DOMA_
Knight

Vornne 说:You can't do this: pos3 is simply a fancy name for 3 (as you can see in header_common.py), so this will just send the instance id, 3, and 200 to the server (which is useless because the position registers are not syncronised). To send positions to the server you need to extract the various numbers converted to fixed point and send them separately, which means loss of precision and packed or multiple messages.DOMA_ 说:(multiplayer_send_3_int_to_server, multiplayer_event_prop_instance_animating, ":instance_no", pos3, 200),
However, you are going about it in the wrong way: you shouldn't be doing position and distance checks on the client, as people could just mod the checks right out and the server wouldn't do anything about it. Instead you should send "input" messages from the client to the server, and then do all the checks on the server; though the code can sometimes be optimised further by running some checks on both the client and the server, so if a player is bashing a key to activate something when far out of range, the client doesn't spam the server with messages that might make it waste time with expensive checks. Bonus points if you share the same scripts for server and client checks.
Would you give me more hints..?
I don't fully understand a server side and a client side,, I just know that 'sth' are divided into a server side and a client side, but actually I don't know 'what' is seperated, and what should I consider.
Anyway, are you saying that I should combine many things, then 'server' get them and calculate them as a server side..? Now what I don't know exactly is 'what' I should make server calculate..




