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| client_server_detection [2019/09/05 20:46] – [How it works] korshun | client_server_detection [2019/09/05 20:54] (current) – [Writing robust multiplayer code] korshun | ||
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| { | { | ||
| // Draw hud, spawn effects. | // 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:" | ||
| + | | ||
| + | ... | ||
| } | } | ||
| </ | </ | ||
| Line 54: | Line 76: | ||
| '' | '' | ||
| - | If the engine is not Zandronum, the function returns true, because in 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, | If the engine is Zandronum, the function returns false if it's real multiplayer, | ||