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Torque 3D Game Development Cookbook

You're reading from   Torque 3D Game Development Cookbook Over 80 practical recipes and hidden gems for getting the most out of the Torque 3D game engine

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Product type Paperback
Published in Jan 2013
Publisher Packt
ISBN-13 9781849693547
Length 380 pages
Edition 1st Edition
Languages
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Author (1):
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DAVID WYAND DAVID WYAND
Author Profile Icon DAVID WYAND
DAVID WYAND
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Toc

Table of Contents (17) Chapters Close

Torque 3D Game Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. TorqueScript: The Only Script You Need to Know 2. Working with Your Editors FREE CHAPTER 3. Graphical User Interface 4. Camera and Mouse Controls 5. Your Graphics Evolved 6. Make That Sound Happen 7. Game Objects 8. Multiplayer Servers 9. Importance of Networking 10. Miscellaneous Gameplay Features Index

Accessing the server connection from the client


While writing gameplay code for the client, it is important to be able to access the GameConnection class instance to the server. In this recipe, we will learn how to access the server connection class on the client.

How to do it...

In Torque 3D there are three different locations that the connection from the client to the server may be made. In each case the code looks as follows:

%conn = new GameConnection(ServerConnection);

In this code, the GameConnection instance is given a name of ServerConnection. It is through this name that we may work with the connection to the server on the client. For example, to access the object currently being controlled by the client, which is typically the Player class, we may do the following:

%object = ServerConnection.getControlObject();
if(%object.isInNamespaceHierarchy("Player"))
{
  // Do something with the player instance
}
else
{
  // Work with another control object class, such as
  // a vehicle
}

See also...

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