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List:       kde-games-devel
Subject:    Re: [Kde-games-devel] Multiplayer updates
From:       "srikrishna das" <das.srikrishna () gmail ! com>
Date:       2008-03-31 2:36:15
Message-ID: 556141c90803301924l6030935ci5d2eecd1a914bbbe () mail ! gmail ! com
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>All impatient SoC student on this list can try to get it to run so they
will
>also become familar with checking out the source, building, troubleshooting
>and so on :-)

LOL. :P

I wonder why regular players of these games didn't report any of the issues
which you found!


On Sun, Mar 30, 2008 at 11:40 PM, Josef Spillner <spillner@kde.org> wrote:

> Hello all,
>
> since my blog is currently offline after someone managed to find a
> wordpress
> exploit in it, I'm sending some maybe interesting updates by mail.
>
> * KReversi
> Savegames from the server can now be displayed in web applications. For
> learning purposes it might make sense to be able to load savegames from
> the
> client and replay them on a read-only board. I'm going to stress-test the
> game online soon, but of course it'd be much better if other, more
> critical,
> people will find bugs.
> All impatient SoC student on this list can try to get it to run so they
> will
> also become familar with checking out the source, building,
> troubleshooting
> and so on :-)
>
> * KBattleship
> The standalone server for it ('Submarine') has been mostly finished. There
> are
> some client issues with it: If the game is over and the server exits, the
> game starts reading from the socket like crazy instead of recognising that
> it
> was closed. It is also not really prepared for a client-server scenario
> and
> will need some protocol modifications, while still keeping the
> player-to-player games.
> The server is written in Python btw.
>
> * KSquares
> Savegame review was already available for web apps, but it would also be
> nice
> to have it in the client, especially since my old game KDots, which
> implements the same game, could do that.
> The multiplayer mode is now mostly complete. What is missing is some
> additional safety against manipulated servers by comparing which filled
> squares are reported by the server and which were expected by the client.
> But
> functionality-wise it's complete I'd say. The KGGZ page on techbase
> provides
> some hints on how to test it.
>
> * KFourInLines
> Also savegame review support for the web. Today is savegames day for me it
> seems. But, alas, not much more yet.
>
> Josef
> _______________________________________________
> kde-games-devel mailing list
> kde-games-devel@kde.org
> https://mail.kde.org/mailman/listinfo/kde-games-devel
>



-- 
Srikrishna Das
(krish at irc.freenode.net)

[Attachment #5 (text/html)]

&gt;All impatient SoC student on this list can try to get it to run so they will<br>
&gt;also become familar with checking out the source, building, troubleshooting<br>
&gt;and so on :-)<br><br>LOL. :P<br><br>I wonder why regular players of these games \
didn&#39;t report any of the issues which you found!<br><br><br><div \
class="gmail_quote">On Sun, Mar 30, 2008 at 11:40 PM, Josef Spillner &lt;<a \
href="mailto:spillner@kde.org">spillner@kde.org</a>&gt; wrote:<br> <blockquote \
class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt \
0pt 0.8ex; padding-left: 1ex;">Hello all,<br> <br>
since my blog is currently offline after someone managed to find a wordpress<br>
exploit in it, I&#39;m sending some maybe interesting updates by mail.<br>
<br>
* KReversi<br>
Savegames from the server can now be displayed in web applications. For<br>
learning purposes it might make sense to be able to load savegames from the<br>
client and replay them on a read-only board. I&#39;m going to stress-test the<br>
game online soon, but of course it&#39;d be much better if other, more critical,<br>
people will find bugs.<br>
All impatient SoC student on this list can try to get it to run so they will<br>
also become familar with checking out the source, building, troubleshooting<br>
and so on :-)<br>
<br>
* KBattleship<br>
The standalone server for it (&#39;Submarine&#39;) has been mostly finished. There \
are<br> some client issues with it: If the game is over and the server exits, the<br>
game starts reading from the socket like crazy instead of recognising that it<br>
was closed. It is also not really prepared for a client-server scenario and<br>
will need some protocol modifications, while still keeping the<br>
player-to-player games.<br>
The server is written in Python btw.<br>
<br>
* KSquares<br>
Savegame review was already available for web apps, but it would also be nice<br>
to have it in the client, especially since my old game KDots, which<br>
implements the same game, could do that.<br>
The multiplayer mode is now mostly complete. What is missing is some<br>
additional safety against manipulated servers by comparing which filled<br>
squares are reported by the server and which were expected by the client. But<br>
functionality-wise it&#39;s complete I&#39;d say. The KGGZ page on techbase \
provides<br> some hints on how to test it.<br>
<br>
* KFourInLines<br>
Also savegame review support for the web. Today is savegames day for me it<br>
seems. But, alas, not much more yet.<br>
<br>
Josef<br>
_______________________________________________<br>
kde-games-devel mailing list<br>
<a href="mailto:kde-games-devel@kde.org">kde-games-devel@kde.org</a><br>
<a href="https://mail.kde.org/mailman/listinfo/kde-games-devel" \
target="_blank">https://mail.kde.org/mailman/listinfo/kde-games-devel</a><br> \
</blockquote></div><br><br clear="all"><br>-- <br>Srikrishna Das<br>(krish at <a \
href="http://irc.freenode.net">irc.freenode.net</a>)<br>



_______________________________________________
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https://mail.kde.org/mailman/listinfo/kde-games-devel


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