Difference between Player::packUpdate and Player::writePacketData?
by Austin Zurfluh · in Torque 3D Professional · 03/06/2012 (1:01 pm) · 6 replies
Hey guys,
I'm pretty new to messing with the engine. I'm wondering what the difference between Player::writePacketData()/readPacketData() and Player::packUpdate()/unpackUpdate() is.
Thanks!
I'm pretty new to messing with the engine. I'm wondering what the difference between Player::writePacketData()/readPacketData() and Player::packUpdate()/unpackUpdate() is.
Thanks!
About the author
I currently attend Eastern Washington University, and work as a Web Application Developer. I spend a lot of my free time playing with Torque 3D, for the company I've co-founded, Rynade Software.
#2
03/06/2012 (4:47 pm)
pack/unpackUpdate() is for updates where not all of the information needs to be transmitted, and write/readPacket() writes all of the information at once- usually when the object is enough out of sync in the simulation that the server needs to send the entire current state (it doesn't happen that often, one hopes).
#4
03/07/2012 (3:56 am)
IIRC, writePacketData is also used to send info to the client controlling the object.
#5
03/07/2012 (8:36 am)
I see, thanks for the info Daniel!
#6
And you cannot mess them with the rest ones,
that's why they use a secure delivery mechanism - readpacketdata/writepacketdata.
03/08/2012 (12:59 pm)
readPackets and writePackets are intended to be used for control objects.And you cannot mess them with the rest ones,
that's why they use a secure delivery mechanism - readpacketdata/writepacketdata.
Associate Scott Burns
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