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Old 07-04-2012, 11:03 PM
cbk1994 cbk1994 is offline
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Quote:
Originally Posted by Tigairius View Post
It works fine, and the class is available immediately. The only time I have problems is when I join a class to an object that's already been created, but in my example, it's being joined upon creation.
Joining classes on clientside requires a round-trip to the server; it's not immediately available, although you can use it immediately (in v6). For example:

Class "test":
PHP Code:
//#CLIENTSIDE
public function test() {
  return 
"it works!";

Weapon "test":
PHP Code:
//#CLIENTSIDE
function onCreated() {
  
temp.start timevar2;
  
  
temp.obj = new TStaticVar();
  
temp.obj.join("test");
  echo(
"result: " temp.obj.test());
  
  echo(
"total time: " @ (timevar2 temp.start));

On a low-latency network, the delay is generally tolerable:
Quote:
result: it works!
total time: 0.108752069
On an (artificially) high-latency network, however, it becomes a real problem:

Quote:
result: it works!
total time: 0.901618003
This can be very problematic depending on the situation: the best case is that nothing happens for a second, the worst is that the player's left with a half-drawn interface on the screen while the class is fetched.

And even worse, on v5:

Quote:
result: 0
total time: 0.000670057
v5 doesn't even wait for the class -- and 32% of Era is still using v5 right now.

An easy fix is to join the class serverside before joining it to any objects clientside:

PHP Code:
function onCreated() {
  
this.join("test");
}

//#CLIENTSIDE
function onCreated() {
  
temp.start timevar2;
  
  
temp.obj = new TStaticVar();
  
temp.obj.join("test");
  echo(
"result: " temp.obj.test());
  
  echo(
"total time: " @ (timevar2 temp.start));

Now your clientside class works on v5 and v6, and without waiting for the network .
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