but i mean in a real game scenario the server will be doing all of its serving duties so it isn't sitting waiting for connections... it just polls for any connection requests when it has time to
i wnat the server to pretty much identical to a dedicated server though... the dedicated server would just loop continuously looking for connections.. if my server isnt running then i have to figure out someway to start it before i can send connection packets to it right? this is assuming i put it in a seperat eprocess
my design was to start a client only, because if you want to join a dedicated server, i dont want to have a local server running all the time because it would waste resources... or can i make the server process sleep somehow and not take away any performance when im connecting the client to a remote server?
the biggest issuei have right now is that from the client, you can create a new server in its own process.. like if you decided to host a game for example
but then that means the engine and client for exmple will be strongly coupled, because the engin creates a client and the client has to store a pointer to the engine that created it.... thats bad right?
hey every1, i have an engine class in c++ that when run either creates a server or client. i have some engine functions that iw oudl like to call in the server/client, but dont want to store a pointer back up to the engine. would it make sense for the server and client to inherit from the engine?
i have a child process in win32 which inherited a pipe handle.. i did this by setting the child's stdout to use the pipe handle.. is there another way of passing the pipe to my child without overwriting stdout/stdin?