The way a server is seen by Raydium makes it a "network only agent", responsible for receiving packets from clients and sending it back to others clients. Nothing is done on physics, rendering, or things like that.
Then, a function like raydium_ode_network_element_send_all() don't seems to have anything to do on a server. You can have a look at any sample server, like tests.c, when a data packet is received, it's then broadcasted. Nothing more. In facts, almost 100% of these packets are RayODE packets (position/rotation of a bunch of elements, to be precise).
But perhaps your server is more complex than the current ones ?
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