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by Lapo
24 Sep 2018, 15:46
Forum: SFS2X Questions
Topic: Guava
Replies: 1
Views: 4

Re: Guava

Hi,
you can try replacing the guava jar we distribute with a more recent one. I would expect it to work with no problems (hopefully)

Let us know.
Cheers
by Lapo
22 Sep 2018, 08:41
Forum: SFS2X Questions
Topic: Multi-server scaling
Replies: 1
Views: 15

Re: Multi-server scaling

Hi, sure we have many customers running multi-server deployments, and some of them are very large. The strategies to load balance game servers can be quite different from the standard solutions found in web dev. Game servers run "sticky sessions", meaning that a client connects to one serv...
by Lapo
22 Sep 2018, 08:18
Forum: SFS2X Questions
Topic: Mistake in blog article
Replies: 3
Views: 28

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. Sure, we'll add clarification on using the __lib__ folder for deployment. This still wouldn't allow us to retrieve the PortManager instance as demonstrated in the article, sinc...
by Lapo
21 Sep 2018, 08:03
Forum: SFS2X Questions
Topic: Mistake in blog article
Replies: 3
Views: 28

Re: Mistake in blog article

https://www.smartfoxserver.com/forums/viewtopic.php?t=20524 Even if we try to do the same thing later, it doesn't work because the Zone Extension and Room Extension are loaded by separate class loaders. It depends on how you deploy the Extensions. If you deploy them under the extensions/__lib__/ fo...
by Lapo
21 Sep 2018, 07:52
Forum: SFS2X Questions
Topic: How to check validity of password hash on serverside
Replies: 2
Views: 19

Re: How to check validity of password hash on serverside

Hi, first of all handling login credentials it's done in two different ways depending if you use protocol encryption or not. We recommend the latter over the former. The article you have linked shows both modalities: 1 -> In the "old way" (i.e. no TLS protocol encryption) you have to use t...
by Lapo
19 Sep 2018, 07:59
Forum: SFS2X Questions
Topic: Session Removal when restarting with Unity.
Replies: 5
Views: 25

Re: Session Removal when restarting with Unity.

To be clear, the issue that I'm experiencing is that old room session is getting removed incorrectly. I understand the first sfs connection ends once I stop running in Unity in step #3, however, the room session should stay alive for 60 seconds (or whatever the user idle time is set to). There is n...
by Lapo
18 Sep 2018, 10:15
Forum: SFS2X Questions
Topic: Session Removal when restarting with Unity.
Replies: 5
Views: 25

Re: Session Removal when restarting with Unity.

Hi, thanks for info. On more clarification: 4) To reconnect and continue, I start the game again in Unity. However, the instant I hit run in Unity, the session is removed on the server. You mean the old connection from the first run? Or the new connection? I ask because you said it takes approx. 5 s...
by Lapo
18 Sep 2018, 07:46
Forum: SFS2X Questions
Topic: Session Removal when restarting with Unity.
Replies: 5
Views: 25

Re: Session Removal when restarting with Unity.

Hi, there're a couple of things that are not very clear. Hello, Currently, if I stop the game running in the Unity Editor, I can see the game logic is still running on the server as it should, great! However, as soon as I hit the play button in Unity to emulate a user coming back in, the server remo...
by Lapo
17 Sep 2018, 10:21
Forum: SFS2X Questions
Topic: Extension Request
Replies: 2
Views: 18

Re: Extension Request

Hello, yes Extensions requests work concurrently in the server, meaning that when multiple clients send Extension requests they are be processed in parallel by multiple threads. You can learn about all the details here: http://docs2x.smartfoxserver.com/ExtensionsJava/advanced-concepts i have a progr...
by Lapo
15 Sep 2018, 10:56
Forum: SmartFoxServer 1.x Discussions and Help
Topic: Support for JDK 8 / 9
Replies: 3
Views: 37

Re: Support for JDK 8 / 9

Looks like it's a Windows only issue.
If you send us a message to our support@... email box with a reference to this discussion we'll send a patch to test on your side.

We've tested it under Windows 10 and it works with JDK 8.

Cheers
by Lapo
14 Sep 2018, 16:11
Forum: SmartFoxServer 1.x Discussions and Help
Topic: Support for JDK 8 / 9
Replies: 3
Views: 37

Re: Support for JDK 8 / 9

Hi, I don't think there's any problem running SFS PRO 1.6.x with Java 8 and probably also Java 9 as well. I've tested under Linux with Java 1.8.0_181 and it works just fine. I think the error you're seeing is probably not related with the JRE. In any case what version of JRE are you running? I'd rec...
by Lapo
14 Sep 2018, 08:11
Forum: SFS2X Questions
Topic: Batching
Replies: 7
Views: 58

Re: Batching

I do not need any of that, x, y, and id are all i need for positional updates. You also need Room id, otherwise you don't know where the Item belongs, so essentially you need all of that stuff :) You might not need the "hidden" flag which is literally 1 extra byte. That is why I asked spe...
by Lapo
13 Sep 2018, 17:46
Forum: SFS2X C# API
Topic: MMO Player Movement hacking
Replies: 4
Views: 61

Re: MMO Player Movement hacking

1. Like in a MMORoomDemo, when my variable MovementDirty equals true, which means that player is actually moving, send a request to server extension, but adding a velocity to this. But as far as I know (I'm not really sure in it, as I said, because have no experience in such things, but I've heard ...
by Lapo
13 Sep 2018, 14:54
Forum: SFS2X Questions
Topic: Batching
Replies: 7
Views: 58

Re: Batching

Seems like a rather distorted way to look at it :) It's not that the client/server bandwidth is exclusively made of MMOItem updates, for starters, so the alleged 30% is not really going to have that impact on the overall network usage. More importantly your previous example with the pure SFSObject, ...
by Lapo
13 Sep 2018, 08:44
Forum: SFS2X Questions
Topic: Batching
Replies: 7
Views: 58

Re: Batching

Hi, this is the object dump of the binary MMOItemVariable update you posted: (sfs_object) p: (int) r: 0 (sfs_array) v: (sfs_array) (utf_string) x (byte) 2 (int) 61 (bool) false (sfs_array) (utf_string) y (byte) 2 (int) 44 (bool) false (int) i: 279 (short) a: 1007 (byte) c: 0 As you can see there's o...

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