1 May 21:37
Re: How referees should respond to illegal plays
Jason McIntosh <jmac <at> jmac.org>
2005-05-01 19:37:30 GMT
2005-05-01 19:37:30 GMT
On Apr 30, 2005, at 9:55 PM, Doug Orleans wrote: > Jason McIntosh writes: >> Secondly, fault packets simply can't hold very much data (so long as >> they stick to the XML-RPC standard); the code has to be numeric and >> therefore not immediately human-readable, and it can't contain any >> arguments. > > That's not true, RPC faults have both an integer code and string. The string isn't really data in the way that the code is, though. It's meant to be a human-readable string for passing directly to the user. But in taking advantage of this, the referee is overstepping its limits, I think. We last year decided that referees make all their in-game communication in the form of ruleset-defined RPC requests, but here they are passing a string? The specific objection I've heard from two different people is that, as UI authors, they want total control over what the player sees when they try to do something illegal. If it's left to an RPC fault, then control stops at the client without getting passed to the game UI. (In the case of Javolin right now, this takes the form of a dialog box that displays the string.) > And > I think it would be okay to insert our own subelements to the fault > XML (in the Volity namespace) if we really need something more > structured than a string. I really want to avoid doing any XML-level diddling in any part of(Continue reading)

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