I'm going to assume your inventory is part of a third object, a
CInventoryChest or something, because that's the way your question makes
the most sense. You may be able to follow the code, because files like
dt_send.cpp have a lot of information that could help you. You'll probably
just have to do the experiment though.

I wouldn't sweat too much about who gets the data though. If you never
display the data as part of the UI then most players would never know. If
you're worried about privacy and hacking, worry about that after there are
hacks available. If you're worried about network usage, worry about that
after servers become laggy. For now, focus on designing a fun game.


2014-02-17 4:34 GMT+01:00 Victor V <vicp...@gmail.com>:

> I've done more work since my last post and I have the basics working-- my
> custom sendproxy function sends inventory changes to the right client. The
> main question I was trying to ask was what happens if I change which client
> that data should get sent to.
>
> If the sendtables only send changes that happen to a networked array and
> not the entire array every update, then if I change the recipient client,
> will that new client get the entire array or just the updates that the
> first client would have gotten? If only updates are sent, is there a way I
> can force sending the entire array to the new client?
>
> At this point I'm not too far from just finding out by experiment, but if
> anybody knows what I might run into I'd appreciate the info.
>
>
> On Sun, Feb 16, 2014 at 4:14 AM, Jorge Rodriguez <bs.v...@gmail.com>wrote:
>
>> If I'm understanding you correctly, you have a chest of many items that
>> has a single owner.
>>
>> There should be no problem with the chest changing ownership during its
>> lifetime. I'm not sure why it's not working for you, perhaps you can post
>> your data structures and supporting code in a pastebin?
>>
>> I've implemented not an inventory system but a loadout system, this was
>> my data structure:
>>
>>
>> https://github.com/BSVino/DoubleAction/blob/master/mp/src/game/server/sdk/sdk_player.h#L468
>>
>> Maybe you can use that code as a starting point.
>>
>>
>> 2014-02-14 1:18 GMT-05:00 Victor V <vicp...@gmail.com>:
>>
>>> Hi all,
>>>
>>> I'm trying to put together an inventory system and need some help
>>> clarifying how datatables work.
>>>
>>> Each inventory is an entity that keeps EHANDLEs to the entity that it
>>> "belongs to" and to the player that is accessing it. In this case, I would
>>> only want the inventory data to be sent to the player actively using the
>>> chest, so the player handle would change from null, to one player, back to
>>> null, and to the next player, etc.
>>>
>>> It doesn't seem like sendtables are designed to support changing
>>> recipients during the entity's life. When do updates get sent? Is there a
>>> way I can force send an update at any time? I'm sending an array of
>>> integers. Does SendPropArray3 only send the members that have changed (will
>>> different players get incomplete updates)? Is there a more obvious solution
>>> to what I'm trying to achieve?
>>>
>>> Thanks
>>> Victor
>>>
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>>>
>>>
>>
>>
>> --
>> Jorge "Vino" Rodríguez
>> [ Tw <http://twitter.com/vinobs> | Fb <http://www.facebook.com/bsvino> |
>> G+ <http://www.google.com/profiles/bs.vino> | Ht<http://vinoisnotouzo.com>]
>>
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>>
>>
>
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>


-- 
Jorge "Vino" Rodríguez
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| G+<http://www.google.com/profiles/bs.vino>|
Ht <http://vinoisnotouzo.com> ]
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