Author Topic: custom packets  (Read 2083 times)

asims

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custom packets
« on: June 14, 2015, 10:08:50 AM »
My scenario is like that.

İ have a server it need to receive custom packet and call remote functions.

My client send custom packet and process server request. My structure based on your demo application. when we create the server client automatically login to server and waits response. İn this time there is no problem. Server send a message and client open the game and start to send custom package. İn this case server waits another room to listen client. On the client side i have a main menu game object its automatically added when i join channel. İf the server on the main menu i can send RFC commands but if the server in another room i cannot send. Because client not in. How can send RFC to client not depended by channel.



My problem is:

ArenMook

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Re: custom packets
« Reply #1 on: June 16, 2015, 01:05:38 PM »
You can send private messages to players directly. Look at what happens with tno.Send("Function", "Player Name", ...) -- line 556 of TNObject.cs. You can also send private messages by actual Player target, or just their player ID. It's all in the same place right below that function.