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client_server_detection [2019/09/05 23:46] – [How it works] korshunclient_server_detection [2019/09/05 23:46] – [How it works] korshun
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 ''IsServer()'' is more complicated. It returns true if [[zdoom>ConsolePlayerNumber]] is negative. But if it's not negative, it needs to distinguish between multiplayer emulation and real multiplayer. It checks if the multiplayer is real using [[zan>IsNetworkGame]]. But calling this function in ZDoom/GZDoom crashes the engine. Therefore, before calling ''IsNetworkGame'', it checks if the engine is Zandronum using [[source_port_detection|IsZandronum]]. ''IsServer()'' is more complicated. It returns true if [[zdoom>ConsolePlayerNumber]] is negative. But if it's not negative, it needs to distinguish between multiplayer emulation and real multiplayer. It checks if the multiplayer is real using [[zan>IsNetworkGame]]. But calling this function in ZDoom/GZDoom crashes the engine. Therefore, before calling ''IsNetworkGame'', it checks if the engine is Zandronum using [[source_port_detection|IsZandronum]].
  
-If the engine is not Zandronum, the function returns true, because in ZDoom/GZDoom all players run gameplay code.+If the engine is not Zandronum, the function returns true, because in ZDoom/GZDoom multiplayer all players run gameplay code.
  
 If the engine is Zandronum, the function returns false if it's real multiplayer, true if it's multiplayer emulation. If the engine is Zandronum, the function returns false if it's real multiplayer, true if it's multiplayer emulation.
client_server_detection.txt · Last modified: 2019/09/05 23:54 by korshun