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RE: [pbmserv-dev] on another note...
Thanks for the suggestion. I tried that, but if the server picks up a move
out of order, it doesn't wait and process it later, it gives an error.
Of course by resending the same email eventually all the moves would be
processed, but ones mailbox would be awfully full of error messages :-).
Lyman
-----Original Message-----
From: Martin Moller Pedersen [mailto:tusk@daimi.au.dk]
Sent: Tuesday, April 30, 2002 5:09 PM
To: pbmserv-dev@gamerz.net
Subject: Re: [pbmserv-dev] on another note...
-> I know this is a non sequitur but the change I would most like to see
(and I
-> know I brought this up back when I was trying to see if it was already
-> solved) is a feature on the server to allow sequences of forced moves to
be
-> entered in one fell swoop. I don't know if games other than Zertz are
-> typified by long forced sequences, but in Zertz as many as seven or eight
-> responses can be forced. My mail server seems to have a lousy connection
-> (not completely sure where the time is spent) so round trip between
-> submitting a move and getting it back can be 20-30 minutes.
->
-> The "preview" command lets one error check a forced sequence (it appears
to
-> only look at the list when there is not a force). However, I cannot then
-> "submit" the series of moves in one fell swoop. It would be "Ok" if the
-> multiple command preserved order but it doesn't (as I learned through
hard
-> experience).
->
You might consider using "move#move_number" eg. "A1#3" to specify that
A1 is move number 3 in the game.
/Martin
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