Hi, I am doing a lot of testing with launching multiple apps on my
computer, and noticed that sometimes a player joins before the host.
So the player gets id 1 and the host gets id 2. I am wondering if
there is a way to make sure that the host always joins first, by
basically stalling the join requests of the players. I don't want to
reject the players, just only allow them to join once the host has
set up the game.
This really surprised me, because I designed the whole app with the
idea that the host is always 1. So I am not sure if this is a bug,
but I can't really go back and reprogram everything now. I am not
programming for host changed events, and since they aren't
implemented yet, I really think the host should always be 1. Is
there any chance this could be fixed, and if so, when's the next
release planned? And if that's out of the question, any suggestions
on how I can go under the hood and make the changes :-P
P.S. I have found several "bugs" related to join accepted and player
joined messages. Sometimes they don't come at all, or they come out
of order, so I get one of my game messages before I get join
accepted. I have written a wrapper class around it that inserts
player accepted and player joined messages so they always come, and
then skips them when they come from netsprocket, which works ok for
now, but I am worried about hard to find race conditions involving
the player list being out of sync with the messages.
Thanx,
------------------------------------------------------------------------
Zack Morris Z Sculpt Entertainment This Space
zmorris@zscu... http://www.zsculpt.com For Rent
------------------------------------------------------------------------
If the doors of perception were cleansed, everything would appear to man
as it is, infinite. -William Blake, The Marriage of Heaven and Hell
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