Posted: Thu Mar 15, 2007 12:03 am
well that don't make sense.
if its not the server then that would be client info.
passing on ID's is handled automatically. besides the server.
and using a different packet ID works fine so really I wouldn't bother changing it. it might screw some people up to make zero the server. even though cosmetically its more correct. if you did change it then just make a function to return the number zero called getServerID() because then you don't need to have any other code except changing getPlayerID() to start at 1.
I think mostly if anything its a different perspective rather then me seeing it wrong. All I was doing after all was trying to find a working method to find the server which I can tell you will not work unless you have a useless variable..
I see what your saying.. but this was a client side thing not server side so I needed to know that a chat packet was sent from the server. see why I needed a different packet id or server id now?
if it were something important like movement then yes it would be in the server code as it's sent out and ALL clients get updated. but in my case I wanted to add an "admin" tag to all server messages without using up the buffer and adding size to the info there is no need considering even if that were hacked only the client would know it so who cares.
what we have is a miscommunication in this case.. there are three situations to consider.
server to client for when it doesn't matter like this. (client side only)
server side for global changes that need security like moving or creating.
and client to client for something also trivial like target chat that requires networking.
you obviously only considered the two because server to client really has no place except for what I'm talking about. another example could be custom skins or something like that but still requires no server info sent.
my way utilizes 0 bandwidth because the id is always there anyways only cost is a few variables that really wouldn't be noticed either way.
if its not the server then that would be client info.
passing on ID's is handled automatically. besides the server.
and using a different packet ID works fine so really I wouldn't bother changing it. it might screw some people up to make zero the server. even though cosmetically its more correct. if you did change it then just make a function to return the number zero called getServerID() because then you don't need to have any other code except changing getPlayerID() to start at 1.
I think mostly if anything its a different perspective rather then me seeing it wrong. All I was doing after all was trying to find a working method to find the server which I can tell you will not work unless you have a useless variable..
I see what your saying.. but this was a client side thing not server side so I needed to know that a chat packet was sent from the server. see why I needed a different packet id or server id now?
if it were something important like movement then yes it would be in the server code as it's sent out and ALL clients get updated. but in my case I wanted to add an "admin" tag to all server messages without using up the buffer and adding size to the info there is no need considering even if that were hacked only the client would know it so who cares.
what we have is a miscommunication in this case.. there are three situations to consider.
server to client for when it doesn't matter like this. (client side only)
server side for global changes that need security like moving or creating.
and client to client for something also trivial like target chat that requires networking.
you obviously only considered the two because server to client really has no place except for what I'm talking about. another example could be custom skins or something like that but still requires no server info sent.
my way utilizes 0 bandwidth because the id is always there anyways only cost is a few variables that really wouldn't be noticed either way.