With regard to temporary status(es) and all that, excluding them from
implementation initially would simplify the task of getting a basic online
tiles version up and running, certainly, but when it does come time to
implement them you can use a delta-based implementation for those as well
(so as to prevent having to send a 'status' => 'berserk_exhausted', or other
status-related conditions) on every turn.

Could just as easily add a 'add_status' => 'berserk_exhausted' and then - 10
turns later, or whenever send a 'remove_status' => 'berserk_exhausted' and
depend on the client to continue to display "Exhausted" until a
"remove_status" is received to clear it.

Regards,
Robert Burnham


On Thu, Mar 31, 2011 at 2:57 PM, Jeff Johnson <[email protected]>wrote:

> Hi Henry,
>
> You are correct, that's a better way to do it.  I was hoping for a nice
> shortcut to duplicate the Tiles GUI easily. :)
>
> Are you are proposing to send only the delta's (new state changes) or a
> full representation of the state data?  Are delta's tracked already or would
> we need to store a duplicate copy of each state data object?
>
> How would we determine what should be sent and what should not be sent?
> For example, looking at the player class, should the 'berserk_penalty' be
> visible to the user in some form?  I'm not sure I can judge properly on many
> cases.  Maybe we start off very restrictive and only add items that are less
> obvious as needed.
>
> For your Step 2 (deltas to JSON), I image it's just a function like:
>     string MakePlayerDeltaJSON(player * you);
> And that function just pick the fields it wants to export and returns a
> huge string worth of data.  Is that what you are thinking?  If so, this
> sounds easy enough without me knowing much about the other state objects.
>
> The message window stuff appears to assume a local GUI, in message.cc,
> message_window::out_line() it directly calls 'cprintf()'.  This looks
> sticky, and I'm not sure the best way out of it yet.
>
>
> The more that I think about this overall approach, I guess these JSON blobs
> could be used to record and playback a game, right?  Is there any ability to
> do record/playback now?  I haven't seen any, but I'm not familiar with all
> aspects of non-tiles or online play mode.
>
>
> Keep the great ideas coming!
>
>
> Best Regards,
>
> Jeff
>
>
>
>
>
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