The object communication functionality in Zoidcom covers the need for sending discrete events from one network host to another. Being similar to what was done in Communication, but different in the fact that not the server sends a message to a client, but a server object (i.e. a ship, a tree, a switch) sending a message to a client object (or vice versa). This bypasses the respective server and client classes completely while data is sent from an object on one host to one of it's connected objects on another host.
Example: When a door opens on the server, all clients need to get notified about this event. The server door has to communicate this state change to the client doors and will do so, by sending a node event. The replicated client door objects will receive this event and react accordingly.
We have seen node events in action in Handling Node Events already. The only event handled in this chapter was eZCom_EventRemoved, indicating the loss of authority object to a client object. Whenever the application sends a selfmade event from one node to another, eZCom_EventUser is generated in the receiving node. These selfmade events can contain any data and offer several modes of sending. Note however, that node events are only exchanged between two or more nodes representing the same game object. That means, 'Switch1' on Client can send to 'Switch1' on Server, but not to 'Door1' anywhere and also not to 'Switch2'.
This file is part of the documentation for Zoidcom. Documentation copyright © 2004-2008 by Jörg Rüppel. Generated on Sat Aug 16 15:26:51 2008 for Zoidcom by 1.4.6-NO