[project1dev] Re: networking pirate dice woes

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 22 Feb 2010 09:08:15 -0800

Well I'm not sure if this clears much up or not but you don't need to create
a server AND join a server, you either do one or the other.

If you want to join an existing game you join it

if you want to make a new game you create it (which joins it automatically
after you create it)
On Mon, Feb 22, 2010 at 8:11 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> Ok, so ultimately, I want to add networking to pirate dice.
>
> First, should I try getting a networking script working on its own? At
> first I was just trying to add the code to pirate dice. Pirate Dice's code
> can get a little confusing especially when it comes to the starting
> initization code (because it does it 2x!?). So this whole thing got really
> confusing really quickly.
>
> Then, I was trying to make something simple like you log on and it tells
> you, you log on but I just couldn't piece together the info. I guess a
> little step by step guide would be more helpful? Like you need to login,
> create a game server, connect to the server, send message, receive message
> (even if its just a variable) but when it comes to coding it I keep getting
> confused.
>
> I think... I'm still just confused
>
>
> On Sun, Feb 21, 2010 at 9:58 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
>> 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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