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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+ <TITLE> [Nel] Snowballs building problem</TITLE>
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+ <H1>[Nel] Snowballs building problem</H1>
+ <B>Daniel Miller</B>
+ <A HREF="mailto:miller%40nevrax.com"
+ TITLE="[Nel] Snowballs building problem">miller@nevrax.com</A><BR>
+ <I>Tue, 3 Jul 2001 10:51:48 +0200</I>
+ <P><UL>
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+<!--beginarticle-->
+<PRE>Your best bet for now is to look at the layer 4 code sample
+(<A HREF="http://www.nevrax.org/cvs/cvsweb.cgi/code/nel/samples/net_layer4">http://www.nevrax.org/cvs/cvsweb.cgi/code/nel/samples/net_layer4</A>)
+
+In this example the 'client' sends messages to the 'frontend', the
+'frontend' treats these messages and sends them to the 'ping service'. The
+'ping service' receives messages from the 'frontend', treats them and sends
+back new messages. The 'frontend' receives messages from the 'server',
+treats them and dispatches new messages to the 'client'...
+
+The following chunks of code in the 'frontend' is the key. You can extend
+the callback arrays to include messages for all the actions that the player
+can send to the shard:
+
+
+/*
+ * Callback array for messages received from a client
+ */
+TCallbackItem CallbackArray[] =
+{
+ { &quot;PING&quot;, cbPing } // when receiving a &quot;PING&quot; message, call
+cbPing()
+};
+
+
+/*
+ * Callback array for message received from the ping service
+ */
+TCallbackItem PingServiceCallbackArray[] =
+{
+ { &quot;PONG&quot;, cbPong } // when receiving a &quot;PONG&quot; message, call
+cbPong()
+};
+
+
+
+Snowballs, being based on an older version of NeL, is far less clean - the
+callback table contains a mixture of admin messages (such as &quot;C&quot; and &quot;D&quot;),
+and game messages (such as &quot;PAN&quot; and &quot;SHO&quot;). Otherwise the principles are
+the same.
+
+// Callback array as a server
+TCallbackItem CallbackArray [] =
+{
+ { &quot;ES&quot;, cbServerProcessEntityState },
+ //{ &quot;BT&quot;, cbSpawnBot },
+ { &quot;C&quot;, cbConnect },
+ { &quot;D&quot;, cbDisconnect },
+ //{ &quot;RST&quot;, cbResetServer },
+ { &quot;NAM&quot;, cbAssignName },
+ { &quot;PAN&quot;, cbPan },
+ { &quot;SHO&quot;, cbShoot },
+ { &quot;RMW&quot;, cbProcessRemoveWeapon },
+ { &quot;AUT&quot;, cbWelcome },
+ { &quot;DUMP&quot;, cbDumpState },
+ { &quot;CHAT&quot;, cbChat },
+ { &quot;PING&quot;, cbPing },
+ { &quot;PONG&quot;, cbPong }
+ //{ &quot;ACC&quot;, cbGiveAccess } // this is for the test client. Remove it
+for a real use or any client can connect with any password !
+};
+
+-----Original Message-----
+From: <A HREF="mailto:nel-admin@nevrax.org">nel-admin@nevrax.org</A> [mailto:<A HREF="mailto:nel-admin@nevrax.org">nel-admin@nevrax.org</A>]On Behalf Of
+Yann Morvan
+Sent: Monday, July 02, 2001 8:05 PM
+To: <A HREF="mailto:nel@nevrax.org">nel@nevrax.org</A>
+Subject: Re: [Nel] Snowballs building problem
+
+
+That was exactly why I wanted to have a look at Snowballs.
+The point I was particularly interested in was the mecanism
+used by the server to identify a player's action and call the
+matching piece of code, and how to define those &quot;pieces of code&quot;.
+I've compiled the documentation, so I'll just have to look at it,
+but if you can think of informations I may have troubles to find,
+don't hesitate to tell me about it.
+
+ Yann
+
+_______________________________________________
+Nel mailing list
+<A HREF="mailto:Nel@nevrax.org">Nel@nevrax.org</A>
+<A HREF="http://www.nevrax.org/mailman/listinfo.cgi/nel">http://www.nevrax.org/mailman/listinfo.cgi/nel</A>
+
+
+</pre>
+
+
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