Use NetConnection for local client/server and remote client
by kingkong · in Torque Game Engine · 02/16/2007 (9:08 am) · 1 replies
What i'm trying to do is....
every 'client' has both torque client and server (connected via 'connectLocal()') and load a mission.
and send my player's movements to dedicated server (connected via 'connect()') which doesnt any ghosting and just broadcasts only players movement informations to other clients.
but when i use 'connectLocal()' for client, i can't communicate to a remote dedicated server.
the remote NetConnection is windowFull().
why is that??
can't use NetConnection for local client/server and remote client at the same time??
any advice?
every 'client' has both torque client and server (connected via 'connectLocal()') and load a mission.
and send my player's movements to dedicated server (connected via 'connect()') which doesnt any ghosting and just broadcasts only players movement informations to other clients.
but when i use 'connectLocal()' for client, i can't communicate to a remote dedicated server.
the remote NetConnection is windowFull().
why is that??
can't use NetConnection for local client/server and remote client at the same time??
any advice?
Torque Owner Stefan Lundmark
You need to create a new connection derived from NetConnection. You connect to your local server (GameConnection) like you always do, and then you connect to an additional server (Your new Connection) which does not handle anything except sending/receiving moves and keeping a list of clients around.
It's really not much more complex than that.