====== Updated Map Protocol ====== ==== Ideas ==== * More layers (done in CVS by mwedel) * Filling in rectangular areas? * Would greatly reduce bandwidth used when sending floors and to a lesser degree walls * Probably too complicated to be worthwhile * Impliment a streaming compression protocol * Has been tested to be more efficent than selectively compressing large packets (map ones) * Make use of the "map2" proposal in doc/Developers/protocol of the server source (done in CVS by mwedel) * It's extendability should be able to accommodate features such as these * Send location of light sources (see [[lighting|Revamp Lighting]]) * Split as seperate packet possibly, but listed here as the client may still use it in display of the map ==== More information ==== * [[http://thread.gmane.org/gmane.games.crossfire.general/433|Crossfire mailing list: server map code redo.]] ====================== Just my 0.02€, but using gzip on the conenction would likely be more effective than special protocol support for rectangular areas. Likewise animations.. I analyzed a few streams and found that animation bandwidth use can be reduced to a few bytes/timestep that way. The computational effort is also comparable to implementing special protocol extensions like filling areas. Compression would be more efficient, easier to implement and more stable. IMnsHO. pcg@goof.com