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modding

Discussion in 'Offtopic' started by johnfg10, Apr 9, 2016.

  1. johnfg10

    johnfg10 Well-Known Member

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    to my knowledge (which is little) all server side stuff that isnt @side.Server is run on client too
     
  2. chugga_fan

    chugga_fan ME 4M storage cell of knowledge, all the time

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    it's run on both unless you specify
     
  3. Matryoshika

    Matryoshika Well-Known Member

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    Player A wants to locate Player B => Needs to run server-side to locate Player B, as Player A's client has no clue where Player B is, unless its coded to scan out from Player A, and cover the whole map, which would take a LOT of performance, no?

    No, that is incorrect, for example, the mentioned Containers were Server-side only.
     
  4. johnfg10

    johnfg10 Well-Known Member

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    deletes the /locate command -.-

    also why is that shouldnt it run client side too?
     
  5. Matryoshika

    Matryoshika Well-Known Member

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    It -cannot- run the locate command client side, because for example, your client has no idea where my client(player) is on the map, as my coords are handled and stored serverside.
    You -miiight- be able to do all this with packet-handling, but that'd likely become a security-issue if not done properly.

    You can try scanning for players inside a BoundingBox, but if that's too big, it'll eat performance, as the BoundingBox grows exponentially the bigger the radius is.[DOUBLEPOST=1460676973,1460676233][/DOUBLEPOST]Some methods only exist client-side, and some only server-side. I don't know how many times poor @MrWisski has patched mods that tried to run methods on the wrong side, and crashed the servers.
     
  6. johnfg10

    johnfg10 Well-Known Member

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    too many i would guess :p
     
  7. Slind

    Slind Founder

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    It should still be possible as long as the other player is in view distance.
     

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