Search found 56 matches
- 07 Jan 2013, 12:18
- Forum: SFS2X Questions
- Topic: SetUserVariables with UDP
- Replies: 5
- Views: 5820
SetUserVariables with UDP
Would it be possible to add a UseUDP flag to the SetUserVariables request please? It would lead to a much simpler design if instead of sending Extension Requests every time we need to update a player's transform, we set a user variable instead. This would be more consistent as the same code could be...
- 06 Jan 2013, 14:53
- Forum: SFS2X Questions
- Topic: Intercepting user variables update
- Replies: 6
- Views: 6809
Re: Intercepting user variables update
Right now we send a SetUserVariables request to the server. The server catches the USER_VARIABLES_UPDATE and checks the values of the requested user variables. Then if a value is invalid we just log an error but thats not what we want. What we want is to reject the invalid user variable. How can we...
- 04 Jan 2013, 15:21
- Forum: SFS2X Questions
- Topic: Intercepting user variables update
- Replies: 6
- Views: 6809
Intercepting user variables update
Hello, What I'm trying to achieve is send a SetUserVariables request from the client to the server, catch the USER_VARIABLES_UPDATE event on the server and validate the user variables there. If the variables are valid then the server handler would set the variables again on his side, firing a client...
- 04 Jan 2013, 09:11
- Forum: SFS2X Questions
- Topic: Message size
- Replies: 3
- Views: 4624
Re: Message size
Could you tell me what do I need to change in log4j.properties?
- 03 Jan 2013, 12:49
- Forum: SFS2X Questions
- Topic: Message size
- Replies: 3
- Views: 4624
Message size
Hello, I am trying to optimize our network messages and I was wondering if I can get a more detailed explanation on the overhead of each network message. For instance I am sending a message to the server to synchronize a timer, which only contains a key and an empty SFS object. This is the dump of t...
- 03 Jan 2013, 09:29
- Forum: SFS2X C# API
- Topic: Endianess
- Replies: 2
- Views: 4766
Re: Endianess
Ah cool - Cheers
- 03 Jan 2013, 08:20
- Forum: SFS2X C# API
- Topic: Endianess
- Replies: 2
- Views: 4766
Endianess
Hello, I was wondering if the Smartfox client takes care of endianess in different systems when sending and receiving messages. If I send a byte array over the network and receive it on the other end, is the byte order guaranteed to be the same or do I manually have to take care of that? What about ...
- 18 Dec 2012, 12:01
- Forum: SFS2X C# API
- Topic: Problem with kicking users and API v1.0.5
- Replies: 12
- Views: 22805
Re: Problem with kicking users and API v1.0.5
I have confirmed that this issue exists with your examples as well. Specifically I have tried the Lobby example ( obviously I replaced the Smartfox2.dll with the 1.0.5 version ), logged into a room, kicked the user using the admin tool and then this happens ( same as in our project ): - The editor r...
- 18 Dec 2012, 11:41
- Forum: SFS2X C# API
- Topic: Problem with kicking users and API v1.0.5
- Replies: 12
- Views: 22805
Re: Problem with kicking users and API v1.0.5
So I checked the logs and unfortunately I didn't find any exceptions or other helpful data... The CONNECTION_LOST event is raised and after that the game freezes. I do not have any null exceptions or anything. The scenario where both the editor and the web player freeze is the followiing ( this is f...
- 17 Dec 2012, 12:10
- Forum: SFS2X C# API
- Topic: Problem with kicking users and API v1.0.5
- Replies: 12
- Views: 22805
Re: Problem with kicking users and API v1.0.5
I will grab all the logs and send them to you as soon as possible. In the meantime I have noticed that Unity 4 freezes even when playing in the Editor when the connection with the server is lost. This is an exception from the edtior log: [SFS - ERROR] TCPSocketLayer: General error reading data from ...
- 14 Dec 2012, 09:31
- Forum: SFS2X C# API
- Topic: Problem with kicking users and API v1.0.5
- Replies: 12
- Views: 22805
Re: Problem with kicking users and API v1.0.5
Hello there,
The same thing happens to our project. We are using the 1.0.5 version of Smartfox.dll and Smartfox server 2.3.0. We are running a Unity 4.0 webplayer in Windows 7 Ultimate 64bit and if we kick a user from the admin panel the web player freezes.
The same thing happens to our project. We are using the 1.0.5 version of Smartfox.dll and Smartfox server 2.3.0. We are running a Unity 4.0 webplayer in Windows 7 Ultimate 64bit and if we kick a user from the admin panel the web player freezes.
- 13 Dec 2012, 14:04
- Forum: SFS2X C# API
- Topic: Unity client dll version
- Replies: 1
- Views: 6755
Unity client dll version
Hello,
I noticed that the latest version of the Unity smartfox.dll is 1.0.5. However when I right click on the dll and look at the version of the file it says 1.0.3.
Is this ok or is the wrong version online?
Cheers,
Vaios
I noticed that the latest version of the Unity smartfox.dll is 1.0.5. However when I right click on the dll and look at the version of the file it says 1.0.3.
Is this ok or is the wrong version online?
Cheers,
Vaios
- 11 Sep 2012, 12:26
- Forum: SFS2X Questions
- Topic: User update variables bug?
- Replies: 4
- Views: 5872
Re: User update variables bug?
Thank you for going through all this trouble I really appreciate it.
We are still looking into this to see what is causing it. I will get back at you if we find more information...
Regards,
Vaios
We are still looking into this to see what is causing it. I will get back at you if we find more information...
Regards,
Vaios
- 11 Sep 2012, 10:49
- Forum: SFS2X Questions
- Topic: User update variables bug?
- Replies: 4
- Views: 5872
Re: User update variables bug?
Hi there,
We were running version 2.0.1 so we updated to 2.2 but the bug is still there unfortunately.
We were running version 2.0.1 so we updated to 2.2 but the bug is still there unfortunately.
- 10 Sep 2012, 15:54
- Forum: SFS2X Questions
- Topic: User update variables bug?
- Replies: 4
- Views: 5872
User update variables bug?
Hello, We are facing this bug: - User A and user B are logged in the same game room R1. - User A creates a dynamic game room ( R2 ) and also joins that room ( they do not leave R1 ). - User B joins the above dynamic room R2 later on as well - User B leaves the dynamic room R2 - User B updates one of...