On Mon, 2006-01-09 at 04:02 +0200, Vassilii Khachaturov wrote: > > The universal solution is to download the plane from the person who uses > > it (the download protocoll must be included in the FGFS network code). > > Isn't that too big a security hole? It's OK to assume that your airplanes > code is secure to run, but probably not if it doesn't come from the > central CVS.... Also, that guy's model might be a development one, that > he's righting and debugging at that very moment. > > V. >
Conversely, someone developing a new plane with a huge number of polys. That person connects to flightgear MP server at SFO with those who can see the plane seeing their frame rate drop due the polycount. Also think about the dial-up modem. A player has developed a custom plane connect to the MP server, several players around the same airport starts a transfer of the new plane. You still have to solve the problem of two different planes that have been customised by different players from over writing other variants of the same plane. I think we should stick with a centralised hangar of selectable planes which can be downloaded as required. Regards George ------------------------------------------------------- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://ads.osdn.com/?ad_id=7637&alloc_id=16865&op=click _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel