
  On slow connections (8 kb/s upload) this will add 32 s to the total map
 distribution time. And with compression you'd have to do additional
 calculations for decompressing.

 Decompressing a PNG takes a trivial amount of time (far less than two
 seconds).

  Maybe I am missing some important point(s) here, so I'd be glad if
 somebody stepped up to explain to me how this is supposed to work in a
 reliable manner.

 I think what you're not understanding is this: We don't need to be secure
 against attackers. You must realize, we are developing a game here, not,
 say, OpenSSL. What kind of attack are you afraid of?

 Here's a chart for you:

 || Attacker || '''Data regenerated''' || '''Data cached in map''' ||
 || ''Malicious mapper/MitM'' || Warzone crashes || Warzone crashes ||
 || ''Subtly malicious mapper/MitM'' || Warzone behaves strangely ||
 Warzone behaves strangely ||
 || ''Trustable mapper'' || Warzone works fine || Warzone works fine ||

 Malicious mappers can already crash the game, or if they want to be more
 subtle, screw with gateways, features on top of buildings, etc, etc. And
 as a community, we are small enough that we don't have people bored enough
 to do that. And even if we did, we'd get around it by not downloading
 their maps. That's how every game works.

 Emphasis on malicious - a simply incompetent map maker would be fine,
 since it's the underlying map editor that takes care of the continent data
 cache.

-- 
Ticket URL: