Re: [hlcoders] Send/recv proxies and changing recipients

2014-02-16 Thread Jorge Rodriguez
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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Re: [hlcoders] Send/recv proxies and changing recipients

2014-02-16 Thread Victor V
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 | Hthttp://vinoisnotouzo.com]

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