AFAIK networked vectors send the entire vector every time any element in them change. if nothing in the vector changes, the vector doesn't update.
I may be wrong, but that's the way I've understood it to be. If you want a really good place to look to understand how the network delta stuff works (without analyzing the macros) then look a CUserCMD. the read/write usercmd are pretty much the way the entity networking delta stuff works. ie: writeonebit 0 / 1 if writing, write the data readonebit if 1, read buffer, otherwise skip etc. On Tue, Feb 18, 2014 at 11:04 PM, Jorge Rodriguez <bs.v...@gmail.com> wrote: > 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 >>>> >>>> _______________________________________________ >>>> To unsubscribe, edit your list preferences, or view the list archives, >>>> please visit: >>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>>> >>>> >>>> >>> >>> >>> -- >>> Jorge "Vino" RodrÃguez >>> [ Tw <http://twitter.com/vinobs> | Fb <http://www.facebook.com/bsvino>| >>> G+ <http://www.google.com/profiles/bs.vino> | Ht<http://vinoisnotouzo.com>] >>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>> >>> >>> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> >> > > > -- > Jorge "Vino" RodrÃguez > [ Tw <http://twitter.com/vinobs> | Fb <http://www.facebook.com/bsvino> | > G+ <http://www.google.com/profiles/bs.vino> | Ht<http://vinoisnotouzo.com>] > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > -- -Tony
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