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Thread: Server object tutorials

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    Server object tutorials

    Any chance on getting any tutorials on the lacewing server object? Does anyone have any experience using it who could shed some light on it?

    I know people say it works much like the normal lacewing object, but I'm finding it difficult to do some things and it's just getting a bit confusing without any reference manual.

    One thing I got stuck on... I was trying to have it so when a user performed an action, it would send to the server, and then the server would then send a response back to all players in that channel notifying them of that action...

    However, I'm finding it difficult to actually get that working. I tried doing send to channel from the server object and I'm not exactly sure what that is supposed to do. Wouldn't that send to all clients in the channel? Would the client retrieve that by "message sent from channel" or "message sent from server"? I tried both and neither seemed to give me anything back.

    Right now I'm trying to set up a game lobby where each player must "ready up" before starting the game. It needs to be server authenticated as this is a client/server setup. How could I go about doing this in the easiest manner? There's literally no documentation on the server object so I'm kind of spending a lot of time just going through each thing and testing to see what result I get.

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    Re: Server object tutorials

    What build of Lacewing are you using? The Server object is broken in build 18 alpha 3.
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    Re: Server object tutorials

    17... I was waiting for a stable build of 18 before using that.

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    Re: Server object tutorials

    OK, have you enabled interactive conditions for the server receiving a message to it?
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    Re: Server object tutorials

    Not at home right now, but I'm positive I enabled them all just so I didn't have to worry about that.

    edit: home now, yes all 8 conditions are set to passive

    When the server sends a message to channel... what is that going to? I would assume all of the clients in that channel, right?

    If a client sends a message to the server, does the server use the client's channel as the channel variable?

    For example:

    client sends number message to server on subchannel 0

    server receives number message from client on subchannel 0
    - send text message to channel on subchannel 0

    Would that text message go to the channel the client is in.. or do I need to establish which channel to send it to? Since the condition was a message from client, I'm not sure if it's establishing the channel or not.

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    Re: Server object tutorials

    Passive means that your events do nothing.
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    Re: Server object tutorials

    why on earth would you ever want them to do nothing?

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    Re: Server object tutorials

    If you want to set them back to default behavior? There are reasons. But you need to set yours to Active/enabled and not Passive/disabled.
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    Re: Server object tutorials

    Hmmm but what are they doing in passive? What is default behavior?

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    Re: Server object tutorials

    Quote Originally Posted by Konidias
    Hmmm but what are they doing in passive?
    Quote Originally Posted by Konidias
    edit: home now, yes all 8 conditions are set to passive
    I do not understand your question...

    Quote Originally Posted by Konidias
    What is default behavior?
    Passive. That is why you need to set them to active/enabled so that they will trigger your conditions for the server object. If they are passive/disabled, then it means the server object will treat those things like the default lacewing server would. Enabling them as active means that they will rigger those conditions and you can alter the behavior, which is what you want to do.
    Working as fast as I can on Fusion 3

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