Search found 62 matches
- 07 Aug 2012, 20:46
- Forum: SmartFoxServer 1.x Discussions and Help
- Topic: Push Notifications to Mobile Devices
- Replies: 2
- Views: 5869
Push Notifications to Mobile Devices
Is it possible to send push notifications to mobile devices (AIR and Anroid) using SmartFox Server Pro? How might this be accomplished?
- 31 Jul 2012, 07:17
- Forum: SmartFoxServer 1.x Discussions and Help
- Topic: onJoinRoom Event Does Not Fire
- Replies: 7
- Views: 10910
Re: onJoinRoom Event Does Not Fire
Nevermind that last post...I found solution: var uVars = {} uVars.strength = 1000 uVars.agility = 800 uVars.speed = 20 // Set the variables for this client _server.setUserVariables(userObj, uVars) According to http://www.smartfoxserver.com/docs/1x/docPages/serverSideApi/index.htm This works correct ...
- 31 Jul 2012, 06:56
- Forum: SmartFoxServer 1.x Discussions and Help
- Topic: onJoinRoom Event Does Not Fire
- Replies: 7
- Views: 10910
Re: onJoinRoom Event Does Not Fire
I have another issue: When setting user variables on the server side, the "onUserVariablesUpdate" event handler is not picking up any signals. Here's an example of a user variable I set on server with ActionScript 1.0: currUser.setVariable("wins", Number(currUser.getVariable(&quo...
- 30 Jul 2012, 15:14
- Forum: SmartFoxServer 1.x Discussions and Help
- Topic: onJoinRoom Event Does Not Fire
- Replies: 7
- Views: 10910
Re: onJoinRoom Event Does Not Fire
I figured this problem was something to do with the room list, but I don't understand why knowledge of the room list is needed to fire the join room event. According to the admin tool, the user does in fact switch rooms successfully (indicating that client knowledge of the room list is unnecessary t...
- 27 Jul 2012, 23:28
- Forum: SmartFoxServer 1.x Discussions and Help
- Topic: onJoinRoom Event Does Not Fire
- Replies: 7
- Views: 10910
Re: onJoinRoom Event Does Not Fire
My current workaround is having the user join a Limbo room and then send an extension command to setup the new game room creation.
It's still odd that the server should require the user to return to a non-game room in order for the onJoinRoom event to fire.
It's still odd that the server should require the user to return to a non-game room in order for the onJoinRoom event to fire.
- 27 Jul 2012, 18:19
- Forum: SmartFoxServer 1.x Discussions and Help
- Topic: onJoinRoom Event Does Not Fire
- Replies: 7
- Views: 10910
onJoinRoom Event Does Not Fire
Hey all, I have discovered that the onJoinRoom event does not fire when a user joins a new game room directly from a previous game room. It seems that it's required to first rejoin the main lobby first and then join a game room before the events successfully fire. You're probably wondering how the h...
- 28 Jun 2012, 17:33
- Forum: SmartFoxServer 1.x Discussions and Help
- Topic: SSL Mailing Support for SmartFoxServer Pro
- Replies: 2
- Views: 4851
SSL Mailing Support for SmartFoxServer Pro
Greetings, It seems that SSL is required if you actually want the mail you send to reach its destination to users with @hotmail.com and other popular addresses. I would like to know how to configure SmartFox Pro to enable SSL and send email on port 465. I'm not familiar with how to write Java extens...
- 15 Jun 2012, 02:52
- Forum: SmartFoxServer 1.x Discussions and Help
- Topic: Override SFS User ID
- Replies: 5
- Views: 10086
Re: Override SFS User ID
Hello. Hmm... What if you had another collumn in your database called, for example, "online", which you would then update when an user logged in and logged out from the server? Then you could easily check if the user was online in the server or not. Another way could be to store the userI...
- 14 Jun 2012, 21:56
- Forum: SmartFoxServer 1.x Discussions and Help
- Topic: Override SFS User ID
- Replies: 5
- Views: 10086
Re: Override SFS User ID
Lapo, What is the best way to determine if a user of a specific database ID is online? I'm using Smart Fox to control both live online games and async multiplayer games. In some cases, I need to determine if a user who is playing an async game is logged into the server or not. The default smart fox ...
- 21 Dec 2010, 13:50
- Forum: The Gallery
- Topic: Technical Excellence in Mobile Development
- Replies: 0
- Views: 10670
Technical Excellence in Mobile Development
Greetings SmartFox Community, I am proud to announce that Hero Mages recently won the award for Technical Excellence in indiePub's Mobile Development contest for its ability to connect multiple players on different platforms and its full-fledged lobby and match-making system - all possible thanks to...
- 19 Nov 2010, 05:17
- Forum: SmartFoxServer 1.x Discussions and Help
- Topic: Adobe AIR for Android Connection Issue
- Replies: 1
- Views: 4645
- 19 Nov 2010, 04:51
- Forum: SmartFoxServer 1.x Discussions and Help
- Topic: Adobe AIR for Android Connection Issue
- Replies: 1
- Views: 4645
Adobe AIR for Android Connection Issue
I have created an Adobe Air application that connects to SmartFox fine when installed on Windows. However, when I install the application on Android, I get a connection error that simply says "I/O Error". If I run my game using the flash web-based client, Android can connect fine- so the i...
- 16 Aug 2010, 21:59
- Forum: Server Side Extension Development
- Topic: Need Room Object for Server Side Spectator Switched
- Replies: 8
- Views: 10952
- 15 Aug 2010, 18:21
- Forum: SmartFoxServer 1.x Discussions and Help
- Topic: Accessing the Client's User Object
- Replies: 4
- Views: 7286
This means that the User doesn't really need to really access those values since they are copies of something that already exists. Only other people will need to know about updates of these properties which are stored in each User object. Normally this would be the case, except when you're dealing ...
- 15 Aug 2010, 18:13
- Forum: Server Side Extension Development
- Topic: Need Room Object for Server Side Spectator Switched
- Replies: 8
- Views: 10952
Normally a player is playing one game at a time so he should have joined on game Room only, right? Right. In my game, the user is in only one room at a time. The problem is that from the server-side, the spectatorSwitched/playerSwitched events don't pass the room object like it does on the client s...