Server messages dropout
by Howard Dortch · in Torque Game Engine · 11/11/2005 (7:01 am) · 1 replies
I sometimes get a situation where a message fails to get received on a client over the internet (works fine on a LAN).
for( %clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++ )
{
%cl = ClientGroup.getObject( %clientIndex );
commandToClient(%cl, 'setData', 5);
The question is should I use the addMessageCallback (blah) form on the client side
or just use the direct form of function clientCmdsetData(%val)
is the callback a guaranteed delivery?
This doesn't happen alot but it's enough to be an irritation.
for( %clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++ )
{
%cl = ClientGroup.getObject( %clientIndex );
commandToClient(%cl, 'setData', 5);
The question is should I use the addMessageCallback (blah) form on the client side
or just use the direct form of function clientCmdsetData(%val)
is the callback a guaranteed delivery?
This doesn't happen alot but it's enough to be an irritation.
Torque Owner Jimomighty
http://www.garagegames.com/docs/tge/general/ch06s11.php
"Guaranteed Data (NetEvent) - if this data is lost, resend it. Chat messages, messages for players joining and leaving the game and mission end messages are all examples of guaranteed data."