[Freeciv-Dev] [bug #20572] AI observer timeout display badly off

2014-01-28 Thread Jacob Nevins
Follow-up Comment #2, bug #20572 (project freeciv):

How about something like this:

Have a request client can send to server to ask server what it currently
thinks time to TC is. Client notes when it sent the request, and sees how long
the reply takes to get to it. Client treats the time between send and response
as an upper bound on its error. Client repeatedly asks (with rate limiting)
until the delay is below a threshold.
In the meantime, client displays timeout as ??? or about 4 hours or 5m
+/- 30s or some such (and for unitwaittime indication per bug #18664, um, not
sure? Probably err on the side of not displaying a you can't move indicator
until it's pretty sure what time it is)

This will tell the client when it's got incomplete knowledge. It might fail to
actually give adequate results -- certainly I imagine that the client's
display will be wrong while the client is chewing through lots of animations
and other updates, but the player won't be able to play in this period.
Hopefully once all activity has died down and the client is usable by the
player, the above would get the client in sync with the server fairly
quickly.

(Could also put client's own estimate of timeout in request and have server
tell it the error in the response; that way the client would know how much of
the delay was in each direction. Although I'm not sure what use it can make of
this.)

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[Freeciv-Dev] [bug #20572] AI observer timeout display badly off

2013-03-04 Thread Jacob Nevins
Follow-up Comment #1, bug #20572 (project freeciv):

If you think of a solution for this, it'll help with bug #18664 too.

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[Freeciv-Dev] [bug #20572] AI observer timeout display badly off

2013-02-27 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20572

 Summary: AI observer timeout display badly off
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 27 Feb 2013 11:36:21 AM EET
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:

This probably applies to all connections where a lot of units move on turn
change, but most noticeable it is when observing AI players (all units of the
player move under AI control).

After movement of all the units has been shown timeout counter starts counting
down from the full timeout value, but in the server side it has been counted
down all the time while units were still moving on the client's display.
I'm currently observing game with timeout 30 where unit movement display takes
~25 sec meaning that turn changes when timeout displayed shows 25 sec
remaining.




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