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Using hostnames vs. only IP

Posted: 13 Oct 2009, 07:46
by ThomasLund
I just checked back on an old issue on the early days of Unity/SFS API, and this one seems to be fixed.

The mono version that Unity had bundled had a bug that didnt allow for hostnames to be resolved - so one had to input IP of the SFS server.

This is now fixed, so the next version of the API will lift this restriction.

For those that want this _right now_ (like myself), the fix is pretty easy to do in the sources.

Simply find this in the ConnectThread() method

Code: Select all

        private void ConnectThread()
        {
            try
            {
                IPAddress parsedIpAddress = IPAddress.Parse(ipAddress);
                socketConnection = new TcpClient();
                socketConnection.Connect(parsedIpAddress, port);


into

Code: Select all

        private void ConnectThread()
        {
            try
            {
                socketConnection = new TcpClient();
                socketConnection.Connect(ipAddress, port);


This has been verified working on iPhone 1.5 and Unity 2.5.1 - it is unknown at what point in time backward this fix was introduced. So make sure you use those Unity versions before attempting this

/Thomas

Posted: 14 Oct 2009, 00:56
by kaligus
Hey Thomas, do you know when the next release will be available and what is the major changes?

Posted: 14 Oct 2009, 19:50
by ThomasLund
I'm personally in "release mode" for our biggest game yet for the next 1.5 weeks (meaning nothing else than that right now). Then I'm 1.5 weeks in the US for a game dev conference.

So next release will be earliest in a month time.

Features? Primarily bugfixes as well as this hostname thing. There are some bugs in the buddylist part and roomlist changes.

/Thomas

Posted: 14 Oct 2009, 20:32
by kaligus
Very nice.
I very would like to see the game you working on.
8)

Posted: 15 Oct 2009, 08:14
by ThomasLund
www.monsterball.net

Out end of month for PC, Mac and iPhone

:)