Search found 58 matches
- 14 Jun 2015, 22:53
- Forum: SFS2X Questions
- Topic: IMPORTANT: Need major help regarding scaling app concurrency
- Replies: 1
- Views: 3899
IMPORTANT: Need major help regarding scaling app concurrency
I have been developing a game using Smartfox for about 9 months now and we are close to production but are running into issues with concurrent users. We are running into issues with only 100 concurrent users and we plan to have thousands, or hundreds of thousands at a time. Our app is integrated wit...
- 01 Apr 2015, 13:24
- Forum: SFS2X C# API
- Topic: Why is RoomSettings.MaxUsers a "short"??
- Replies: 6
- Views: 9540
Re: Why is RoomSettings.MaxUsers a "short"??
The rooms are needed to keep track of the games the users are playing in. I believe I fixed my issue by just using a room variable with the amount of users this way I can display it correctly. I can understand this doesn't make much sense with these large scaled rooms, but this is needed for this pr...
- 31 Mar 2015, 19:16
- Forum: SFS2X C# API
- Topic: Why is RoomSettings.MaxUsers a "short"??
- Replies: 6
- Views: 9540
Re: Why is RoomSettings.MaxUsers a "short"??
No I am not using an MMORoom, just regular room. I am not actually showing all the users in the room which is why I am using such a high number. Also, The smartfox client shows that the room has the correct number of users that I set; ie: 500,000. But in Unity, when loading up the rooms. The number ...
- 31 Mar 2015, 14:58
- Forum: SFS2X C# API
- Topic: Why is RoomSettings.MaxUsers a "short"??
- Replies: 6
- Views: 9540
Re: Why is RoomSettings.MaxUsers a "short"??
Thanks. I decided to go with the approach of creating room on server side. I noticed now that for some reason my rooms are not being removed from the server once they are empty (As the removal mode is set to "When Empty") . Is there something I can check to make sure the rooms do get delet...
- 30 Mar 2015, 21:15
- Forum: SFS2X C# API
- Topic: Why is RoomSettings.MaxUsers a "short"??
- Replies: 6
- Views: 9540
Why is RoomSettings.MaxUsers a "short"??
Is there any way I can get a large int value in this setting? Lets say, couple 100,000 users? Or is this value set and done?
I need to get this working.
Thanks!
I need to get this working.
Thanks!
- 20 Feb 2015, 03:37
- Forum: SFS2X C# API
- Topic: Smartfox sudden disconnection from game
- Replies: 8
- Views: 11667
Re: Smartfox sudden disconnection from game
I have sent you a pm
- 19 Feb 2015, 15:19
- Forum: SFS2X C# API
- Topic: Smartfox sudden disconnection from game
- Replies: 8
- Views: 11667
Re: Smartfox sudden disconnection from game
I have tested this with Android/iOS and in the Editor. All 3 have the same problem. I am using C# version 1.5.7 and Smartfox 2.9.2. I am using a remote server and I have tried 4g and wifi. This problem persists no matter what and always seems to occur after a few moments (under 5 minutes) of no clie...
- 18 Feb 2015, 23:07
- Forum: SFS2X C# API
- Topic: Smartfox sudden disconnection from game
- Replies: 8
- Views: 11667
Re: Smartfox sudden disconnection from game
I am currently testing this same issue. Im trying to find a fix for this but according to smartfox, smartfox.isConnected is still true even after this disconnection. To reiterate what is happening; User is just idle, (in game/in menu, doesn't matter) no interaction between client/server and then whe...
- 17 Feb 2015, 21:09
- Forum: SFS2X C# API
- Topic: Smartfox sudden disconnection from game
- Replies: 8
- Views: 11667
Re: Smartfox sudden disconnection from game
If I get disconnected then I usually see my OnConnectionRetry and OnConnectionResume methods being called. This is something different. This is just happening silently without even indicating there is a disconnection. Is it a problem if I raise the session idle time to a few minutes? or more even?
- 16 Feb 2015, 21:52
- Forum: SFS2X C# API
- Topic: Smartfox sudden disconnection from game
- Replies: 8
- Views: 11667
Smartfox sudden disconnection from game
So I'm very close to completion with my project and I've been noticing for quite a while that sometimes I don't get requests back from Smartfox Server Scripts if I just leave my phone idle for a few minutes. I noticed that if I log out and then log back in, this will create a new connection and log ...
- 23 Jan 2015, 17:51
- Forum: SFS2X C# API
- Topic: Question regarding MMORooms and Server to Client Updates
- Replies: 13
- Views: 16795
Re: Question regarding MMORooms and Server to Client Updates
What email? Thank you
- 21 Jan 2015, 02:01
- Forum: SFS2X Questions
- Topic: Need some information about Analytics
- Replies: 1
- Views: 3803
Need some information about Analytics
I have the Analytics module and I was wondering if this tracks each username as well as zones+game rooms they are entering?
- 20 Jan 2015, 15:48
- Forum: SFS2X C# API
- Topic: Question regarding MMORooms and Server to Client Updates
- Replies: 13
- Views: 16795
Re: Question regarding MMORooms and Server to Client Updates
Yes, I understand this is clear to me. And I already thought of a way to fix the chat room issue. By putting different people part of different group_ids and having the server send the public message back to the people in the same group id... This will cause less bandwidth issues when dealing with t...
- 19 Jan 2015, 18:50
- Forum: SFS2X C# API
- Topic: Question regarding MMORooms and Server to Client Updates
- Replies: 13
- Views: 16795
Re: Question regarding MMORooms and Server to Client Updates
I definitely will have an issue. This project is being built where I need these game rooms to hold up to 10k people or more. And like I stated before, I need to have all of these people in the same proximity in order to run certain things even thought I will only spawn up to 100 of the remote player...
- 19 Jan 2015, 17:00
- Forum: SFS2X C# API
- Topic: Question regarding MMORooms and Server to Client Updates
- Replies: 13
- Views: 16795
Re: Question regarding MMORooms and Server to Client Updates
Thanks, I figured that would be the way to do it. I keep switching back from types of rooms. But using an MMORoom will make it easier to spawn the remote players at the correct times. Also, I need to be able to keep track of the main enemy in the room and use the "getProximityList" functio...