Network - multiple users – ETC Congo Family v6.4.0 User Manual
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Network - Multiple Users
In a Multi User setup there will always be a Server. You can connect up to ten clients to this
Server. Each client can access and work independently with the data of the Play in the
Server. Playback controls are shared (See
Multiple Users - Global Functions
).
This is a true client/server system. This means that all light output is calculated and output
from the Server at all times.
To set up a Multi User system it is important to do things in a specific order. It is also
important to structure the working method of the Users since they will all be sharing the
same system. A Backup can be connected to the Server - Note that it is not to be used as a
client - it is a Backup.
Patch First!
Start by patching the whole system, with devices and everything. See
Patch
. Basically you
can connect several clients directly after patching, to a Server, or Server/Backup system -
and each client can access the whole system in parallel with the other clients.
Option: Define Partitions
You can define Partitions that can be activated for different users. The Partitions can be
helpful to avoid one user affecting channels of another user. Make sure you do this BEFORE
activating Partitions or User Logins other than the default ones. See
Partitions
.
Option: Define Users
If necessary, define User Logins for different work stations. The User Logins may be of help
when different users try to access the Server - partly because there are personal settings,
and partly because Partitions can be set to default and automatically be activated when a
specific User logs in. See
User Login
.
Multiple Users - Global Functions
All Play data is Global and owned by the database of the Server. Also, all playback features
are Global, shared by all users.
NOTE
You are free to work independently blind from any client or the
Server at the same time.
When working Live you are sharing control spaces - as soon as
someone presses for example GO it will affect all systems. This is
something you have to synchronise on a human level - operator to
operator.