Can you explain in more detail please?NOT sending multiple messages per step would cause lag, and NOT receiving and processing multiple messages per step would cause you megalag.
Plus, you'd just clog up your socket's receivebuffer.
39 dll help request
#21
Posted 03 September 2012 - 08:21 PM
#22
Posted 03 September 2012 - 08:22 PM
http://stackoverflow...essage-overload
#23
Posted 03 September 2012 - 08:35 PM
I think Medo42, the creator of Faucet Networking explains it best (The example is not 39dll, but it's the same idea):
http://stackoverflow.com/questions/10609261/python-server-and-game-client-message-overload
Hmm from what I've read from the article, switching to UDP improves the ping but makes the congestion worse. But that can be fixed by reducing the rate of packets sent. I have a way of doing this dynamically, but I don't think I should share it with him until he gets the basics down pat, it might be too much work for him. Maybe I'll try the multiple message receiving like you said, it might end up making it super fast! (With 2 players cross country with a host with a 2 MB DSL connection it only has 16 ms ping currently, which is pretty nice.)
From what I read though, you should call recievemessage() multiple times each step even if the server only sends one message per step, to get rid of any lagged or congested messages.
Edited by PoniesForPeace, 03 September 2012 - 08:37 PM.
#24
Posted 03 September 2012 - 10:14 PM
SapperEngineer,can you tell me how should start making a game step by step only from gmk file,containing only the scripts/function from the dll?I think Medo42, the creator of Faucet Networking explains it best (The example is not 39dll, but it's the same idea):
http://stackoverflow.com/questions/10609261/python-server-and-game-client-message-overload
After
dllinit(0, true, false); listen = tcplisten(12000,20, 1); if (listen < 0) game_end();I don't know what to continue with ):
EDIT:I saw some tutorial at http://gmc.yoyogames...showtopic=90437 (39dllV25.zip)
Edited by darknessspliter, 03 September 2012 - 10:22 PM.
#25
Posted 03 September 2012 - 10:20 PM
SapperEngineer,can you tell me how should start making a game step by step only from gmk file,containing only the scripts/function from the dll?
I think Medo42, the creator of Faucet Networking explains it best (The example is not 39dll, but it's the same idea):
http://stackoverflow.com/questions/10609261/python-server-and-game-client-message-overload
Afterdllinit(0, true, false); listen = tcplisten(12000,20, 1); if (listen < 0) game_end();I don't know what to continue with ):
Well, what got me going was the example 4 simple chat, I think that is the easiest tutorial to get you started with TCP.
#26
Posted 03 September 2012 - 10:56 PM
Edited by darknessspliter, 03 September 2012 - 11:01 PM.
#27
Posted 04 September 2012 - 03:02 AM
Hmm, I have been coding a lot today so it might be best if I wait until tomorrow, so I don't fudge anything up. But I have had multiple clients and you don't need a ds_list() unless you want to.Oook.The tutorial from 39dllV25.zip helped me a little to understand how are things working.However it's an example only for 2 players.I need to learn how those evil ds_list functions are working and in which event should I put those things to make every player get his own id on login.Would someone explain me a little bit more in detail please
?
#28
Posted 04 September 2012 - 03:42 AM
I'll post a sample tomorrow -- I already have one halfway done.
#29
Posted 04 September 2012 - 01:39 PM
I use arrays, from my understanding ds_lists are faster for adding values to the list and sorting...A ds_list is a must (pretty much) for having multiple clients.
I'll post a sample tomorrow -- I already have one halfway done.
Arrays are faster for just changing values already declared in the array, no?
#30
Posted 06 September 2012 - 02:01 PM
Hey!How exacly are you using the arrays.And which side creates the player id's (server or client)?I use arrays, from my understanding ds_lists are faster for adding values to the list and sorting...
A ds_list is a must (pretty much) for having multiple clients.
I'll post a sample tomorrow -- I already have one halfway done.
Arrays are faster for just changing values already declared in the array, no?
#31
Posted 06 September 2012 - 07:55 PM
#32
Posted 06 September 2012 - 11:00 PM
Can you tell me how exacly to make the server check if a new player is connected?And of course how to make the id raise when a new player joins.I will try to make somehow the server check if there is a free id when server is full (id=max_players),but for now I don't have other questions.Thanks for help againThe server monitors the player id's.
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