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3D Game Programming All in One By Kenneth C. Finney
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Chapter 6 Network
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Network NetworkConnection object handles network GameConnection object links the client to the server (on the server) GameConnection object links the server to the client (on the client)
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Network Direct Messaging –CommandToServer sends messages from client to the server –There must be a message handler on the server that expects the message –Client needs to know what the server expects (format) –Handler looks like this: function ServerCmdHandlerName ()
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Network Direct Messaging –CommandToClient sends messages from server to the client –There must be a message handler on the client that expects the message –Server needs to know what the client expects (format) –Handler looks like this: function ClientCmdHandlerName ()
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Network Direct Messaging –Use for ad hoc messages –Scoring –Synchronization –Setup options –Map cycling –Anything else you can dream up
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Network Triggers –Area triggers –Animation triggers –Weapon state triggers –Player event control triggers
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Network Player Event Control Triggers –AKA “player move event trigger” –Indirect messaging mechanism –Increment/decrement a count on client –Client will notify server in the background –Uses a first-in, first-out (fifo) queue –Maximum 255 events
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Network GameConnection Messages –Negotiate client – server connection process –Use handlers you can override –Time-outs and error messages are built in
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Network Lab: Finding Servers with emaga6 –Exercise the LAN query mode –Explore master server concept –Upgrade Emaga5 to Emaga6 to support network play –Run a game over a network connection –Use $Client::GameTypeQuery and $Client::MissionTypeQuery as filter variables
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Network control/client/interfaces/serverscreen –GUI module –Defines buttons, text labels, and scroll controls –The screen is used to display servers to be selected by the player
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Network control/client/misc/serverscreen –Control script for serverscreen GUI –Define behavior of GUI controls –Show how to initiate a client's connection to a server –Show how to query a server for information
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Network Dedicated Server Make changes to: –root main module –control/main.cs module –control/initialize.cs module
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Network Testing emaga6 –Run dedicated server –Then run client –In the client look for the server and join it –Use emaga6 to also test direct messaging
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Summary Use direct messaging for ad hoc messages: CommandToServer() and CommandToClient() and their handler counterparts: ServerCmd...() and ClientCmd...() Player Event Control Triggers (PECTs) are used to trigger movement or other action events PECTs use a FIFO (first-in, first-out) queue for posted event—they operate like a "fire- and-forget" system
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Summary There are six PECT queues: $mvTriggerCount0 to $mvTriggerCount5— each can hold 255 events GameConnection messages handle server- client synchronization and game update issues Torque has built-in capabilities for locating master servers from which to find a list of available game servers Torque's networking works equally well on LANs and the Internet
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