Tnl_implement_rpc Build Error
by TheBren · in Torque Game Engine · 03/30/2005 (1:33 am) · 2 replies
I'm having a problem building a GhostConnection subclass.
NetworkConnection.h
NetworkConnection.cpp
The build error:
This is based on the Hello World sample, but changed from EventConnection to GhostConnection. I poured through the TNLTest source and didn't see any significant differences.
Any suggestions?
NetworkConnection.h
#ifndef _NETWORKCONNECTION_H_
#define _NETWORKCONNECTION_H_
class NetworkConnection : public TNL::GhostConnection
{
typedef TNL::GhostConnection Parent;
public:
TNL_DECLARE_NETCONNECTION(NetworkConnection);
// declare the client to server message
TNL_DECLARE_RPC(rpcMessageClientToServer, (const char *theMessageString));
// declare the server to client message
TNL_DECLARE_RPC(rpcMessageServerToClient, (const char *theMessageString));
};
#endifNetworkConnection.cpp
#include "NetworkIncludes.h"
TNL_IMPLEMENT_NETCONNECTION(NetworkConnection, TNL::NetClassGroupGame, true);
TNL_IMPLEMENT_RPC(NetworkConnection,
rpcMessageClientToServer,
(const char * messageString),
(messageString),
TNL::NetClassGroupGameMask,
TNL::RPCGuaranteedOrdered,
TNL::RPCDirClientToServer,
0)
{
// display the message the client sent
printf("Got message from client: %s\n", messageString);
// send a hello world back to the client.
rpcMessageServerToClient("Hello, World!");
}
TNL_IMPLEMENT_RPC(NetworkConnection,
rpcMessageServerToClient,
(const char * messageString),
(messageString),
TNL::NetClassGroupGameMask,
TNL::RPCGuaranteedOrdered,
TNL::RPCDirServerToClient,
0)
{
// display the message the server sent
printf("Got a message from server: %s\n", messageString);
// once the client has heard back from the server, it should quit.
// gQuit = true;
}The build error:
d:\Project\tnl\tnl\tnlMethodDispatch.h(85) : error C2664: 'bool TNL::BitStream::read(TNL::ByteBuffer *)' : cannot convert parameter 1 from 'const char ** ' to 'TNL::ByteBuffer *'
Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style castThis is based on the Hello World sample, but changed from EventConnection to GhostConnection. I poured through the TNLTest source and didn't see any significant differences.
Any suggestions?
Torque Owner Mark Frohnmayer