Re: ClientDisconnect() is driving me NUTS!!! -
07-01-2004
All I can say, is that as soon as the engine is notified that a new player tries to connect, it calls ClientConnect() in the game DLL ; and in the case where the connection established successfully, when the new player finished downloading all the resources and stuff, then the engine allows the new player in game and immediately calls ClientPutInServer() in the game DLL.
Unfortunately if the equivalent to ClientPutInServer() is ClientDisconnect(), there is no equivalent for ClientConnect() and thus you can't know if a user who attempted to connect has been dropped by the server or cancelled the connection himself. You're left to put timeouts yourself for each of your players in ClientConnect(), and inhibite these timeouts once ClientPutInServer() has been called for them.
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