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Server needs ZCom_Control::ZCom_cbZoidRequest() to return true, client needs ZCom_Control::ZCom_cbZoidResult() to see the result of the Zoidlevel change.
With ZCom_Control::ZCom_registerClass() you have to register classnames. Client and server need an identical set of registered classes otherwise they won't be able to operate together.
needs to be executed for each gameobject. Each gameobject gets it's own node.
Call one of these functions:
node->registerNodeUnique(); node->registerNodeDynamic(); node->registerNodeByTag();
Unique replication doesn't need a callback. Dynamic and tag replication need ZCom_Control::ZCom_cbNodeRequest_Dynamic() or ZCom_Control::ZCom_cbNodeRequest_Tag(). Inside these callbacks an object of the requested class needs to be created and it's node needs to be registered with the client.
When the object gets deleted on the server, just delete the ZCom_Node object with it. Clients will get notified through an event.
At least on the client, nodes need to be periodically checked if the object on the server has been deleted.
On the client, call ZCom_Control::ZCom_requestZoidMode() on an established connection to enter a Zoidlevel. Once the server callback grants the request, replication will start.
1.4.6-NO