Brian King

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  • Followup: RE: object ID differ from server to client

    Thanks, I'll try it.

    2009-10-08 22:12:16 UTC in ORTS

  • Followup: RE: object ID differ from server to client

    So the appropriate place to look for consistent IDs is PlayerInfo::id2obj?.

    2009-10-08 22:03:27 UTC in ORTS

  • Followup: RE: object ID differ from server to client

    I put a print method in the Game class, and call it in the client and server after updates. I got the output above. void Game::print_objects() { cout << "Objects:" << endl; FORU (i, player_n+1) { cout << " player " << i << endl; FORALL (objs[i], j) { cout << " object...

    2009-10-08 21:48:25 UTC in ORTS

  • object ID differ from server to client

    I've printed out the object IDs kept by the Game object in the client and the server, and it looks like they number objects independently. So how does an action message from the client get translated to an action on a server object when they use different IDs? Here's an example from game 1: Server: Objects: player 0 object 1 scorekeeper object 12 player_class object...

    2009-10-08 21:03:51 UTC in ORTS

  • Followup: RE: saving game state

    I want to analyze the state sequence offline to see what kind of feature extraction would be useful for an AI. Another thing I could try would be to save the client's view of the state rather than the server's. Saving state fails in ScriptObj::save() where there is an error macro ERR("need PlayerInfo data here"); so I guess saving was disabled for some reason. Commenting...

    2009-06-29 21:18:10 UTC in ORTS

  • Followup: RE: saving game state

    Thanks. I will try writing some code to have the server log state. I just needed to check if this was already implemented.

    2009-06-29 17:54:29 UTC in ORTS

  • saving game state

    There is an option "-savefile : file to save state to" in the GameStateModule, but I don't see how to trigger saving the state. In Server.C there is if (game->get_save_req()) { ostringstream oss; game->save(oss); and in Game.C there is void Game::preprocess_actions(Vector<string> &actions) { FORALL (actions, it) { const string...

    2009-06-25 23:21:28 UTC in ORTS

About Me

  • 2002-05-25 (8 years ago)
  • 553006
  • kingb_98 (My Site)
  • Brian King

  • SQL-based Java XSL (XSLT/XPath/XSL-FO) Modeling

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