





dumpster_fox wrote:For my controllers, yes. Do I also need to do so for the rotation controller in the model? Looking through its code, I don't see it calling anything like that - in fact, looking at its SendInitialStateMessages function, it's only sending messages about its rotation, not messages to create it. Could this be the problem?


dumpster_fox wrote:Can I set the rotation controller's kControllerLocal flag in there, or is it too late at that point?


dumpster_fox wrote:That guarantees that this solution is solid.

Eric Lengyel wrote:When you create the new controller, are you calling World::NewControllerIndex() on the server and then transmitting that index to the clients so they create controllers with the same index?


Eric Lengyel wrote:Do you see the same thing happening in the stock demo game?
...



Infernal wrote:Please see:
http://www.terathon.com/forums/viewtopic.php?f=7&t=9393#p86006
It should correct respawning issues.
The solution was to not spawn the object on the server and THEN send the message to clients to do so. The controller index had to be requested from the world, the spawnplayermessage sent to all including the server and then let the server spawn the actual controller.


Eric Lengyel wrote:I've been able to reproduce some issues with respawning in the demo game. They have been fixed for the next release.



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