Talk:Transforming the Multiplayer SDK into Coop: Difference between revisions
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You would also run into issues with dedicated servers probably—'''[[User:Ts2do|ts2do]]''' <sup>([[User talk:Ts2do|Talk]] | [mailto:tsdodo@gmail.com @])</sup> 12:21, 19 Nov 2005 (PST) | You would also run into issues with dedicated servers probably—'''[[User:Ts2do|ts2do]]''' <sup>([[User talk:Ts2do|Talk]] | [mailto:tsdodo@gmail.com @])</sup> 12:21, 19 Nov 2005 (PST) | ||
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'''@Ts2Do''' | |||
Well, as far as I know, the player's restoration is not included in the SDK: somewhere in the code, Valve says something like ''"the players move across transitions another way"'''. | |||
So I don't know the way they go across transitions, anyway I just know they are restored the same way as entities are. | |||
Regarding the problem of Dedicated Servers, as I said in the article, the clients cannot be restored properly. Knowing that each player has an edict, I could have the following scheme: | |||
*host-player ( edict: 1 ) | |||
*client1 ( edict: 2 ) | |||
Now if those players go across a transition, I get this: | |||
*the host-player won't have any problem | |||
*the client will. | |||
My "hack" is the following: I basically ask the server ''"is there any existing player with the edict #2 ?"''. If the answer is ''"YES"'', it would mean there already is a player on the map. If there is an existing player, I tell the server not to override it as this existing player would be the former one ( coming from the transition ). The very last step is to ''teleport'' the client to his previous position. | |||
I know this explaination must not be clear... but it is actually hard to explain it... I am not a good teacher. | |||
--Thomas | |||
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Revision as of 14:10, 19 November 2005
How would player restoration work, seeing that the players can change around and stuff in multiplayer?—ts2do (Talk | @) 12:18, 19 Nov 2005 (PST)
You would also run into issues with dedicated servers probably—ts2do (Talk | @) 12:21, 19 Nov 2005 (PST)
@Ts2Do
Well, as far as I know, the player's restoration is not included in the SDK: somewhere in the code, Valve says something like "the players move across transitions another way"'. So I don't know the way they go across transitions, anyway I just know they are restored the same way as entities are.
Regarding the problem of Dedicated Servers, as I said in the article, the clients cannot be restored properly. Knowing that each player has an edict, I could have the following scheme:
- host-player ( edict: 1 )
- client1 ( edict: 2 )
Now if those players go across a transition, I get this:
- the host-player won't have any problem
- the client will.
My "hack" is the following: I basically ask the server "is there any existing player with the edict #2 ?". If the answer is "YES", it would mean there already is a player on the map. If there is an existing player, I tell the server not to override it as this existing player would be the former one ( coming from the transition ). The very last step is to teleport the client to his previous position.
I know this explaination must not be clear... but it is actually hard to explain it... I am not a good teacher.
--Thomas