Network Server Functions

Updated 04/09/99

addGameServer(Address, Name, Version, Ping, Favorite<TRUE OR FALSE>)
Address: IP address of server.
Name: Name of the server.
Version: The version number the server is running.
Ping: The ping from the server.
Favorite: Do you want it marked as a favorite <TRUE OR FALSE>.
USED IN: GUI.cs
RETURN: TRUE if succeed or FALSE if failed.
Used to manually add a server to your server list.

DNet::resolveMasters(SName0,<SName1, ..., SName9)
SName0: Name of the first server.
            Example: tlm1.master.dynamix.com:28000
SName1: Name of the second server. and so on...
USED IN: GUI.cs
RETURN: Number. The number of master servers.
Used to convert the server names into IP address. The IP address are stored and can be accessed by using the DNet::getResolvedMaster function.

DNet::getResolvedMaster(Index)
Index: Refers to a location in the IP address list.
USED IN: GUI.cs
RETURN: IP address. Example: IP:209.67.28.148:28000. If failed then "".
Used to get the IP address at the location pointed to by Index from the master server list.

StartGhosting(Client)
Client: The Client Id. Example: 2049.
USED IN: Server.cs
RETURN: True if succeed False if failed.
Used to start sending object data to the clients.  Ghosting is used to send the objects from the server over to the clients computer.

ResetPlayerManager()
USED IN: Server.cs
RETURN: True.
Used to clear out all players and reset the Player Manager.

ResetGhostManagers()
USED IN: Server.cs
RETURN: True.
Used to clear out all object and reset the Ghost Manager.

focusClient()
USED IN: Editor.cs, NewMission.cs, registerVolume.cs, Server.cs, Trees.cs
RETURN: True.
Used to make all the function calls on the Client side. Also uses the Client manager when adding or removing an object.

focusServer()
USED IN: Editor.cs, NewMission.cs, RegisterVolume.cs, Server.cs, Trees.cs
RETURN: True if succeed or False if failed.
Used to make all the function calls on the Server side. Also uses the Server manager when adding or removing an object.

newServer()
USED IN: NewMission.cs, Server.cs
RETURN: True.
Used to create a new server and add it to the server list.

deleteServer()
USED IN: Editor.cs, GUI.cs, NewMission.cs, Server.cs
RETURN: True.
Used to remove the current server from the server list.

preloadServerDataBlocks()
USED IN: NewMission.cs, Server.cs
RETURN: True if succeed False if failed.
Used to load all the Data Blocks that are defined in the scripts.  Must be called after the scripts have been loaded in.

purgeResources()
USED IN: Client.cs, Editor.cs, GUI.cs, Server.cs, NewMission.cs, ...
RETURN: True.
Used to clear out files or other resources that are not needed in memory anymore.