Hi
I have some quick questions… If anyone can help. I resolved must of my other problems.
A) Problem 1 (Think I resolved this. Testing.)
What is the quickest method to set a variantmap for identity in networking?
Basically, I want to have a client make a connection to a server. The server sets a identity like anonymous and saving the connection ip, address, or whatever.
- If the server don’t get a identity from a client in a set time. It’s kicked.
- If the server gets a identity from non-matching IP or port when the client sends authentication information. It’s kicked
Killing of anonymous connections. Either the client I make or a game client to be able to work because it would at least be able to send the server needed information authentication information before the timer is out.
B) Problem 2
If the communication is UDP for networking. If a server connects for example and the client sends a message. What’s the best way on the server side to know how to send a message back with (Connection *).Sendmessage without the general broadcast.
I’m assuming I have to pass the sender down through the functions as a reference, then the actual one that input. Use the connection information and pass that to a send output.
Sounds logical?
Vivienne.
[quote]bool Connect (const String &address, unsigned short port, Scene *scene, const VariantMap &identity=Variant::emptyVariantMap)
Connect to a server using UDP protocol. Return true if connection process successfully started.
[/quote]