Search found 10 matches
- 24 Sep 2018, 22:55
- Forum: SFS2X Questions
- Topic: Mistake in blog article
- Replies: 5
- Views: 5469
Re: Mistake in blog article
Thanks, but I think you misunderstood. You mentioned using handleInternalMessage() to have the Room Extension communicate with the Zone Extension, as an alternative to deploying the extension in __lib__. However, if we don't deploy the extension in __lib__, we cannot use handleInternalMessage() to p...
- 21 Sep 2018, 17:19
- Forum: SFS2X Questions
- Topic: Mistake in blog article
- Replies: 5
- Views: 5469
Re: Mistake in blog article
Thanks for the reply and tips. I'm sure future users would appreciate it if you'd correct the code in the article as well. In other words you avoid casting the Extension to its specific type (which is not loaded in the current context) and you can still interact with it using the handleInternalMessa...
- 19 Sep 2018, 22:56
- Forum: SFS2X Questions
- Topic: Mistake in blog article
- Replies: 5
- Views: 5469
Mistake in blog article
There is a mistake in the example code on page two of the blog article "Best of Both Worlds: SFS2x Server Side Unity For Realtime Games" ( https://smartfoxserver.com/blog/best-of-both-worlds-sfs2x-server-side-unity-for-realtime-games-p2/ ); You have this code in the "init()" func...
- 11 Sep 2018, 18:13
- Forum: SFS2X Questions
- Topic: Why don't user vars support floats?
- Replies: 7
- Views: 6759
Re: Why don't user vars support floats?
We are working on an MMO game, and if I'm not mistaken, Extension messages do not use the proximity system. It seems counterintuitive for the MMO system to force us into using large data types that will consume more bandwidth, since bandwidth is a particularly big concern in MMOs.
- 11 Sep 2018, 01:22
- Forum: SFS2X Questions
- Topic: Whitelist for ghost users?
- Replies: 4
- Views: 4821
Re: Whitelist for ghost users?
It turns out the master client was getting kicked from the room because we never set a position for the master client, and players who are never given a position are automatically kicked after about a minute.
- 10 Sep 2018, 21:56
- Forum: SFS2X Questions
- Topic: Why don't user vars support floats?
- Replies: 7
- Views: 6759
Re: Why don't user vars support floats?
But it also requires extra method calls and object instantiation on the client and server. Also, adding three bytes to a small packet is a big deal. For example, wrapping a short in an SFSObject would apparently use more bytes than sending an integer. Or say that we have three values which should al...
- 10 Sep 2018, 21:54
- Forum: SFS2X Questions
- Topic: Whitelist for ghost users?
- Replies: 4
- Views: 4821
Re: Whitelist for ghost users?
Thanks. The master client seems to get disconnected even when it is sending periodic extension requests, so maybe it's some other issue. I'll keep troubleshooting.
- 10 Sep 2018, 18:13
- Forum: SFS2X Questions
- Topic: Whitelist for ghost users?
- Replies: 4
- Views: 4821
Whitelist for ghost users?
We are starting work on an authoritative setup for a Unity MMO game, which combines SmartFox with a dedicated master Unity client running in headless mode. Right now the master client gets disconnected after a minute or two. I'm not seeing any error messages on the server or in Unity, so my best gue...
- 10 Sep 2018, 17:31
- Forum: SFS2X Questions
- Topic: Why don't user vars support floats?
- Replies: 7
- Views: 6759
Re: Why don't user vars support floats?
Thanks. It would be nice if you supported these smaller variable types directly in the future, both because they can make a huge difference in bandwidth usage, and for consistency with ISFSObject. And I assume wrapping primities in an SFSObject has a greater performance hit than if these additional ...
- 07 Sep 2018, 21:20
- Forum: SFS2X Questions
- Topic: Why don't user vars support floats?
- Replies: 7
- Views: 6759
Why don't user vars support floats?
We are building a game in Unity. Unity uses floats for most operations. ISFSObject has a getFloat() function, but UserVariable only has GetDouble(). There's no point in wasting twice as many bytes on doubles if we'll have to cast them back to floats on the client side. Why is there no GetFloat() ope...