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new:multiplayer [2018/02/19 12:21]
korshun
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-====== Multiplayer support ====== 
- 
-These functions enable proper multiplayer support in mods. 
- 
-===== Terminology ===== 
- 
-  * A port instance is a **server** if it runs gameplay code. 
-  * A port instance is a **client** if it runs non-gameplay code that only affect the visuals. 
-  * A port instance can be both a client and a server (e.g. in singleplayer) 
- 
-==== Examples  ==== 
- 
-  * Zandronum client -- **client** 
-  * Zandronum server -- **server** 
-  * Singleplayer -- **both client and server** 
-  * ZDoom multiplayer nodes  -- **both client and server** 
- 
-Note that ZDoom multiplayer is serverless, and all players run both clientside and serverside code. 
- 
-===== Functions ===== 
- 
-  * ''bool IsClient()'' -- returns true if the script is running on a **client** (which may also be a server). 
-  * ''bool IsServer()'' -- returns true if the script is running on a **server** (which may also be a client). 
-   
-  * ''bool IsClientOnly()'' -- returns true if the script is running on a client that is not also a server. 
-  * ''bool IsServerOnly()'' -- returns true if the script is running on a server that is not also a client. 
- 
-Using ''IsClient'' and ''IsServer'' correctly ensures that your mod runs correctly in both singleplayer and multiplayer: 
-<code> 
-if (IsServer()) 
-{ 
-    // Run serverside gameplay code. 
-} 
-if (IsClient()) 
-{ 
-    // Draw hud, spawn effects. 
-} 
-</code> 
- 
-Use ''IsClient'' or ''IsServer'' to verify that clientside code is not run serverside, while not breaking singleplayer: 
-<code> 
-if (!IsClient()) 
-    error("This function must not be called serverside"); // does not warn in singleplayer 
-</code> 
  
new/multiplayer.1519035719.txt.gz ยท Last modified: 2018/02/19 12:21 by korshun