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Thread: Tiny MooSock MMORPG example

  1. #11
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    Re: Tiny MooSock MMORPG example

    No why should it run countsockets-1 times?
    The point in this example is that even though you are controlling your own character, it does not move before the server accepts your move command. Therefore the message has to be sent to all players including the sender of the request.

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    Re: Tiny MooSock MMORPG example

    Counsocket returns the number of connected players +1

    As soon as you use "Listen on PortXXX" you'll see that countsocket action returns 1, even if no client is connected. I don't know much about sockets, but isn't there something like an opened socket if you want to be able to accept connections ?

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    Re: Tiny MooSock MMORPG example

    Nice..

    Create various channels, is not possible ?
    All player receive all X,Y others player...

  4. #14
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    Re: Tiny MooSock MMORPG example

    Thats the next thing. The player shouldn't worry about channels, it's up to the server to only send players positions within range to the client. In fact the client would even have to be changed to support huge landscapes. The system is made so the server generally controls everything, the client doesn't even have any game rules programmed. The server can change that at will. So if you want to make certain enemies stronger you don't have to change the client at all.

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