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From: <er...@be...> - 2007-02-18 18:47:59
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Well, I have two suggestions. 1. Let the server do it anyway by client request. Why not? 2. Add "client data" to the saved game and let the client call the server with arbitrary information to add/remove, for example in the form of name-value pairs (Map<String, String>). I must admit that the separation between client and server is a bit fussy for me though, as the same classes (Game, for instance) handles both client and server-side logic. I would have liked to keep a separate hierarchy with a common base (or interface) in order to make the separation clear. -Erik -----Original Message----- From: fre...@li... [mailto:fre...@li...] On Behalf Of Michael Burschik Sent: Sunday, February 18, 2007 10:34 To: fre...@li... Subject: [Freecol-developers] Trade routes I am working on implementing trade routes, and I have a problem: I need to be able to save the trade routes with the save game and to ensure that they will be preserved during the communication between client and server. Thus, the easiest solution would be to implement them as FreeColGameObjects. However, trade routes need to be created by the client, not the server. How should we handle this problem? Regards Michael ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV _______________________________________________ Freecol-developers mailing list Fre...@li... https://lists.sourceforge.net/lists/listinfo/freecol-developers |