Code is actually send stuf like this:
while net get message()
xnemi# = net get float() : rem Posizione X aereo nemico
ynemi# = net get float() : rem Posizione Y aereo nemico
anemis = net get int() : rem Angolo areo nemico
xpronemi# = net get float() : rem Posizione X proiettile nemico
ypronemi# = net get float() : rem Posizione Y proiettile nemico
apronemis = net get int() : rem Angolo X areo nemico
bonus_sub = net get int() : rem Bonus in arrivo dal nemico
xmissnemi# = net get float() : rem Posizione X missile nemico
ymissnemi# = net get float() : rem Posizione Y missile nemico
amissnemis = net get int() : rem Angolo Z missile nemico
vita_bombo_nemi = net get int() : rem vita bombo nemico
presocolpo = net get int() : rem Nemico colpito
presomissile = net get int() : rem Nemico colpito
minanex = net get int() : rem Posizione X mina nemica
minaney = net get int() : rem Posizione Y mina nemica
endwhile
i didn't wrote NOTHING at all about "synchronization"
just GET and PUT..
i am a TOTAL NOOB about TCP and all that stuff, it works for 30 seconds, than LAG then again working for 30 or 40 seconds..
i think that MAYBE GET this amount of "float" is too much, i wanna try to make the "weight" a little bit more light using INT instead of FLOATs..
how Multisync make the "sync" between GET and PUT?
I am a total noob
Lucka - gawteam coder - www.gawgames.com
