Question for anyone running a dedicated server setup
by Stephen Zepp · in Torque Game Engine · 11/17/2004 (10:03 am) · 2 replies
In your client executable environment, do you still initialize the base server functionality?
We are seeing some very unsual discrepencies between our dedicated server configuration (client side), and "stock" multi-player configurations.
We also made the assumption that since we are using a dedicated server configuration exclusively, that we needed NO server module support on the client's executable.
I'm starting to guess that even though we are dedicated client only, there is something in the base server possibly that is required for proper execution.
We are seeing some very unsual discrepencies between our dedicated server configuration (client side), and "stock" multi-player configurations.
We also made the assumption that since we are using a dedicated server configuration exclusively, that we needed NO server module support on the client's executable.
I'm starting to guess that even though we are dedicated client only, there is something in the base server possibly that is required for proper execution.
#2
If we connect to our dedicated server, and then on the client side open up tree();, and start poking around, our DataBlock group is totally empty. In addition, our GhostAlwaysSet group is also totally empty. While I don't know at the moment if the GhostAlwaysSet group should be empty client side or not, I'm very reasonably certain that the DataBlock group should have all of our datablocks.
Instead, all of our datablocks are going into the ServerConnection group.
In addition, ghosted objects fail any calls to $ObjectID.getDataBlock().getName();.
Using the stock distro for the RTS Pack, in single player mode as well as "host multiplayer" mode, the two groups listed above are populated as you would expect--the DataBlocks group has all the datablocks, and the GhostAlwaysSet has mission info, etc. Ghosted objects in this environment succeed when you call $ObjectID.getDataBlock().getName();
For what it's worth, our executable itself works properly in the RTS Pack script environment, so this leads me to believe that we are missing something in our dedicated client script environment. I've been searching through everything, and "initBaseServer" was obviously missing.
I'm kind of stuck. It looks like we stripped out some functionality in our dedicated client scripts that we needed, or are doing things in the wrong order to properly group datablocks and GhostAlways objects, as well as matching up ghosted objects to their client side dataBlocks.
11/17/2004 (10:40 am)
Well, to explain a little more clearly what is goin on with us:If we connect to our dedicated server, and then on the client side open up tree();, and start poking around, our DataBlock group is totally empty. In addition, our GhostAlwaysSet group is also totally empty. While I don't know at the moment if the GhostAlwaysSet group should be empty client side or not, I'm very reasonably certain that the DataBlock group should have all of our datablocks.
Instead, all of our datablocks are going into the ServerConnection group.
In addition, ghosted objects fail any calls to $ObjectID.getDataBlock().getName();.
Using the stock distro for the RTS Pack, in single player mode as well as "host multiplayer" mode, the two groups listed above are populated as you would expect--the DataBlocks group has all the datablocks, and the GhostAlwaysSet has mission info, etc. Ghosted objects in this environment succeed when you call $ObjectID.getDataBlock().getName();
For what it's worth, our executable itself works properly in the RTS Pack script environment, so this leads me to believe that we are missing something in our dedicated client script environment. I've been searching through everything, and "initBaseServer" was obviously missing.
I'm kind of stuck. It looks like we stripped out some functionality in our dedicated client scripts that we needed, or are doing things in the wrong order to properly group datablocks and GhostAlways objects, as well as matching up ghosted objects to their client side dataBlocks.
Torque Owner Stefan Lundmark