Game Development Community

Server Client

by Robert Stewart · in Torque Game Engine · 10/25/2004 (10:03 am) · 22 replies

I have a problem, on my server i have a script file, i only want to be called from the server, so there should be no need for it on the client. Here is an example, this is the most updated server script "example\fps\server\scripts"
function CheckPhp(%client, %username, %passcrc)
{
echo "12345";
}

This is the outdated file, on the client side "example\fps\server\scripts"

function CheckPhp(%client, %username, %passcrc)
{
echo "54321";
}

When the client calls Checkphp(); I want the client to use the servers script, not its own. as i see it client should only ever need to use "example\fps\client\scripts" and server "example\fps\server\scripts". thanks for any help.
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#21
10/26/2004 (10:39 am)
This means that doing a client.delete() while the client is still loading the mission has caused sporadic problems for me. It would happen if you started to authenticate as soon as you got the client connection, and the authentication fails. Sometimes the client didn't notice that he was disconnected, and wait at the loading screen indefinitely. Hence, I rather wait for the client to be ready and spawned as observer, then authenticate and - if neccessary - drop the client. This is my personal preference, and you're free to disagree and put the authentication call into onClientConnected(). It may well work for whatever you're doing. It's also possible that client.delete() isn't the best way to get rid of a client. I'm open for suggestions of course.
#22
10/26/2004 (10:52 am)
That is what i though, but its not a problem for me because client.delete dosent get called everyone gets authenticated and there is no need, but i see why you changed it.
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