[Kde-games-devel] Re: Incomplete Information and KGame

Neil Stevens kde-games-devel@mail.kde.org
Sun, 16 Feb 2003 19:08:52 -0800


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On Sunday February 16, 2003 07:00, Andreas Beckermann wrote:
> For this you need to use the KGameProperty in PolicyLocal mode (meaning:
> do not send out messages when the property changes - it behaves like a
> normal variable except that it gets saved automatically when the game is
> saved). Now you can modify this property on every client separately, so
> that every client knows about those variables that the player owns/knows
> only.

Can't use that because I need the server to tell the player what the data=20
is.

> Of course you'd need to use a lot of network messages here...
> You can (as Martin pointed out) send a message with a single player as
> receiver. But still every player would receive this message and a hacked
> client could read the message then. So you need a way to send messages
> to a single client only, instead of broadcast messages.
> Here you have two options:
> 1. Tell me that it is important and I'll see if I can do something.
> KGameNetwork::sendSystemMessage() would need to be modified to recognize
> the receiver parameter.

It's important!  Without the ability to hide information, KGame will never=
=20
be practical for a lot of multiplayer network games, because it will be=20
too easy to cheat.  Only games like Chess with complete information will=20
be possible.

> 2. Use KGame::messageClient(), which returns a pointer to the internal
> KMessageClient. Burkhard Lehner did an excellent documentation for these
> classes, so you should have a look :)

OK, I'll look at that, and come back if I have more questions on how to use=
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it. :-)

Thank you!

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Neil Stevens - neil@qualityassistant.com
"Distinctions by race are so evil, so arbitrary and insidious that a
state bound to defend the equal protection of the laws must not allow
them in any public sphere." -- Thurgood Marshall
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