Search found 19 matches

by at
30 Nov 2010, 08:57
Forum: SFS2X Questions
Topic: Setting RoomVariable from server - client doesn't see
Replies: 1
Views: 1236

It works now! Setting the variable to be Global on server did the trick.
by at
30 Nov 2010, 08:35
Forum: SFS2X Questions
Topic: Setting RoomVariable from server - client doesn't see
Replies: 1
Views: 1236

Setting RoomVariable from server - client doesn't see

Hello I have a question on how to set the room variable from server, so it's accessible by client. I tried different code on server side and ended up with this: RoomVariable someVar = new SFSRoomVariable("myId", 10, false, true, false); List<RoomVariable> roomVariables = new ArrayL...
by at
30 Nov 2010, 06:13
Forum: SFS2X Questions
Topic: addEventHandler behaviour
Replies: 4
Views: 1674

Yes in fact you can add another handler... only not for the same type. "To add" just means putting one more thing somewhere, right? :) I do agree that we should clarify the one-handler-per-event thing in the docs. Thanks for the feedback Yep, you are right here, add "works" from...
by at
29 Nov 2010, 10:30
Forum: SFS2X Questions
Topic: addEventHandler behaviour
Replies: 4
Views: 1674

Lapo wrote:Hi there,
yes that's correct, one handler per event only,.


Thanks!

Maybe it would be a bit less confusing if it was called "setEventHandler" then, coz "addEventHandler" can make one think it adds another handler to the list. But anyways, now i know it's not a bug.
by at
29 Nov 2010, 10:10
Forum: SFS2X Questions
Topic: addEventHandler behaviour
Replies: 4
Views: 1674

addEventHandler behaviour

Hello I have the following code in a zone-level extension: addEventHandler(SFSEventType.USER_LOGOUT, OnServerStatusChangedHandler.class); ... addEventHandler(SFSEventType.USER_LOGOUT, OnUserGoneFromRoomHandler.class); I noticed that only the second handler works in this case (OnUserG...
by at
21 Apr 2010, 06:01
Forum: .Net / Unity3D API
Topic: LitJson JSONArray equivalent ?
Replies: 3
Views: 5069

Hi! Maybe I didn't get something, but why are you trying to use LitJson directly with SFS .NET client ? The object sent via SendXtMessage is wrapped automatically to JSON when you chose this type of data format. All you should do is to send an xt message like this: smartFox.SendXtMessage(xtName,...
by at
08 Dec 2008, 06:35
Forum: .Net / Unity3D API
Topic: [.NET] Found issues and fixes
Replies: 33
Views: 20464

OK - a really annoying one showed up today. Neither room variables or user variables seem to work! So while I did fix it in my local devel copy, I just wanted to confirm that none of you have used these and gotten them working, right? Hi! I use user variables and they work fine for me. Concerning r...
by at
01 Dec 2008, 08:56
Forum: .Net / Unity3D API
Topic: [.NET] Found issues and fixes
Replies: 33
Views: 20464

A little change in SmartFoxClient class. I found a few parts of such code: // If we are already in a disconnect loop, then dont try to do another disconnection if (!connected) { DebugMessage("Disconnect due to lost socket connection"); Disconnect(); } It's...
by at
01 Dec 2008, 08:18
Forum: .Net / Unity3D API
Topic: [.NET] Found issues and fixes
Replies: 33
Views: 20464

An interesting thing happened: when I started using the latest SFS client from 2008-11-30 (I had been using beta2 before), I also stopped getting messages User [ java.nio.channels.SocketChannel[closed] ] removed on disconnection. But when I changed if (!connected) { to if (connected...
by at
01 Dec 2008, 07:45
Forum: .Net / Unity3D API
Topic: [.NET] Found issues and fixes
Replies: 33
Views: 20464

Been looking a bit more at the reconnect issue, and have a hunch that its a socket problem. Looking at the SFS console, you actually never see a real socket disconnection happen. Using netstat also shows the socket in TIME_WAIT. Hi, Thomas On my sfs console I always see such messages on disconnecti...
by at
11 Nov 2008, 11:18
Forum: .Net / Unity3D API
Topic: [.NET] Found issues and fixes
Replies: 33
Views: 20464

First of all, thanks ThomasLund for the great work! Beta 2 is really cool! So let's continue to report found problems here to approach the day of Beta 3 release :) In the new version I found a serious issue with writing data to sockets. When I start my Unity-based game I receive randomly many except...
by at
06 Nov 2008, 08:45
Forum: .Net / Unity3D API
Topic: [.NET] Found issues and fixes
Replies: 33
Views: 20464

Hi. I have renamed this topic, as we post here information about different issues. I have corrected a bit SendXtMessage method in SmartFoxClient class. If I need send message without any parameters I want just to pass null as paramObj. But it causes NullReferenceException. So I added this string in ...
by at
05 Nov 2008, 11:17
Forum: .Net / Unity3D API
Topic: [.NET] Found issues and fixes
Replies: 33
Views: 20464

Yet another issue connected with the previous one. On the server-side we can send 3 types of user variables: numbers, strings, and booleans. But numbers can be not only integer, they can be floating-point. So I set some floating-point values on the server-side as user variables. They are normally tr...
by at
05 Nov 2008, 09:46
Forum: .Net / Unity3D API
Topic: [.NET] Found issues and fixes
Replies: 33
Views: 20464

Hi again. I haven't time to try your test version yet, but my collegue has the described problem with crashes in Unity with the current version of SFS client. It's nice that threaded sockets solved the problem though, in my opinion, asynchronious sockets are more convenient. Here I would like to rep...
by at
30 Oct 2008, 07:57
Forum: .Net / Unity3D API
Topic: [.NET] Found issues and fixes
Replies: 33
Views: 20464

Ok, I will test it.

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