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Ghosting of RTSunits

by Swaroop Reddy · in RTS Starter Kit · 11/29/2007 (7:42 am) · 2 replies

I noticed that some RTSunit info when changed on server side is not showing up on the client. I am not talking about tagged / dynamic fields. Even fields such as Team are not showing up on client side objects when changed on server side objects. I cant use command to client because it is about 40 RTSunits whose control I need changed from one player to an other. About 3 or 4 fields will be changed on these objects. How can I force these changes to be ghosted across to the client? At present only when the RTSunit is created are the fields being transfered over to the client. Other fields such as SkinName when set on server are transfered to client.

#1
11/29/2007 (10:03 am)
Swaroop, as I said on th other thread, in this case you should read about ghosting, seems to be the correct approach.

This would be a good start (I have to read this too :D ): Torque Networking Overview
#2
12/06/2007 (3:17 pm)
Instead of changing the code to force ghosting of changes to the client side objects, I did the following:

Send a commandToClient that goes through all the objects in the ServerConnection and makes the appropriate changes to the appropriate objects. This is less load on the network and faster I thought.

PROBLEM: When I do this at the start of game the objects that were created Server side have not yet ghosted across but my commandToClient has already started implementing on the client. I really dont want to schedule this with a delay. Does the server get some kind of a confirmation that all of the objects have been ghosted across so that I can call my commandToClient then.

Has anyone tried ServerConnection.getCount(). It doesnt count the number of objects in it. It counts the number of clients I think. Is this a BUG?