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How torque handles network connections.

by Ritchey "Hawk" Mulhollem · in General Discussion · 09/20/2004 (6:09 pm) · 2 replies

Does anyone know how or where I can find out how to properly manage the network connections in torque? I am trying to run a dedicated multiplayer game and be able to connect and disconnect my view without disturbing the running game in progress. I can connect and disconnect the first time, but upon entering the second time, everything starts to go double in view. There are 2 of me in the same position in the game.

In short:
1. What parts create the server.
2. What parts create my view.
3. How do I destroy my connection and leave the server running.

Any information at all would be appreciated.

Thanks!

#1
09/20/2004 (6:23 pm)
Default TGE from CVS works properly doing network connections. It sounds like you have changed the scripts. You should go back and look over the changed vs the orginal TGE.
#2
09/21/2004 (5:00 am)
Not completely, because the example TGE will start a game and then stop it, then start new. I do not want to stop the game in progress. I want to let it run, but disconnect MY view of it. Then reconnect later. I just can't figure out what parts do what. There is a "connect" command, but what it connets to is a mystery. There is no mention of it in Kenneth's book. Then you have:
%conn = new GameConnection(ServerConnection);
%conn.setConnectArgs($pref::Player::Name);
%conn.setJoinPassword($Client::Password);
%conn.connect(%serverIP);

This does the actual client view server connection to a remote server or local server. This part I am sure of. I think I need some sort of %conn.disconnect();, but I am just guessing here.