Hi,
I'm struggling to grasp the concept of setting up a proper server/client network for a turn based board game. What I basically want is restrict certain actions for a player until it is his turn. I created a Lobby where players can create a server/game and other players can retrieve a list of servers and join them. When the server is full of players it will load a new Scene for the game. But i cannot get this turn based structure to work.
Here is some code for the lobby:
When a player starts the game the player can press the "create game" button that loads this function:
private void StartServer()
{
Network.InitializeServer(2, 25000, false);
MasterServer.RegisterHost(gameName, "Test game 2", "Welcome to for a row!");
GameObject canvas = GameObject.Find("Canvas");
canvas.SetActive(false);
}
When another player presses the "Search games" button a list of buttons appear with all the open games using MasterServer.PollHostData(). When a player selects a game it will connect and load a new scene.
private void GameButton(HostData hostData)
{
Debug.Log(hostData.gameName);
Network.Connect(hostData);
Application.LoadLevel("GameScene");
}
Upon connection the player who created the server will load the new scene as well:
private void OnPlayerConnected(NetworkPlayer player)
{
Debug.Log(player.externalIP + " Has connected!");
Application.LoadLevel("GameScene");
}
Now I have both players connected and in the same scene. I could create a line like:
Network.Instantiate(prefab, Vector3.zero, Quaternion.identity, 0);
And both players start spawning this prefab in the centre of the world. I could also make them move these objects individually and all i well. The problem starts when I want this turn based implementation. I need to restrict a player (server or client) from doing certain actions. They should be able to rotate the board and perhaps look into there cards or objects in there "hand". But they have to wait until it is there turn. How would I go about that?
Since one player is actually the server and will be running the (Network.isServer) code I am not able to sent messages to self. So how do i separate these? Is my current structure flawed and do I need to setup the server differently? What I see in certain games is that the player can just click start game a and he gets matched vs another player. Are both of these players clients? And if so, where does the server code run? Is this even possible with unity MasterServer?
Like I said, I am trying to grasp the concept of this kind of "match making" system but i have no clue if i am on the right track. All looks well from the lobby but when the players actually connect i have no idea how to get this turn based system going.