delany: are you familiar with this article from our docs? ->
http://www.smartfoxserver.com/docs/docP ... ecture.htm
It describes all the features and details about rooms, the different types available, their events and whatnot
I've got it up and running. But have to work around several anomalies in SFS - such as the room variable update being triggered and the total collapse of SFS when it loses room list integrity which happens under recommended conditions - that I'm asking about in this thread.
When you say "total collapse of SFS" I guess you're actually saying that the client application throws an exception due to a broken room list. Right? Sorry but it is difficult to follow you when you don't call things with their names.
Unless ... you say that the server chrashes and stop responding... in such case I don't undestand how this relates with the room list.
It seems to me that you've skipped quite a bit of documentation and examples... our tutorials are there to show how to create lobbies with games, joining in multiple rooms, creating extensions and a lot more.
It takes some time but it is really necessary to go through that material in order to take advantage of the server capabilities.
Usually multiplayer development requires a lot of server side coding and low level stuff. SmartFoxServer tries to hide a lot of this complexity and simplify many processes, however it's not possible to jump right into coding without taking some time in studying the basics.
With this said we're always available to help with any problem that may arise from the server usage but we can't keep repeating over and over what's already written in the documentation.
I'm working on an implementation for a large website and the lack of response from SFS team on these issues is jeapardising things to say the least.
When dealing with large projects it is always recommendable to write down requirements and pinpoint the critical part of the application.
Then you move into a prototype phase where you create small proof-of-concept apps that specifically address those crucial sections.
This allows you to immediately see if the most complex part of you projects work as expected, which problems may arise during the implementation and if, what was initially thought as the solution, actually works.
My question surrounds the fact that this event also appears to be triggered on the room creator leaving the room - which I can't find documented and does not make much sense.
When you set one or more RoomVariables the update is broadcasted to everyone in the room, including the user who sent the request.
This is shown in all examples using Room Variables and it can be useful in certain cases. (See the SFSTris game) If you think it's not in your specific case simply ignore the event.
Hope it helps