Search found 126 matches

by JohnnyD
11 Jul 2017, 14:32
Forum: SFS2X Questions
Topic: Out of date with SFS... what's new?
Replies: 5
Views: 1374

Re: Out of date with SFS... what's new?

Oh I can totally see why I would prefer to use 2X for a new project, and consider upgrading an old project from 1.x -> 2X. But I was wondering if there are any reasons why someone starting a new project would NOT use 2X? I can see it lacks AS2 support but other than that... is there ANY case where 2...
by JohnnyD
11 Jul 2017, 11:24
Forum: SFS2X Questions
Topic: Out of date with SFS... what's new?
Replies: 5
Views: 1374

Re: Out of date with SFS... what's new?

Many thanks Lapo, and good to see you after all these years... 10 years since I joined! Thanks for clarifying, I had missed the community edition so that's really great. I remember reading blog articles about 1.x Pro performance years ago, do you have anything comparing 1.x and 2X - and discussing w...
by JohnnyD
11 Jul 2017, 09:15
Forum: SFS2X Questions
Topic: Out of date with SFS... what's new?
Replies: 5
Views: 1374

Out of date with SFS... what's new?

I can't see a general discussion section on the forum so here will have to do (please move if preferred). I worked extensively with SFS 1.x several years ago as a full-time job for a couple years. 2X was just being released at the time, I think. I've now got a couple of game ideas for which I think ...
by JohnnyD
27 Nov 2013, 15:37
Forum: SFS2X Questions
Topic: iOS real-time multiplayer... SFS and/Vs GameKit
Replies: 6
Views: 3209

Re: iOS real-time multiplayer... SFS and/Vs GameKit

My thoughts regarding P2P were that for a 2-player game, P2P would surely be better because you in theory halve the ping/lag (if security isn't a concern). No the lag is the same, plus you have one of the two players acting as a server on a mobile device, you can imagine the crappy lag you'll get f...
by JohnnyD
27 Nov 2013, 15:33
Forum: SFS2X Questions
Topic: iOS real-time multiplayer... SFS and/Vs GameKit
Replies: 6
Views: 3209

Re: iOS real-time multiplayer... SFS and/Vs GameKit

Several things to address: Once you've prepared a match request and the GameCenter matchmaker has found players, what you get is a network connection where you can send and receive blocks of bytes (either to a specific player or to all of them at once). So for both peer-to-peer and client-server, i...
by JohnnyD
27 Nov 2013, 15:01
Forum: SFS2X Questions
Topic: iOS real-time multiplayer... SFS and/Vs GameKit
Replies: 6
Views: 3209

Re: iOS real-time multiplayer... SFS and/Vs GameKit

Thanks for the great reply. When I talk about combining SFS/GameKit I wasn't meaning using Game Centre for leaderboards and SFS for the actual gameplay - although this would be a great idea I think. I was instead meaning that you could use iOS APIs to get your network connections to the server, and ...
by JohnnyD
27 Nov 2013, 12:30
Forum: SFS2X Questions
Topic: iOS real-time multiplayer... SFS and/Vs GameKit
Replies: 6
Views: 3209

iOS real-time multiplayer... SFS and/Vs GameKit

This post will probably show my ignorance about iOS so I'll be upfront about that :) I'm looking into technologies for making a real-time multiplayer game for iOS. SFS is the only network middleware product I've used and since I see it has an iOS client, obviously I'm interested in that. However, it...
by JohnnyD
12 Nov 2013, 12:47
Forum: Server Side Extension Development
Topic: [solved] Using same Java extension in multiple zones
Replies: 4
Views: 3817

Re: Using same Java extension in multiple zones... problems!

Of course I also need to be ABSOLUTELY sure my client isn't simply connecting to to the live zone in both cases due to a stupid coding error before going further :) Fixed it - turned out our init() method was hardcoding the name of the zone rather than getting the parent zone using the API. Thanks ...
by JohnnyD
11 Nov 2013, 11:48
Forum: Server Side Extension Development
Topic: [solved] Using same Java extension in multiple zones
Replies: 4
Views: 3817

Re: Using same Java extension in multiple zones... problems!

Thanks for your test - can you elaborate what it meant by "it created two different instances"? I will re-test and add more logging on client AND server so I can be 100% sure which zones/rooms both sides think are used. But I already definitely checked the same room-id was used in both cas...
by JohnnyD
07 Nov 2013, 15:18
Forum: Server Side Extension Development
Topic: [solved] Using same Java extension in multiple zones
Replies: 4
Views: 3817

[solved] Using same Java extension in multiple zones

I want to run two different zones on a SFS server, using the same extension but different DB-managers. I set this up and I see both zones are running but it seems like both are using the same DB manager, and the same zone. e.g. I connect to zone_2 but the player logs into the lobby for zone_1. My XM...
by JohnnyD
03 Jul 2013, 21:42
Forum: Server Side Extension Development
Topic: Running local SFS server against MySQL on locked-down EC2
Replies: 1
Views: 1939

Running local SFS server against MySQL on locked-down EC2

We run SFS and MySQL on an EC2 instance, which is locked down in such a way that you can't connect to the DB from outside that instance without using tunneling. I don't know if that's normal for EC2 but it is a PITA - since we moved from our old host I can't run a local SFS server against the real D...
by JohnnyD
15 Dec 2012, 15:04
Forum: Server Side Extension Development
Topic: How to bail out in Extension.init()
Replies: 3
Views: 2759

Re: How to bail out in Extension.init()

OK that is fine, so if we simply throw a RuntimeException it will stop this extension loading?
by JohnnyD
14 Dec 2012, 12:16
Forum: Server Side Extension Development
Topic: How to bail out in Extension.init()
Replies: 3
Views: 2759

How to bail out in Extension.init()

If I find a serious problem when the server is starting up in init() override, is there a way I can force SFS to fail and exit? An example might be if my custom DB code can't connect to the DB, or some critical data is not found, etc.
by JohnnyD
12 Dec 2012, 14:49
Forum: SmartFoxServer 1.x Discussions and Help
Topic: Detecting server shut-down
Replies: 9
Views: 4745

Re: Detecting server shut-down

Either way the original question remains - how to monitor SFS? It seems like the kind of issue most people running real games should have faced.

Anyone like to share their solutions?
by JohnnyD
11 Dec 2012, 16:52
Forum: SmartFoxServer 1.x Discussions and Help
Topic: Detecting server shut-down
Replies: 9
Views: 4745

Re: Detecting server shut-down

It's shut down - we use the "./sfs status" command to verify.
I will look into logs, we seem to have request, SFS and wrapper logs - which is relevant?

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