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Re: [pbmserv-dev] on another note...
Yes... the multiple command could use a little work...
On Tue, Apr 30, 2002 at 05:26:22PM -0400, Lyman Hurd wrote:
> 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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