Client-side vs. Server-side code in a D3-SDK gametype mod
Posted: Mon Jul 09, 2007 2:32 pm
I am (finally!) alpha-testing and working out the bugs in a new gametype mod I'm developing.
One of the issues I'm having is with controlling which pieces of code run for clients vs. which pieces run for the server. Specifically, I created a couple of custom packet types to go from the server to clients on certain events, but I think one of the client packet-receiver functions is running on the server (which causes all kinds of problems).
Am I correct in my understanding of the following?
- A dedicated server acts as \"Player 0\".
- A player server (i.e. a player starts the server through the D3 menu) acts as both a client and the server.
I'm using the DMFCBase->GetLocalRole() function (I think that's the one, I don't have my code in front of me at the moment) to distinguish between them. Or am I missing something?
One of the issues I'm having is with controlling which pieces of code run for clients vs. which pieces run for the server. Specifically, I created a couple of custom packet types to go from the server to clients on certain events, but I think one of the client packet-receiver functions is running on the server (which causes all kinds of problems).
Am I correct in my understanding of the following?
- A dedicated server acts as \"Player 0\".
- A player server (i.e. a player starts the server through the D3 menu) acts as both a client and the server.
I'm using the DMFCBase->GetLocalRole() function (I think that's the one, I don't have my code in front of me at the moment) to distinguish between them. Or am I missing something?