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



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