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. >>>>>> >>>>> >>>>> >>>> >>> >> >