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Multiplayer networking? http://horde3d.org/forums/viewtopic.php?f=2&t=1718 |
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Author: | imranhabib [ 26.09.2012, 13:50 ] |
Post subject: | Multiplayer networking? |
I am facing a problem with multiplayer networking. All that I am doing is that I start a server by calling a function Mystartserver(); Before this function my variable named m_networkstarted is set as false but as soon as i start server once i set it to true. Code: Mystartserver(){ if (m_networkStarted) return; m_networkStarted = true; GameEngine::startServer(); GameEngine::registerCallbackOnClientConnect(NetworkApp::clientConnectCb);} While in my client i am doing folowing things Code: Myclient(const char* character, int spectator){ m_networkStarted = true; const char* serverip = "127.0.0.1"; GameEngine::connectToServer(serverip); if (m_networkStarted){ if(spectator > 0) { m_spectator = true; m_character = GameEngine::entityWorldID("Hans"); m_spectatorNum = spectator; h3dSetupCameraView(GameEngine::entitySceneGraphID(m_camID),73.7f,4.0f / 3.0f, 0.1f, 1000.0f); } else{ m_character = GameEngine::entityWorldID(character); m_NPC = GameEngine::entityWorldID("Emilia"); } if(!m_spectator) { GameEngine::registerCallbackOnStateRequest(NetworkApp::stateRequestCb); } if(m_spectator){ const char* serverip = "127.0.0.1"; GameEngine::connectToServer(serverip); GameEngine::registerCallbackOnStateRequest(NetworkApp::stateRequestCb); } } else {return;} } Now when i am running the application (.exe) first time I am calling the server once. I run another (new) exe on same computer and then i call the client 1. It works and is connected to the server. Then I run 3rd .exe and then i call my client function again and this is the second time my client is called. so now when i do this i get the status on my screen that it is connected and after half a second its shows as it is Disconnected. What is the wrong in connecting a client that i am doing ? Although client is running but it is not connected to the server. what possible reason could it be? i just don't get why one client gets connected while when second client is connecting it is connected for half a second and then it is disconnected? |
Author: | imranhabib [ 26.09.2012, 15:19 ] |
Post subject: | Re: Multiplayer networking? |
Ok now i know what mistake i am doing . Probably when i am using this function while creating server it is not allowing me connect new clients but when i remove this i can attach as many client as i can. Code: GameEngine::registerCallbackOnClientConnect(NetworkApp::clientConnectCb); But now problem here is that client 1 is not updating according to client 2. my client 1 is attached with hans as a view while client 2 is also attached with hans as a left view. so its attached as left view but its not updating as client 1 is updating . Does some one has any idea how can i update client 2 if client 1 is changing its position? |
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