What steps will reproduce the problem?
1.
2.
3.
What is the expected output? What do you see instead?
Our group's idea to reach this goal is using a heap. The heap contains all
the local time of the players' machine. Here the time is the time when
players request a movement. Then we take the earliest one to operate, also
sending all the players' positions so that the one we are operating can
take those positions as spots of wall. Therefore it can run well on that
player's machine. Then we get the infomation back to the world, then the
next player in the heap. In addition, we can use several threads to do
both things: operating and dealing with the heap.
Please use labels and text to provide additional information.
Original issue reported on code.google.com by leonli...@gmail.com on 6 Feb 2007 at 3:51
Original issue reported on code.google.com by
leonli...@gmail.com
on 6 Feb 2007 at 3:51