Working on the server
This commit is contained in:
1 parent
075750442f
commit
28c6e83eda
30 files changed
+646
-362
No files matched your search
+3
-3
@@ -42,11 +42,11 @@ real-time delay.
|
||||
Start the first multiplayer transport iteration:
|
||||
|
||||
```powershell
|
||||
.\server\build\Release\GameServer.exe --campaign battle_zone --location uni_exterior
|
||||
.\server\build\Release\GameServer.exe --campaign battle_zone_multiplayer --location uni_exterior
|
||||
```
|
||||
|
||||
The listener defaults to `ws://0.0.0.0:8080`. Launch the Windows graphical game
|
||||
afterward and select `battle_zone`; that campaign connects to
|
||||
afterward and select `battle_zone_multiplayer`; that campaign connects to
|
||||
`ws://127.0.0.1:8080`. Other campaigns continue to use the in-process server.
|
||||
The server broadcasts an initial full state and then one every five seconds.
|
||||
Client commands are intentionally discarded in this iteration.
|
||||
@@ -83,4 +83,4 @@ CTest covers:
|
||||
- repeated `LocationGameState::setup()` preserving mutable runtime state;
|
||||
- ticking a prepared location with zero players;
|
||||
- idle server startup;
|
||||
- headless loading of `battle_zone/uni_exterior`.
|
||||
- headless loading of `battle_zone_multiplayer/uni_exterior`.
|
||||
Reference in new issue
Block a user