taskBattle for Wesnoth - Tasks: task #2364, Support for multiplayer campaigns

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task #2364: Support for multiplayer campaigns

Submitted by:  None
Submitted on:  Sun 03 Apr 2005 10:38:24 AM UTC  
Category: WesnothShould Start On: Sun 03 Apr 2005 12:00:00 AM UTC
Should be Finished on: Sun 24 Apr 2005 12:00:00 AM UTCPriority: 3 - Low
Status: In ProgressPrivacy: Public
Percent Complete: 60%Assigned to: Lukasz Dobrogowski <zaroth>
Open/Closed: OpenEffort: 0.00

Sat 15 Oct 2005 06:32:18 AM UTC, comment #1:

See https://savannah.nongnu.org/task/?func=detailitem&item_id=3961 for Savannah history (3 comments).

ott <ott>
Project Member
Sun 03 Apr 2005 10:38:24 AM UTC, original submission:

The code is quite ready for implementing multiplayer campaigns, now that:

  • Random variables do not break everything
  • Messages may be translated independently on several sides of a MP game.
  • The MP setup code is rather clean
  • Side-specific objectives are possible

Multiplayer campaigns will be implemented by making the multiplayer code calling play_game instead of play_level, and by modifying play_game so that this works. The game host will send the serialized game_state to the client, and not a snapshot of the game as it did before.

On the host, play_game will load scenarios from the game config. On the client, it will load scenarios from the network.

The server will certainly have to be fixed so that it understands level data being sent in the middle of a game session.



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Carbon-Copy List
  • -unavailable- added by zaroth (Updated the item)
  • -unavailable- added by ott (Updated the item)

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    Follow 4 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Thu 09 Jun 2011 09:33:46 PM UTCzarothAssigned toNone=>zaroth
    Sat 15 Oct 2005 07:09:38 AM UTCottCategoryArtificial Intelligence=>Wesnoth
    Sat 15 Oct 2005 06:32:18 AM UTCottCategoryNone=>Artificial Intelligence
      StatusPostponed=>In Progress
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