[project1dev] Re: networking pirate dice woes

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 21 Feb 2010 21:58:44 -0800

well hrm, what kind of problems are you having? i might be able to help you
out by explaining better

On Sun, Feb 21, 2010 at 9:42 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> 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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