I think that helps. I will take another stab at it next chance I get. You are welcome to take and delegate tasks that are needed. If something becomes urgent scripting-wise let me know. I did see the commands in the scripting help but I did not find the documents very helpful. They explained the variables and values but I couldn't really figure out how to use the commands. On Sat, Feb 13, 2010 at 9:34 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > Hey Kent, > > Totally understandable about your shift in time usage. I figure i'll take > on some of the scripting tasks but leave the important stuff like networked > pirate dice to you. > > If anything becomes uber important and you dont have time to do it, i have > no problem takin it over so we should be fine (: > > Ok, about the network stuff hrmms... > > #1 - GetServerList: well first things first, i added the network script > functions to the script help documents. Have you seen those? If so were > they not too helpful? If not let me know, maybe i need to document things > better. > > Anyhow, GetServerList is only useful for searching for existing servers. > Theres another function for creating servers but you are right, you would > change the string to PirateDice and thats all you need to do to make it work > for pirate dice. > > #2 - SendChat: yeah this is the only place it sends to the server. For the > success thing, basically what thats about is every network function returns > whether or not it was successful. If it wasn't, you should display an error > message to the player and then bail out of the game. The reasons it wouldnt > be successful is like if they unplugged their internet cable or something. > > #3 - OnNetworkMessage: This guy is called by the game whenever it receives > a network message from the server. How network messages work is you send a > message to the server which consists of "MessageName" and "MessageValue". > After it gets to the server, the server sends it down to all of the > clients, including the person who sent the message in the first place. > OnNetworkMessage is called once for each message received so that you can > respond to the message (like if someone raised a bet, you can update the pot > size). Everyone receives messages in the same order (: > > Since messages have both a name and a value you can do something like all > chat messages have the message name "Chat" and all message values are what > the person typed for chat. > > For when anyone takes a turn you might make a message named "TakeTurn" and > then have the message value be something like "call", "fold", "raise 10" > etc. > > OnNetworkMessage also receives messages when players join or leave. > > Also each network message (i think... going from memory) give you both the > name of the player, as well as a "PlayerID" which is a unique ID# associated > with that player (if its ever useful to know, this ID# is always the same > for the same player, it's like an account number). > > Does this help at all? > > On Sat, Feb 13, 2010 at 2:05 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > >> Tonight is the first time I really spent any time on the network code and >> let me tell you I am confused as hell. If I follow along the lobby code I >> can make enough sense of it but when it comes time for me to recreate it I >> can't get shit to work right. I can get it to log in to a server by copying >> the "Join chat server" section of the lobby code but I don't really >> understand what to do from there. >> >> Here are some questions off the top of my head >> >> in the "Join chat server" section I think I would want to change >> GameServer_GetServerList("Chat") to GameServer_GetServerList("Pirate Dice") >> I think this would cause the game to join the game server Pirate Dice. Am >> I right? >> >> is the function SendChat the only point in the code where the player can >> send information to the server? I don't really get the success= part? >> >> I also don't really understand the OnNetworkMessage part. I think it has >> something to do with sending messages to the server and out to the players >> but I don't see how it does it. I understand that the bottom portion of >> OnNetworkMessage is updating the chatroom. Pirate Dice should probably have >> an in game chat. >> >> >> >> >> I want to start Pirate Dice. Have a button for join network game. This >> will look through for a list of servers and then create one if there is >> nothing available. Like the lobby, I believe. Pirate Dice will then begin as >> it does now. >> >> Somehow I want the players name and ID to be assigned to the player value. >> For example Player1 will say Atrix. >> >> Somehow I want the players game choices to get sent to the server and back >> to the players. The information that should be sent would, the choice they >> made (raise, bluff, call), what they have in their hand (pair, three of a >> kind), and any money information (amount raised, raising to the called >> amount) >> >> >> >> Between work and school I just don't have a lot of time to invest right >> now. So this is mostly for discussion and to get my brain thinking. I love >> working on this stuff I do it for fun and relaxation these days. I might be >> able to squeeze some time in on the weekends or if I finally get ahead on >> homework. The workload will definitely drop as I get the hang of my job and >> as I finish off my internet classes. >> Any help is greatly appreciated. >> > >