NETJOIN and./or NETDESTROY

Previous topic - Next topic

MrTAToad

This is rather a strange problem (with 6.075)

I destroy the host player with NETDESTROY.  Before this all clients are sent a message about the host player leaving, which displays a message about this.  The client is also destroyed with NETDESTROY.

Now, the odd thing is, even though the host machine isn't running, a client machine is able to re-join the host machine (and gets a different ID number), even though its not running...

Would any network messages stop the host from being destroyed ?

Kitty Hello

aw. bad. Can you make a short sample program?

MrTAToad

#2
The best I can currently come up with (at the moment), which isn't exactly what I wanted - but never mind : It shows another problem :

Code (glbasic) Select
IF NETHOSTGAME(0,"test","","")
DEBUG "Start Hosting\n"
p1$=NETCREATEPLAYER$("Player 1")
DEBUG "P1 : "+p1$+"\n"
NETDESTROYPLAYER p1$
ENDIF

p2$=NETCREATEPLAYER$("Player 2")
DEBUG "P2 : "+p2$+"\n"


P1$ = "101"
P2$ = "102" - for some reason...

Another one, although again unrelated (looks like I need to use two machines), is :

Code (glbasic) Select
IF NETHOSTGAME(0,"T", 0,0)
myplayer$ = NETCREATEPLAYER$("Sam")
ELSE
DEBUG "Error"
ENDIF

IF NETJOINGAME(0, "T","127.0.0.1", 0)
myplayer2$ = NETCREATEPLAYER$("Ken")
ENDIF

DEBUG "P1:"+myplayer$+"\n"+"P2:"+myplayer2$+"\n"


WIth this one, myplayer$ has an ID of -1, but NOT if a DEBUG statement is put in directly after the myplayer$ = line (it looks like memory is being corrupted somewhere).
In addition, if the 127.0.0.1 address is changed to a non-loopback address, you also get a proper ID number

Hopefully, I'll be able to get a test program for the original problem up and running...