From: Michael T. P. <mp...@co...> - 2011-05-29 12:03:11
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On Sun, 29 May 2011 05:36:52 PM Michael Vehrs wrote: > "emacs -batch" maybe? That would be nice, but I was planning to look closely at the code, so an edit-macro will probably suffice. > But I do know which additional features I would like the redesigned > network layer to have: It should avoid all transformations between DOM > and StAX, Agreed. That is fundamental. > and it should avoid XML serialization when possible. The AI > players, as well as the human player in the case of a single-player > game, are all local. They should use plain old java objects and some > kind of a message queue rather than the whole marshal -> send -> receive > -> unmarshal shebang. I wonder if we could just feed the ChangeSets direct to the clients. Add an "apply" method to the ChangeSet-subtypes... have to look into that, as it would at least be a bit more structured than the current ad hoc nature of the client InGameInputHandler. > The DummyConnection class used by the AI already > skips the network, but it still does the marshalling and unmarshalling. Do we use DummyConnection for single-players? If not, that should be a fairly easy step. However, going in the other direction, I am still hoping one day to see full- client AIs that do not cheat, because they can't. Cheers, Mike Pope |