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
>
>

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to