Game Development Community

Directory structure - Client& server variances

by Flybynight Studios · in Torque Game Engine · 08/23/2005 (7:34 pm) · 4 replies

I am wondering how much leeway there is in client and server directory structure.

I have tried renaming some dirs on the client side, making the necessary script changes. I have been very succesful at this in the past. I have a very customized directory structure which worked great for almost 6 months now.

What I have attempted in the last 48 hours is renaming some of my custom directory structure clientside only. (I dont want to doof around with the 3 different server packages if I can avoid it.)

So Clientside I did not move directories but I did rename some directories, all of them actually. I made the necessary script changes. (I am very familiar with that process now ;) and the client runs flawlessly. No script errors and executes like a charm.

The problem I have is when I connect to a server and send my login info, the info gets to the server but there is trailing garbage at what appears to be the end of the cmdtoserver and I end up sending garbage at the end of my HTTP object commands.

So here is what I did to trouble shoot:

I have 2 100% identical game folders.

-I take the first folder and do all my subdir renamign and scripting and it runs flawlessly but gets garbage at the end of some of the cmdtoserver vars.

-I take the second client and it runs flawlessly connects to servers, zones, creates and edits accounts. The only diff (and I swear on this) is directory structure.

Does this make sense? Does the sever side directory structure truely have to = the client if it is only an Auth server, not loading a module and not spawning a player? Its really the only issue I can think of.

Would be nice if it was just something I did wrong.

Thanks
Mark

#1
08/24/2005 (7:16 am)
The script directory structure is just a naming convention. Probably one of your scripts aren't getting executed (command.cs, sounds like). Make sure you changed all of your "exec()" calls appropriately. The deal about the scripts is that they're not really included in the game unless they're actually executed with "exec". Think of "exec" as a C++ include directive.
#2
08/24/2005 (8:30 am)
Yeah. I thought I was pretty careful Tony but I'll definitely have another go at it with fresh eyes. Based on what I am readin gout of your explanation the naming shouldnt be a huge issue as long as the scripts are all executed.

I used a find/replace to go through all the scripts and manually accepted each one that was appropriate. I'll have to double check I mustve missed something.

Thanks
Mark
#3
08/24/2005 (9:20 am)
I'm wondering if some paths being mod relative, absolute, or current directory relative is an issue.

From www.garagegames.com/docs/tge/engine/namespaceCon.php

Quote:
Absolute: fps/foo/bar.cs Paths of this sort are passed through.
Mod-relative: ~/foo/bar.cs Paths of this sort have their replaced with the name of the current mod.
File-relative: ./baz/blip.cs Paths of this sort are calculated relative to the path of the current scripting file.
#4
08/27/2005 (10:11 am)
Ok, after further (Several days) of testing and re-scripting it appears that the script structure and scripting directories CAN be 100% different between the client and the dedicated server.

Obviously the outof the box mission engine requires the "data" directory structure to be identical but I am addressing that in the next couple days ;)

I just wanted to pass along to anyone following in my footsteps that you can disassociate the client and the dedicated host it connects to as far as scripting goes.

Mark