Why not do it clientside only? On Tue, Nov 4, 2008 at 10:54 PM, frikazoyd <[EMAIL PROTECTED]> wrote: > Back to this, I am having some issues passing the data to the server from > each client. I want all the clients to check their groups, but then passing > that info doesn't happen very cleanly. Network variables appear to only > work one way. > > Is there a good, secure way to pass this data from each client to the > server? > > On Thu, Oct 23, 2008 at 6:46 PM, Christopher Harris > <[EMAIL PROTECTED]>wrote: > >> Hi >> >> You must first iterate all your groups and print out the name and >> CSteamID.id then you will create a CSteamID variable for your group using >> the id as well as a 0 instance, a Clan Type, and a public universe. Then >> you >> iterate to see on each local client if they are in that specific group id >> then send it to the server, and then you can do what you need with that >> information. (The server does not have capability to check the group >> memberships that is why each local client must check if they are in the >> group and tell the server. It is also because a local client only knows >> about the membership of people he knows, ie friends) >> >> Chris >> >> -----Original Message----- >> From: [EMAIL PROTECTED] >> [mailto:[EMAIL PROTECTED] On Behalf Of frikazoyd >> Sent: Thursday, October 23, 2008 7:08 PM >> To: [EMAIL PROTECTED]; Discussion of Half-Life Programming >> Subject: Re: [hlcoders] Steam Community Group members >> >> I found a thread a while back on this, but I think all the code did was >> grab >> their friend ID and convert it to a steamID. The current SDK comes with >> that right out of the package though, so that isn't quite what I need. >> >> I was able to successfully list what groups *I* belong to, but according to >> the .h definitions, I believe those only list what groups the local player >> belongs to. I did notice, however, that the groups also post as CSteamID, >> so I was hoping that checking whether a user and the SteamID for a group >> were "friends" would be a possibility. >> >> On Thu, Oct 23, 2008 at 5:35 PM, Jed <[EMAIL PROTECTED]> wrote: >> >> > Didn't we have a discussion about this a few months ago? I think I >> > started the thread. Someone posted a link to some example code that >> > did it. >> > >> > - Jed >> > >> > 2008/10/23 frikazoyd <[EMAIL PROTECTED]>: >> > > Hi, >> > > I noticed in the isteamfriends.h API there is some code to grab Steam >> > > Community Group info for the local player. >> > > >> > > Is there a way to check whether anybody on the server is a member of a >> > > particular community group? I don't see any promising function names >> in >> > the >> > > CSteamID class. >> > > >> > > Thanks, >> > > frikazoyd >> > > _______________________________________________ >> > > To unsubscribe, edit your list preferences, or view the list archives, >> > please visit: >> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > > >> > > >> > >> > _______________________________________________ >> > To unsubscribe, edit your list preferences, or view the list archives, >> > please visit: >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > >> > >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > >
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