Search found 21 matches
- 14 Jun 2023, 07:53
- Forum: SFS2X C# API
- Topic: byte[] to ByteArray
- Replies: 8
- Views: 11550
Re: byte[] to ByteArray
Hi, Sorry for late response. Sure, basically packing snippet looks like this public UserVariable ToSfsVariables() { var sfsTextureArr = new Sfs2X.Util.ByteArray(TextureBin); sfsTextureArr.Compress(); var userSettingsSFSObject = new SFSObject(); userSettingsSFSObject.PutByteArray(PARAM_BODY_TEXTURE, ...
- 09 Jun 2023, 13:14
- Forum: SFS2X C# API
- Topic: byte[] to ByteArray
- Replies: 8
- Views: 11550
Re: byte[] to ByteArray
Thanks a lot for response. I'm asking because currently I'm trying to implement logic, that sends texture via Smartfox. Texture have size from ~500kb to ~4mb. It works well with small size textures, but when I send big ones I see that on receiving client Sfs2X.Entities.User doesn't have User variabl...
- 09 Jun 2023, 12:09
- Forum: SFS2X C# API
- Topic: byte[] to ByteArray
- Replies: 8
- Views: 11550
Re: byte[] to ByteArray
Hi @Lapo,
Is there any size limitations for the byte[ ] ?
Is there any size limitations for the byte[ ] ?
- 21 Jun 2022, 13:01
- Forum: SFS2X C# API
- Topic: GC Allocation
- Replies: 11
- Views: 12338
Re: GC Allocation
Hi Lapo, The main way to send updates is via ExtensionRequests, every call allocating its new object. Here is the list of the most memory consumption places SmartFox.cs > Send() BitSwarmClient.cs > Send() SFSProtocolCodec.cs > OnPacketWrite() SFSIOHandler.cs > OnDataWrite() SFSObject.cs > OnBinary()...
- 20 Jun 2022, 14:49
- Forum: SFS2X C# API
- Topic: GC Allocation
- Replies: 11
- Views: 12338
Re: GC Allocation
Hi Lapo, Packets handle logic happen near 30times per sec, regadless FPS. Anyway, the main reason to asking you about memory reuse is to support weak devices (Nintendo switch is a good example). Does it really necessary always creating new objects/arrays under the hood? Our title is being implemente...
- 15 Jun 2022, 11:57
- Forum: SFS2X C# API
- Topic: GC Allocation
- Replies: 11
- Views: 12338
Re: GC Allocation
Hi @Lapo, You've sad We could add an extra method on UserVar and RoomVar to overwrite the existing value, and avoid creating new instances. Is it possible to do such a thing? We've also struggling with allocations, which are produced by creating sfs requests. Every frame it is ~16kb. GC can handle i...
- 16 Sep 2021, 07:48
- Forum: SFS2X Questions
- Topic: mono-io-layer-error (10004)
- Replies: 3
- Views: 4015
Re: mono-io-layer-error (10004)
Hi Lapo,
Thanks a lot for reply.
For now we are unable to reproduce this error, and can't provide more details (so and a stacktrace), but from this moment we will keep an eye on this and will try to find reproducing steps, then we will share it with you.
Best Regards
Thanks a lot for reply.
For now we are unable to reproduce this error, and can't provide more details (so and a stacktrace), but from this moment we will keep an eye on this and will try to find reproducing steps, then we will share it with you.
Best Regards
- 14 Sep 2021, 15:21
- Forum: SFS2X Questions
- Topic: mono-io-layer-error (10004)
- Replies: 3
- Views: 4015
mono-io-layer-error (10004)
Hello, we are using Smartfox realization for our game (Unity Engine), which has been PS4 published. Today we've observed some dumps, in which many of them have this logs [SFS - ERROR] [UDPSocketLayer] Error reading data from socket: mono-io-layer-error (10004) [SFS - WARN] Unexpected UDP I/O Error. ...
- 15 Apr 2021, 06:09
- Forum: SFS2X Questions
- Topic: InitCrypto Nintendo issue
- Replies: 3
- Views: 4587
Re: InitCrypto Nintendo issue
Hi Bax,
On a client side we getting these errors:
I've sent email with logs.
Thanks
On a client side we getting these errors:
Code: Select all
CryptoInit failed!
[TCPSocketLayer] Connection closed by the remote side
I've sent email with logs.
Thanks
- 14 Apr 2021, 13:18
- Forum: SFS2X Questions
- Topic: InitCrypto Nintendo issue
- Replies: 3
- Views: 4587
InitCrypto Nintendo issue
Hello, Recently we've updated client dll library to 1.7.13 version from 1.7.8.0. So far everything was good, platforms PS4, Steam and Xbox works perfectly. But when we tried Nintendo build we are getting error on the OnCryptoInit callback. Strange thing is - on 1.7.8.0 Nintendo cryptoinit works fine...
- 10 Feb 2021, 10:41
- Forum: SFS2X Questions
- Topic: Xbox 0 pings, unable to Join etc.
- Replies: 3
- Views: 25752
Re: Xbox 0 pings, unable to Join etc.
Hi Lapo, Yes, client is Unity. According to our support department where was couple of cases when players were complaining from specific regions like New Zeland etc., so we suggest them to set vpn on a wi-fi router, after they did it - complaining messages stopped to appear. For now we can't be sure...
- 17 Dec 2020, 07:42
- Forum: SFS2X Questions
- Topic: Xbox 0 pings, unable to Join etc.
- Replies: 3
- Views: 25752
Xbox 0 pings, unable to Join etc.
Hello, we've released our game on Xbox a couple of months ago and since then we encountering a bunch of strange errors related to our multiplayer mode implementation. In a short we have multiplayer mode, implemented with Smartfox library, which represents lobby (list of rooms), and rooms (an entity ...
- 21 Feb 2020, 07:05
- Forum: SFS2X Questions
- Topic: UDP/TCP Encryption for Xbox
- Replies: 17
- Views: 19666
Re: UDP/TCP Encryption for Xbox
Hi Lapo, thanks. We were disctracted by the image :) https://i.imgur.com/7qlLfvs.png Since all clients receive updates related to other players allowing insecure traffic would lower the security of the encrypted ones as well. From this point it makes sense of course. By the way! Xbox provided us for...
- 20 Feb 2020, 06:41
- Forum: SFS2X Questions
- Topic: UDP/TCP Encryption for Xbox
- Replies: 17
- Views: 19666
Re: UDP/TCP Encryption for Xbox
Hi Lapo, Yesterday we were able to test our multiplayer flow with SFS encryption enabled. And it seems all works great as expected. One thing is we aware of - other platforms with unsupproted encryption on a client side became unavailable to use TCP/UDP traffic, i.e. Join/Create rooms. Am I properly...
- 19 Feb 2020, 15:07
- Forum: SFS2X Questions
- Topic: UDP/TCP Encryption for Xbox
- Replies: 17
- Views: 19666
Re: UDP/TCP Encryption for Xbox
I wonder how other companies went through this routine)
But anyway, thanks again for a help, I'll go deep into topics you suggested.
Best Regards.
But anyway, thanks again for a help, I'll go deep into topics you suggested.
Best Regards.