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client_server_detection [2019/08/26 04:01] – korshun | client_server_detection [2019/09/05 23:54] – korshun | ||
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- | ====== Clientside/Serverside | + | ====== Clientside/serverside |
+ | |||
+ | ===== Introduction | ||
You can check if a script is running serverside, clientside or in singleplayer using functions provided by ACSUtils. | You can check if a script is running serverside, clientside or in singleplayer using functions provided by ACSUtils. | ||
+ | |||
===== Terminology ===== | ===== Terminology ===== | ||
* **Server** -- an engine instance that runs the gameplay code. | * **Server** -- an engine instance that runs the gameplay code. | ||
- | * **Client** -- an engine instance that runs the rendering code and provides input to the server. | + | * **Client** -- an engine instance that runs the rendering code and controls a player on the server. |
In singleplayer, | In singleplayer, | ||
In ZDoom and GZDoom multiplayer (but not Zandronum' | In ZDoom and GZDoom multiplayer (but not Zandronum' | ||
+ | |||
+ | Zandronum multiplayer emulation is singleplayer. Just like in singleplayer, | ||
+ | |||
+ | In real Zandronum multiplayer, | ||
+ | |||
+ | Yet, if Zandronum were to allow hosting non-dedicated servers, where a player allows others to connect to their singleplayer game without launching a separate engine instance, the hosting player would be both a server and a client, while other players in the game would be only clients. | ||
+ | |||
+ | |||
+ | ===== Functions ===== | ||
+ | |||
+ | * '' | ||
+ | * '' | ||
+ | |||
+ | * '' | ||
+ | * '' | ||
+ | |||
===== Writing robust multiplayer code ===== | ===== Writing robust multiplayer code ===== | ||
- | The definitions above enable writing ACS code that functions correctly in both singleplayer and multiplayer without singleplayer being a special case. | + | The definitions above enable writing ACS code that functions correctly in both singleplayer and multiplayer without singleplayer being a special case. Using '' |
+ | |||
+ | <code acs> | ||
+ | if (IsServer()) | ||
+ | { | ||
+ | // Run serverside gameplay code. | ||
+ | } | ||
+ | if (IsClient()) | ||
+ | { | ||
+ | // Draw hud, spawn effects. | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | You can also make sure that a serverside-only function is not called on the client, and a clientside-only function is not called on the server. | ||
+ | |||
+ | < | ||
+ | function ServersideOnlyFunction(void) | ||
+ | { | ||
+ | // writing if (IsClient()) would incorrectly display the warning in singleplayer. | ||
+ | if (!IsServer()) | ||
+ | printbold(s:" | ||
+ | |||
+ | ... | ||
+ | } | ||
+ | |||
+ | function ClientsideOnlyFunction(void) | ||
+ | { | ||
+ | // writing if (IsServer()) would incorrectly display the warning in singleplayer. | ||
+ | if (!IsClient()) | ||
+ | printbold(s:" | ||
+ | |||
+ | ... | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | ===== How it works ===== | ||
+ | |||
+ | All detection of clients and servers is founded on two functions: [[zdoom> | ||
+ | |||
+ | '' | ||
+ | |||
+ | '' | ||
+ | |||
+ | If the engine is not Zandronum, the function returns true, because in ZDoom/ | ||
+ | |||
+ | If the engine is Zandronum, the function returns false if it's real multiplayer, | ||
+ | '' | ||