====== 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