If you want to get your network channel to the server, then you can use:
static_cast<INetChannel*>(engineClient->GetNetChannelInfo)

Thanks,
- Saul.


On 15 March 2010 16:36, Saul Rennison <saul.renni...@gmail.com> wrote:

> engine is a pointer to IVEngineServer-- server-side interface for accessing
> connected clients. When you're connected to another server, this interface
> is unavailable (well, returns inaccurate / NULL values).
> engineClient however is a pointer to IVEngineClient-- which is always
> valid. I have no idea how to get the INetChannel of the local client, sorry.
>
> Thanks,
> - Saul.
>
>
>
> On 15 March 2010 16:08, C-F Strid <wor...@gmail.com> wrote:
>
>> Heyo,
>>
>> I'm trying to get into C++ (having a wee bit of experience with C#)
>> and get a decent understanding of the SDK files.
>>
>> To kill two birds with one stone, I have attempted to create a
>> server-side plugin based off the "serverplugin_empty" example found in
>> the SDK. The idea is simple, I just want to hack in some extra
>> functionality for recording demos (easily distinguishable names,
>> storing them elsewhere, etc).
>>
>> I'd like to use some of the features that are part of IClient, and
>> thus I've had a go at it:
>>
>>        INetChannel *pNetChan = static_cast<INetChannel
>> *>(engine->GetPlayerNetInfo(engineClient->GetLocalPlayer()));
>>        if(pNetChan)
>>        {
>>                IClient *pClient = static_cast<IClient
>> *>(pNetChan->GetMsgHandler());
>>
>>                Msg(pClient->GetNetworkIDString());
>>                Msg(pClient->GetClientName());
>>                pClient->Reconnect();
>>        }
>>
>> This only works when I'm connected to my own listen server though.
>>
>> Anyone care to point me in the right direction?
>>
>> (I've also posted this on the official Steam forums, but there is
>> little support for client-side plugins. Most forums related to
>> developing VSP seem to be long gone, as well)
>>
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>>
>
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