Well i'm trying to make a UT mod, and this is actually my first where I am forced to deal with replication. After reading many articles, i gave it a shot, and am stuck on this problem. The following code works replicating to the client, i checked it with logs and such, but it never can replicate back to teh server thru a different function. Here's some code that i dumbed down to what I have:
What could be causing this not to work? There's no indication of ServerCallBack being run at all.
Also you can ignore bLog if you're worried about that, i made my own log file. Anyone that can provide any insight it is MUCH appreciated. Thank you.
What could be causing this not to work? There's no indication of ServerCallBack being run at all.
Code:
enum CheckType {
CT_Type1 //Only Checktype i have made so far, it's for expansion reasons
};
replication
{
//Functions
reliable if (Role < ROLE_Authority)
ServerCallBack;
reliable if (Role == ROLE_Authority)
ClientPerform;
}
simulated function ServerCallBack(CheckType CT, string Data)
{
local private int i;
if (Role < ROLE_Authority) return;
bLog("ServerCallback("$Role$") - CheckType "$int(CT));
//Here I have some code that processes Data corresponding to CT
}
simulated function ClientPerform(CheckType CT, string Command)
{
local string Ret;
if (Role == ROLE_Authority) return;
bLog("tpBR - ClientPerform("$int(CT)$") - Role:"@Role);
switch (CT)
{
case CT_Type1:
//Code setting Ret corresponding to CT and Command
ServerCallBack(CT,Ret); //Should be replicating back to the server, right?
break;
}
}
simulated event PostNetBeginPlay ()
{
//Some Beginning Code
bLog("tpBR - PostNetBeginPlay("$Role$")");
ClientPerform(CT_PackageValidation,SpecialCmd); //This does work and does replicate to the client correctly.
}
Also you can ignore bLog if you're worried about that, i made my own log file. Anyone that can provide any insight it is MUCH appreciated. Thank you.
Last edited: