[Unity / C#] 1.0 Final available!

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Lapo
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[Unity / C#] 1.0 Final available!

Postby Lapo » 19 Dec 2008, 09:12

Hello everyone,
Unity / C# API 1.0 final update is ready for download! It includes various bug fixes notified by beta testers and new features missing from the previous release, including full support for HTTP tunneling via BlueBox

Download the package from here

Quick release notes:

Code: Select all

» Added fix from forums for working around issue with the tcpclient networkstream

» Implemented threaded synchronous http communication vs. the C# async stuff

» Rewrote a bunch of the http failover code.
Polling is now handled in a manual created thread that is terminated manually on exit - fixed that mono/Unity exit crash bug
Wrote a socket based http client instead of using build in WebRequest (as that uses internal threads too that crash on exit). Not pretty, not fast but works
Lastly all http request/response are not threaded anymore. So it blocks - but works and doesnt crash

» Threading of http request/responses without crashing

» Implemented "IP-only" server addresses to work around bug in the mono version on OSX used by Unity webplayer
Implemented final http failover code that handles multiple messages per poll
Locking mechanism on disconnect as posted by at on the forums (slightly modified)
This code seems to work fully featured on webplayer and standalone on OSX at least for both socket and http connection scenarios

» Implemented workaround for double.Parse bug in the mono version that is used by Unity 2.1 that did not automatically change separator from . to , depending on operating system. Now forces US style . as separator when parsing
» Updated version to 0.9.9.3
» Fixed up some small issue in the documentation example for handling Xt messages
» Reworked populating variables
» Small bug found while making tutorial 1 - API now properly reports back to the OnConnect with a success = false and an error message when we fell back to Http/Bluebox. Only did this for sockets
» Fixed bug in how buddy lists were handled - wrong XML node paths used. Double checked with flash api, and *should* work now in all buddy list callbacks
» Added GetVariable(string key) method to buddy variables for faster access. Added this to all examples in the documentation


As usual keep posting your feedback! :)


Lapo
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matrix211v1
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Joined: 16 Jan 2009, 14:48

Tutorial

Postby matrix211v1 » 16 Jan 2009, 14:52

Hello All!

I am looking forward to using Unity3D with SmartFoxServer and this seems like the direction I need to go to.

I haven't a clue how to use the Unity SFS API, and in the previous post it mentions
"Small bug found while making tutorial 1"


Where is a tutorial on how to use this? I downloaded the package but it's just the API docs, not how to use it.

Thanks for any and all help!
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Lapo
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Location: Italy

Postby Lapo » 16 Jan 2009, 15:15

The Package contains 3 folders:

- Client API (sources and binaries)
- Documentation (the docs)
- SmartFoxLobby (the Unity example)

Under SmartFoxLobby/Assets/Game/Scene you find 2 unity files
If you have Unity installed you can load and test them

cheers
Lapo

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gotoAndPlay()

...addicted to flash games
ThomasLund
Posts: 1297
Joined: 14 Mar 2008, 07:52
Location: Sweden

Postby ThomasLund » 16 Jan 2009, 21:19

And if you need further help, then simply poke me here. I am working on a set of more "tutorial tutorials" as well as writing articles for the Unity Developer Magazine about SFS with Unity.

So more material coming your way!
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thecreatrix
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Postby thecreatrix » 26 Jan 2009, 03:57

I'm looking forward to using this. Thanks for your efforts!

You guys realize there will need to be a sub-forum just for this API, right? With Unity coming to Windows soon, popularity of SFS + Unity will skyrocket. ;)

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