NetSubControl
From Whirled
NetSubControl is a subcontrol, it provides a way for game clients to communicate shared state to each other and to server agents. All games have access to an automatically shared state in the form of a hash table (also known as a mapping or associative array) that is synchronized among the game's players (clients), with notifications whenever a property is added or modified.
Initialization
You should always access netSubControl via the gameControl, don't try to instantiate the object directly.
public class MyGame extends Sprite { public MyGame () { _ctrl = new GameControl(this); //you can either access the NetSubControl via a handle //like this _net = _ctrl.net; _net.get("myProperty"); //or like this directly via the control object. _ctrl.net.get("myProperty"); } protected _ctrl :GameControl; protected _net : NetSubControl; }
Setting Properties
When you set a property it is immediately distributed to the other clients in the game. Reading a property is immediate, you are reading the properties that have already been distributed. When a client connects to an already-running game, any properties already set will be available.
Other Links
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