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Re: Java System [Re: Damocles] #85490
08/15/06 20:46
08/15/06 20:46
Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
T
TWO Offline

Serious User
TWO  Offline

Serious User
T

Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
Hehe, ich hab jetzt (per RakNet) mit dem mit Variablennamen, ohne dass man was vordefinieren muss. Ich weiß nich obs dir was hilft, aber hier maln stück source:

Code:

DLLFUNC void Sv_SentVar(STRING* varname)
{
g_Server.SendVar(_CHR(varname));
}

DLLFUNC void Sv_SentVar(STRING* stringname)
{
g_Server.SendString(_CHR(stringname));
}



//===========================================================================//
// Methoden: Send Var
//===========================================================================//

void A6Server::SendVar(char* name)
{
int value = (int)engine_getobj(name);

StaticServerPacket_Var packet;

packet.packetID=61;
packet.Var_name=(char)name;
packet.Var_value=value;

server->Send((char*) &packet, sizeof(StaticServerPacket_Var),HIGH_PRIORITY, RELIABLE_ORDERED, 0,UNASSIGNED_PLAYER_ID, true);
}

//===========================================================================//
// Methoden: Send String
//===========================================================================//

void A6Server::SendString(char* name)
{
char value = (char)engine_getobj(name);

StaticServerPacket_String packet;

packet.packetID=62;
packet.String_name=(char)name;
packet.String_value=value;

server->Send((char*) &packet, sizeof(StaticServerPacket_String),HIGH_PRIORITY, RELIABLE_ORDERED, 0,UNASSIGNED_PLAYER_ID, true);
}



Re: Java System [Re: TWO] #85491
08/15/06 23:28
08/15/06 23:28
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
Danke für die Codezeilen,
wenn ich mich mit der "eleganteren" Verbindung zwischen 3dgs und dem Java
Client befasse, werd ich darauf zurückkommen.
Ich kann allerdings noch nicht mit C++ dlls umgehen... Dazu werd ich denn eventuell
einen erfahrenen C++ Programmierer ansprechen.


Here, check this paper:

A Distributed Architecture for Massive Multiplayer Online Role Playing Games (PDF)

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