Client getting current round time from server |
The screenshot on the right shows proof that the sendSnapshot code is actually working. The round time is sent during each snapshot and the client is correctly receiving it. Hopefully now that I have the correct structure down, adding other data to the game to send back and forth won't be that hard. I don't foresee it being much of an issue. The issue is figuring out what exactly to do with the data once it gets to the client.
Coding a game isn't an easy task; finding and remembering all of the little things that can sometimes slip your mind. For instance, I have to remember that if the server clears out before a round is over, then I have to not allow the next round to start. That means I have to check for players existence each round. That isn't very hard, but I just have to remember it, and it's one of those things that can seem to just slip out of your mind.
Now if I could only find another C++ programmer . . .
-Dave