2 May 00:05
Re: How referees should respond to illegal plays
Doug Orleans <dougo <at> place.org>
2005-05-01 22:05:10 GMT
2005-05-01 22:05:10 GMT
Jason McIntosh writes: > 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? It's not "passing" anything, it's returning a fault response to the RPC request. > 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.) This is easy to change in the Javolin client library. The "rpc" ECMAScript function could be made to raise an ECMAScript exception when it gets an RPC fault, instead of calling the ErrorHandler that(Continue reading)

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