reorganized project a bit, and added short todo in server_basics
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@ -25,7 +25,7 @@ Send message - You can say "all", "others", or list specific users that should r
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3:1:Message\n - all in room
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3:1:Message\n - all in room
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3:2:Message\n - others in the room, at once, meaning order is maintained
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3:2:Message\n - others in the room, at once, meaning order is maintained
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3:3:Message\n - all in room, order maintained
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3:3:Message\n - all in room, order maintained
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3:4:u1:u2...:uN:Message\n - others
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(todo) 3:4:u1:u2...:uN:Message\n - others
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OUTGOING MESSAGES (send by server)
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OUTGOING MESSAGES (send by server)
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@ -40,15 +40,25 @@ rooms - a list of rooms on the server, with counts
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3:user_id:Message\n - message from sender user_id
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3:user_id:Message\n - message from sender user_id
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4:user_id\n - You are the master client
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4:user_id\n - New master client
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Unity-side.
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Unity-side.
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Instantiate message creates a network id, assigning that player as owner
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Instantiate message creates a network id, assigning that player as owner
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--A network id is a simple number + the creator server id, which uniquely identifies it
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--A network id is a creator_id + incrementing number, which uniquely identifies it. -1 is used for scene objects.
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Take ownership reassigns a player as owner. Must use the order_maintained parts above.
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Take ownership reassigns a player as owner. Must use the order_maintained parts above.
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Update network id sends a packet to specifically serialize parts of an object that have changed. A change flag indicates what parts have changed.
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Update network id sends a packet to specifically serialize parts of an object that have changed. A change flag indicates what parts have changed.
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Todo:
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Scene objects that are destroyed need to be buffered to new clients.
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No physics yet
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Need to address what happens when you join a new room
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Documentation
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