bugFreeciv - Bugs: bug #20572, AI observer timeout display badly...

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bug #20572: AI observer timeout display badly off

Submitted by:  Marko Lindqvist <cazfi>
Submitted on:  Wed Feb 27 09:36:21 2013  
Category: NoneSeverity: 3 - Normal
Priority: 5 - NormalStatus: None
Assigned to: NoneOpen/Closed: Open
Release: Operating System: None
Planned Release: Contains string changes: None

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Tue Jan 28 20:52:11 2014, comment #2:

How about something like this:

Have a request client can send to server to ask server what it currently thinks time to TC is. Client notes when it sent the request, and sees how long the reply takes to get to it. Client treats the time between send and response as an upper bound on its error. Client repeatedly asks (with rate limiting) until the delay is below a threshold.
In the meantime, client displays timeout as "???" or "about 4 hours" or "5m +/- 30s" or some such (and for unitwaittime indication per bug #18664, um, not sure? Probably err on the side of not displaying a "you can't move" indicator until it's pretty sure what time it is)

This will tell the client when it's got incomplete knowledge. It might fail to actually give adequate results -- certainly I imagine that the client's display will be wrong while the client is chewing through lots of animations and other updates, but the player won't be able to play in this period. Hopefully once all activity has died down and the client is usable by the player, the above would get the client in sync with the server fairly quickly.

(Could also put client's own estimate of timeout in request and have server tell it the error in the response; that way the client would know how much of the delay was in each direction. Although I'm not sure what use it can make of this.)

Jacob Nevins <jtn>
Project Administrator
Mon Mar 4 23:20:08 2013, comment #1:

If you think of a solution for this, it'll help with bug #18664 too.

Jacob Nevins <jtn>
Project Administrator
Wed Feb 27 09:36:21 2013, original submission:

This probably applies to all connections where a lot of units move on turn change, but most noticeable it is when observing AI players (all units of the player move under AI control).

After movement of all the units has been shown timeout counter starts counting down from the full timeout value, but in the server side it has been counted down all the time while units were still moving on the client's display.
I'm currently observing game with timeout 30 where unit movement display takes ~25 sec meaning that turn changes when timeout displayed shows 25 sec remaining.

Marko Lindqvist <cazfi>
Project Administrator


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