![](https://attach.openclonk.org/avatars/79-5162.png)
is it possible to show this speicific icon.png in this list?
when a scenario is hosted, the icon.png should be sent to the masterserver, which stores it as long as the game is open. clients wich check the masterserver list, download this icon automatically. maybe add a checkbox in the options menu to disable this feature..?
icon.png, 26x26 px, 1,6kb size, i think this is ok, but i do not know how much traffic the masterserver can manage.
![](https://attach.openclonk.org/avatars/126-5136.png)
Also, I agree that custom icons ought to be shown in the network frontend. Would be nice.
![](https://attach.openclonk.org/avatars/65-0196.png)
>when a scenario is hosted, the icon.png should be sent to the masterserver, which stores it as long as the game is open. clients wich check the masterserver list, download this icon automatically. maybe add a checkbox in the options menu to disable this feature..?
You could also link the icon to the scenario hash and only transmit it once (..and delete all the stored icons every few days)
![](https://attach.openclonk.org/avatars/64-84632.png)
![](https://attach.openclonk.org/avatars/29-2030.png)
> There is the problem of harassing or copyrighted images beeing uploaded.
No, there isn't. The server is hosted in Germany, and thus German law applies; and §10 TMG shields the service provider (i.e. us) from liability as long as we don't have any knowledge of infringement.
![](https://attach.openclonk.org/avatars/24-4666.png)
As long as the same scenarios keep being played, we can cache downloaded icons.
![](https://attach.openclonk.org/avatars/59-2177.png)
Hm, that could actually work. Just need to do the same resource finding the network does, then open the scenario and look for an icon. Another upside: This way you can see beforehand whether the scenario version is the same one you have.
Downside: I'm not sure how long this would take for all games. I think the icon is ordered to the group front, so maybe it's cheap enough. Checksum tests would take a bit, though. Maybe just check size, name and group author in this instance?
Downside: I'm not sure how long this would take for all games. I think the icon is ordered to the group front, so maybe it's cheap enough. Checksum tests would take a bit, though. Maybe just check size, name and group author in this instance?
Since even uncompressed icons would be 3kb tops, I don't think we need to avoid downloading them at all cost. Getting an icon identifier with the game list, and downloading the icon if it isn't already cached, should be fine.
I don't like it. Opening additional side-channels on reference request is something I would avoid as long as possible. Especially if you consider that you also need to define some protocols on the upload side. Are we really willing to bring that much cruft into our engine network interface just to support a few colorful pixels? Most of the interesting data is already present on the local hard disk anyway, see above.
> cruft
Since you have already made up your mind, what's the point in asking rhetorical questions?
![](https://attach.openclonk.org/avatars/64-84632.png)
![](https://attach.openclonk.org/avatars/24-4666.png)
![](https://attach.openclonk.org/avatars/65-0196.png)
>Yes, that's what I meant with mitigated :-) Another option would be to lazily fetch icons only when the game is being displayed.
The clients could actually fetch the image from the host (if they do not have a local scenario with the same name&hash), no?
(Another plus side: You would instantly be able to see if the host did not forward his ports!)
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