Is there any way I can get a large int value in this setting? Lets say, couple 100,000 users? Or is this value set and done?
I need to get this working.
Thanks!
Why is RoomSettings.MaxUsers a "short"??
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- Posts: 58
- Joined: 30 Sep 2014, 17:08
Re: Why is RoomSettings.MaxUsers a "short"??
There are several reasons:
1) 65K users in a Room is already an unrealistically high value for a single Room. Cramming so many players in a single Room is already a feat!
2) using 32-bit integers, clients could spam your servers with useless Rooms with a 2^31 users capacity and then attempt to spam them
cheers
1) 65K users in a Room is already an unrealistically high value for a single Room. Cramming so many players in a single Room is already a feat!
2) using 32-bit integers, clients could spam your servers with useless Rooms with a 2^31 users capacity and then attempt to spam them
cheers
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- Posts: 58
- Joined: 30 Sep 2014, 17:08
Re: Why is RoomSettings.MaxUsers a "short"??
Thanks. I decided to go with the approach of creating room on server side. I noticed now that for some reason my rooms are not being removed from the server once they are empty (As the removal mode is set to "When Empty") . Is there something I can check to make sure the rooms do get deleted?
Thanks!
Thanks!
Re: Why is RoomSettings.MaxUsers a "short"??
Make sure the Room's isDynamic flag is set to true. Otherwise it will be seen as a static Room and never removed.
Are you using MMORooms, I suppose, with such a high user count. Right?
Are you using MMORooms, I suppose, with such a high user count. Right?
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- Posts: 58
- Joined: 30 Sep 2014, 17:08
Re: Why is RoomSettings.MaxUsers a "short"??
No I am not using an MMORoom, just regular room. I am not actually showing all the users in the room which is why I am using such a high number.
Also, The smartfox client shows that the room has the correct number of users that I set; ie: 500,000. But in Unity, when loading up the rooms. The number is some negative number. I am pulling an int. Why is the number being received wrong?
Also, The smartfox client shows that the room has the correct number of users that I set; ie: 500,000. But in Unity, when loading up the rooms. The number is some negative number. I am pulling an int. Why is the number being received wrong?
Re: Why is RoomSettings.MaxUsers a "short"??
It seems to me that if you need an ultra-large Room without broadcast events then you need no Room at all
What is the advantage for clients of being in the Room? Couldn't they just login and that's it? What does the Room add for the user?
Thanks.
What is the advantage for clients of being in the Room? Couldn't they just login and that's it? What does the Room add for the user?
Thanks.
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- Posts: 58
- Joined: 30 Sep 2014, 17:08
Re: Why is RoomSettings.MaxUsers a "short"??
The rooms are needed to keep track of the games the users are playing in. I believe I fixed my issue by just using a room variable with the amount of users this way I can display it correctly.
I can understand this doesn't make much sense with these large scaled rooms, but this is needed for this project.
I cannot just put users in a zone without rooms because the rooms need to be dynamically created on the fly.
Thank you
I can understand this doesn't make much sense with these large scaled rooms, but this is needed for this project.
I cannot just put users in a zone without rooms because the rooms need to be dynamically created on the fly.
Thank you
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