Search found 40 matches
- 09 Apr 2013, 15:45
- Forum: SFS2X C# API
- Topic: Strings sent from server with unmatched curly braces vanish
- Replies: 6
- Views: 8759
Re: Strings sent from server with unmatched curly braces van
What we normally have is: smartFox = new SmartFox( Application.isEditor || Debug.isDebugBuild ); i.e. we're automatically in debug if we're developing, and not when we release. Hopefully you can fix the issue in a future release. In the meantime we'll do as you suggest, but obviously it is not a goo...
- 09 Apr 2013, 13:51
- Forum: SFS2X C# API
- Topic: Strings sent from server with unmatched curly braces vanish
- Replies: 6
- Views: 8759
Re: Strings sent from server with unmatched curly braces van
Thanks. For clarity, it works as expected if during the creation of our SmartFox object in Unity/C# we do smartFox = new SmartFox( false ); It is worth noting that even player chat with a single brace is lost if the debug is turned on, so presumably we need to modify people's chat text when sending ...
- 09 Apr 2013, 12:42
- Forum: SFS2X C# API
- Topic: Strings sent from server with unmatched curly braces vanish
- Replies: 6
- Views: 8759
Re: Strings sent from server with unmatched curly braces van
Client-side my handler gets nothing. Even just dumping the whole message, i.e. it is either not sent to the client, or the client API does not pass it through. private void ERH_Test( SFSObject sfsData ) { Debug.Log ( "Test command response: " + sfsData.GetDump() ); string msg = sfsData.Get...
- 09 Apr 2013, 02:58
- Forum: SFS2X C# API
- Topic: Strings sent from server with unmatched curly braces vanish
- Replies: 6
- Views: 8759
Strings sent from server with unmatched curly braces vanish
I discovered that if I send a message with a string in it that contains unmatched curly braces, it never shows up. I am torn between hoping there is something obvious and hoping that this is actually an issue (so I don't feel like I totally wasted today). e.g. response.putUtfString( "test"...
- 09 Aug 2012, 17:26
- Forum: SFS2X Questions
- Topic: transfer connection to different server
- Replies: 5
- Views: 7514
transfer connection to different server
Our game is a virtual world and requires real-time updates for player movements and actions. We partition the game universe into Rooms, so nearly all communication is limited to only those users in the same Room. Communication between rooms is limited to custom private messages and a few updates. We...
- 04 Mar 2012, 17:49
- Forum: Server Side Extension Development
- Topic: Room Variables Updated not firing
- Replies: 6
- Views: 10928
Re: Room Variables Updated not firing
Thanks for taking the time to reply. It looks like you are using SFS2X, but we are still using 1x. The call you have indicated looks a lot like my #4 anyway. The problem must be in the client API.
- 29 Feb 2012, 15:00
- Forum: Server Side Extension Development
- Topic: Room Variables Updated not firing
- Replies: 6
- Views: 10928
Re: Room Variables Updated not firing
Yes, I reviewed that and did extensive searching before posting. I also tried the method (setRoomVariable) in the example before posting, and it also did not work; I didn't mention it due to it being flagged as deprecated. Are there options that could be involved in setting up the room that would pr...
- 24 Feb 2012, 21:50
- Forum: Server Side Extension Development
- Topic: Room Variables Updated not firing
- Replies: 6
- Views: 10928
Room Variables Updated not firing
What could cause changes to room variables on the server side to not be sent to clients? It must be some overall setting I have missed, because I have tried a lot of different ways. e.g. // 1 RoomVariable var = room.getVariable( "X" ); var.setValue( String.valueOf( "1" ) ); // 2 ...
- 04 May 2010, 20:54
- Forum: .Net / Unity3D API
- Topic: Problem with 1.2.4
- Replies: 19
- Views: 28937
- 04 May 2010, 20:35
- Forum: .Net / Unity3D API
- Topic: Problem with 1.2.4
- Replies: 19
- Views: 28937
- 04 May 2010, 20:32
- Forum: .Net / Unity3D API
- Topic: Problem with 1.2.4
- Replies: 19
- Views: 28937
- 04 May 2010, 17:17
- Forum: .Net / Unity3D API
- Topic: Problem with 1.2.4
- Replies: 19
- Views: 28937
- 20 Jan 2010, 12:38
- Forum: SmartFoxServer 1.x Discussions and Help
- Topic: How should I simulate many clients for stress testing?
- Replies: 3
- Views: 5608
Ok, so I'll try to do what I did initially, but in Flash instead of Unity. Given that (from the linked post) you seem to have had several hundred connections from a single client app, I assume the Flash API does not use static delegate (or whatever the AS equivalent is) like the .NET API. Thanks for...
- 20 Jan 2010, 01:27
- Forum: SmartFoxServer 1.x Discussions and Help
- Topic: How should I simulate many clients for stress testing?
- Replies: 3
- Views: 5608
How should I simulate many clients for stress testing?
I would like to run some stress tests of our game by simulating many clients logging in. I would then play with our normal client and could see how things work when the server is busy, the room is highly populated, etc. My first thought was to write a special client (I am using Unity) that simply cr...
- 24 Nov 2009, 14:36
- Forum: .Net / Unity3D API
- Topic: Problem with 1.2.4
- Replies: 19
- Views: 28937