[project1dev] Re: networking pirate dice woes

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 21 Feb 2010 21:42:52 -0800

I still seem to be having a problem trying to figure out how to use the
commands. Can you possibly make a different kind of network script that I
can also use for reference?

On Sat, Feb 13, 2010 at 2:35 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> 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.
>>>
>>
>>
>

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