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Re: [GSTNet] SendArray implemented [Re: Samb] #133846
07/22/07 08:18
07/22/07 08:18
Joined: Jun 2001
Posts: 1,004
Dossenbach
N
nfs42 Offline OP
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nfs42  Offline OP
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Posts: 1,004
Dossenbach
ich habe (hoffentlich) nur ein kleines problem mit meiner website.
hier der fix zum download 0.5.3
GSTNet_Events() hat jetzt zwei zusätzliche Parameter:
var vSender: sender of this event as unique client id retrieved with GSTNet_ClientId() on any client

var vReceiver: receiver for this event as unique client id retrieved with GSTNet_ClientId() on any client

Code:
//------------------------------------------------------------------

// function for event: receivechatmessage

//------------------------------------------------------------------

function evFunction(vTyp, sMsg, vSender, vReceiver)

{

if(GSTNet_Connection() == 2 || GSTNet_Connection() == 3 ) { //I am a client

Parse_Function(sMsg); // parse and execute ...

}

if(vSender>0){GSTNet_ServerSend(vSender-1, vTyp, sMsg);} // send the message to the preceeding clientid

}




Andreas
GSTools - Home of
GSTScript 0.9.8: lua scripting for A6/7/8
GSTNet 0.7.9.20: network plugin for A6/7/8
GSTsqlite 1.3.7: sql database plugin for A6/7/8
3DGS Codebase: 57 snippets || 3DGS Downloads: 248 files
Re: [GSTNet] SendArray implemented [Re: nfs42] #133847
07/22/07 12:32
07/22/07 12:32
Joined: Nov 2000
Posts: 1,534
hamburg
Samb Offline
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Samb  Offline
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Joined: Nov 2000
Posts: 1,534
hamburg
funktioniert super!
vorallem vSender ist eine sache, die ich mir vorher selber zurechtwurschteln musste. nimmt mir sehr viel arbeit ab

vielen dank

werd mal schauen, ob ich nun mein account system damit hinbekomme

Re: [GSTNet] SendArray implemented [Re: Samb] #133848
07/22/07 13:24
07/22/07 13:24
Joined: Jan 2003
Posts: 4,305
Damocles Offline
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Damocles  Offline
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Joined: Jan 2003
Posts: 4,305
Nice, got my first client server connection running,

Sending arrays works fine,
(I dont need any of the entity functions anyhow, only the String and
var related funtions)

Now I will do some further tests.


----

All basic requirements that I need work nice.
This is the first dll, that actually works the way I need it for multiplayer.
Nice Job.
No need for the native 3dGS multiplayer functions anymore

Re: [GSTNet] SendArray implemented [Re: Damocles] #133849
07/22/07 14:56
07/22/07 14:56
Joined: Jan 2003
Posts: 4,305
Damocles Offline
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Damocles  Offline
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Posts: 4,305
But what I need is also a server function:

GSTNet_Disconnect(clientID);

to remove a client from the List, and
also prohibiting the client to send any data to the server.
(not accepting the data from this clientID)

This is needed for securely kicking off fraudulent clients,
such that the client can not send spam-data to the server.

Re: [GSTNet] SendArray implemented [Re: Damocles] #133850
07/22/07 17:16
07/22/07 17:16
Joined: Jun 2001
Posts: 1,004
Dossenbach
N
nfs42 Offline OP
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nfs42  Offline OP
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Posts: 1,004
Dossenbach
GSTools is online again: update 0.5.5

*************************************************
2007-07-22 Release 0.5.5 public beta
-------------------------------------------------
x GSTNet_Disconnect(vId) kick a client from server
with his unique clientid

Code:
//----------------------------------------------------------------------------------------
// function: disconnect
// purpose: disconnect client from server
//------------------------------------------------------------------
function disconnect() {
GSTNet_Disconnect(2);
}
on_d=disconnect;

//----------------------------------------------------------------------------------------
// function: kick
// purpose: kick a client from server (only server)
//------------------------------------------------------------------
function kick() {
GSTNet_Disconnect(2);
}
on_k=kick;




Andreas
GSTools - Home of
GSTScript 0.9.8: lua scripting for A6/7/8
GSTNet 0.7.9.20: network plugin for A6/7/8
GSTsqlite 1.3.7: sql database plugin for A6/7/8
3DGS Codebase: 57 snippets || 3DGS Downloads: 248 files
Re: [GSTNet] SendArray implemented [Re: nfs42] #133851
07/22/07 17:20
07/22/07 17:20
Joined: Jan 2003
Posts: 4,305
Damocles Offline
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Damocles  Offline
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Joined: Jan 2003
Posts: 4,305
Thanks, very good:

one thought on security.
A fraudulent client could log onto the server several thousant times.
Could this client stop the server from giving Client IDs, if the ID runs over the index-bounds?,
or are old client IDs used ?

Re: [GSTNet] SendArray implemented [Re: nfs42] #133852
07/22/07 17:49
07/22/07 17:49
Joined: Jan 2003
Posts: 4,305
Damocles Offline
Expert
Damocles  Offline
Expert

Joined: Jan 2003
Posts: 4,305
Another Idea, wich is not so important at the moment:

GSTNet_SendArrayTo(ClientID, .... )

Sending Variables, Arrays and Strings only to a specific client.
(currently and a String message can be send)

This way, the server could choose wich gamedata to send to
wich client.
Especially in a MMORPG, or RPG. The server does not want to send
the same data to every client. (for example, data on visible objects for that player)

[GSTNet] Send to clientid implemented [Re: Damocles] #133853
07/27/07 21:47
07/27/07 21:47
Joined: Jun 2001
Posts: 1,004
Dossenbach
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nfs42 Offline OP
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nfs42  Offline OP
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Posts: 1,004
Dossenbach
a hard week is over and now I've got some time to program:
Download GSTNet 0.5.6

*************************************************
2007-07-27 Release 0.5.6 public beta
-------------------------------------------------
x GSTNet_SendString, GSTNet_Sendvar, GSTNet_SendArray
got a new first parameter = vReceiver
to send only to the client with his unique clientid

only tested with GSTNet_SendString but should work with the other functions


Andreas
GSTools - Home of
GSTScript 0.9.8: lua scripting for A6/7/8
GSTNet 0.7.9.20: network plugin for A6/7/8
GSTsqlite 1.3.7: sql database plugin for A6/7/8
3DGS Codebase: 57 snippets || 3DGS Downloads: 248 files
Re: [GSTNet] Send to clientid implemented [Re: nfs42] #133854
07/27/07 22:10
07/27/07 22:10
Joined: Jan 2003
Posts: 4,305
Damocles Offline
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Damocles  Offline
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Joined: Jan 2003
Posts: 4,305
thanks very much nfs42

Re: [GSTNet] Send to clientid implemented [Re: nfs42] #133855
07/28/07 01:11
07/28/07 01:11
Joined: Nov 2000
Posts: 1,534
hamburg
Samb Offline
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Samb  Offline
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Joined: Nov 2000
Posts: 1,534
hamburg
clienten die nachträglich joinen, werden zwar alle alten entities ü+bertragen und deren position (nicht den pan), können jedoch keine neue informationen empfangen.
sprich eine andere player figur ist an der richtigen position beim starten des clienten, jedoch bewegt sie sich nicht mehr, sprich ist vollkommen tot als hätte sie nicht den richtigen MPhandle oder sonstiges...

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