>> * The master branch on SF.net is automatically mirrored to GitHub on every 
>> push (using a server hook).
> This is very nice.

I celebrated a bit prematurely since it's not possible to save the 
Github-secret in a secure manner for the server hook. As a result, I removed 
the server hook and added a bit more complicated solution (actually I did this 
right after sending the email, but I hoped SF could help store the secret 
somewhere safe).

The mirroring is still happening automatically since I added a mirroring script 
on my server. There's up to ten minutes delay before the changes appear on 
Github. I will be upgrading this solution to a webhook, for immediate 
mirroring, at some later point.


> BTW, had an hour or so free this morning, so I did something really odd...
> I played freecol:-).  Did not crash it and it was snappy.  We are looking
> good for an official release.

Great! :-D

The quality seems better than the previous release. I think we can make the 
release without doing any further testing. Please go ahead making the release, 
if you wish. If not, I will look into it tomorrow.


BTW, I have just fixed a lot of bugs related to both multiplayer games and the 
metaserver. There are still a couple of annoying problems that prevent us from 
running official public servers, but these should not prevent us from making a 
release:

1. Multiplayer games are stopped immediately when the last human player exits 
the game. Instead, the human player's turn should merely be ended and any 
further play should be paused until a human reconnects.
2. Standalone servers should exit automatically after a game has ended -- so 
that the standalone server can be automatically restarted. I would suggest 
sending a chat message to all connected players telling that the server will 
restart in 30 seconds since the game has ended ... and then shutdown the server.

Official public servers can be made even better with a few new features as well:

3. Add a server setting for defining the maximum time before a turn is 
automatically ended. For example, we could have long play games with 24 hours 
per turn ... or short games where you get, say, 5 seconds per unit not working 
in a colony and 30 seconds per colony.
4. Allow a password to be defined for a player so that it's locked even when 
the player is not connected.
5. Add a server setting for releasing the above mentioned lock if the player 
has not connected within a specified amount of time.


Best wishes,
Stian Grenborgen

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