[MUD-Dev] Semi Graphical Muds
Bruce
bruce at puremagic.com
Thu Feb 15 03:51:44 CET 2001
Felix A. Croes wrote:
> Not quite. Each message sent by either client or server has a
> sequence number. When a connection is dropped and re-established,
> each side knows exactly what the last message was that it has
> actually received, and can so inform the other party.
> Furthermore, both client and server can continue to generate
> messages to the other party even while the connection is down, so
> that a temporary connection loss can be presented to a higher layer
> as no more than a bad case of lag.
Felix,
Thanks for your explanation!
Is there some sort of time-out after which those messages would be
expired? Is there some means by which they can be removed by the
application? My concern is for a long lag or disconnect with some
time before the re-connect (even 30 seconds is enough), during which
the state of the game has changed such that I would not have entered
those commands. Would I be able to remove the corresponding messages
from the queue?
I have questions as well from the perspective of the server. What
happens if the client never returns? What happens if the client is
disconnected, and the player is attacked by a creature, yet they are
still present within the game world?
Also, this looks like something that could easily ride on top of a
protocol layer, within the application code. Not that it is of
interest to you, from statements in your prior emails/postings, but it
seems like this would be something that could be layered on top of
BXXP or some other protocol.
While I think that this is an interesting idea, I'm still a bit curious
as to how all of the details play out.
- Bruce
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