Incomplete turn orders sending to the server

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o01eg
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Joined: Sat Dec 10, 2011 5:46 am

Incomplete turn orders sending to the server

#1 Post by o01eg »

While working on https://github.com/freeorion/freeorion/pull/2364 there is found other issue.

Currently the server acts as active and request incomplete turn orders from clients. It prevents clients from going offline while playing game so I'm going to make the server passive in receiving turn orders.

It requires to make client active in sending incomplete turn orders. I propose to made next step in https://freeorion.org/forum/viewtopic.php?f=6&t=10915 and split readiness from sending orders.

Player make orders and then "commit" them into the server. But while he don't make itself ready turn won't advance and committed orders won't be executed but still them could be saved.
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Geoff the Medio
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Re: Incomplete turn orders sending to the server

#2 Post by Geoff the Medio »

The player shouldn't need to manually "commit" orders separately from marking themselves done / ending the turn.

The clients could send orders every time one is issued, though.

o01eg
Programmer
Posts: 2026
Joined: Sat Dec 10, 2011 5:46 am

Re: Incomplete turn orders sending to the server

#3 Post by o01eg »

Geoff the Medio wrote: Wed Jan 30, 2019 10:58 am The player shouldn't need to manually "commit" orders separately from marking themselves done / ending the turn.

The clients could send orders every time one is issued, though.
Then it better to have partial turn update message so client will send only added and removed orders instead of entire turn order set. Entire turn order set will be sent only on complete turn to prevent desyncs.
Gentoo Linux x64, gcc-11.2, boost-1.78.0
Ubuntu Server 22.04 x64, gcc-12, boost-1.74.0
Welcome to the slow multiplayer game at freeorion-lt.dedyn.io.Version 2024-04-14.ad50e93.
Donations're welcome:BTC:bc1q007qldm6eppqcukewtfkfcj0naut9njj7audnm

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