Client Server network communication / Multiplayer
- itzvnodm
- Apr 20, 2015
- 1 min read
Added client/server network communication.
Start the game by editing Scene file in either client mode or (non-dedicated) server mode. The server listens, the client connects.
In client mode, the game does not create any additional players until the server instructs it to.
Messages sent between client and server are reliable for important "must arrive" messages, and unreliable for "kinematic state" updates.
The client's player character joins the opposing team.
From the server side: As client connects, the client is notified of his initial position and orientation.
All player's positions and orientations are kept in sync between the two peers.
The game score is kept in sync between the two peers.
Any "Pause" functionality is disabled on both server and client, but only when connected.
Tag - Who needs guns? :)
To stop the flag carrier from returning to his goal, the player can "tag" him. (Meaning: the distance between the two players should be less than 'x')
If a player is "tagged" while carrying a flag, then the flag is reset back to it's original position.
If both players are carrying a flag when the "tag" occurs, then both flags are reset.
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