Hi,
we've already replied to your email request. If there is anything else let's keep the conversation in one place. Email is probably better.
I have also edited the IP addresses you have posted to avoid web-scraping and such.
Cheers
Search found 22668 matches
- 19 Apr 2024, 13:47
- Forum: SFS2X Questions
- Topic: unable to contact licenseserver
- Replies: 1
- Views: 27
- 17 Apr 2024, 16:02
- Forum: SFS2X Questions
- Topic: GraalVM support
- Replies: 3
- Views: 2691
Re: GraalVM support
Thanks,
we're aware of the GraalJS project and we'll look into it.
Cheers
we're aware of the GraalJS project and we'll look into it.
Cheers
- 16 Apr 2024, 03:40
- Forum: SFS2X Questions
- Topic: Concern memory patten leak possibility
- Replies: 2
- Views: 101
Re: Concern memory patten leak possibility
Hi,
yes that may look like a memory leak situation.
You should probably investigate, starting from your Extension code.
Cheers
yes that may look like a memory leak situation.
You should probably investigate, starting from your Extension code.
Cheers
- 15 Apr 2024, 14:26
- Forum: SFS2X Questions
- Topic: [UPDATE] SFS2X 2.20.0 is available!
- Replies: 1
- Views: 236
Re: [UPDATE] SFS2X 2.20.0 is available!
SmartFoxServer 2.20.0 release notes: [NEW] Updated Tomcat http server with release 9.0.87, with several bug and security fixes, and performance improvements. [NEW] Improved License Server communication with faster response times. Also the License Server is now reachable from China since the infrast...
- 15 Apr 2024, 14:24
- Forum: SFS2X Questions
- Topic: [UPDATE] SFS2X 2.20.0 is available!
- Replies: 1
- Views: 236
[UPDATE] SFS2X 2.20.0 is available!
SmartFoxServer 2.20.0 is available, as a patch for the previous version 2.19.x It provides several updates, in particular the latest Tomcat 9.0.87 which fixes several bugs and security issues. Please make sure to read the accompanying release notes in the patch itself, as the patch will reset the c...
- 15 Apr 2024, 08:20
- Forum: SFS2X Questions
- Topic: LogoutRequest problem
- Replies: 4
- Views: 175
Re: LogoutRequest problem
Update:
I've run an automated test where the client runs this loop:
1- connect
2- log in
3- wait 5 secs
4- log out
5- wait 5 secs
6- goto 2
This is done 50 times and there are no server side errors.
(SFS2X 2.19.3)
Cheers
I've run an automated test where the client runs this loop:
1- connect
2- log in
3- wait 5 secs
4- log out
5- wait 5 secs
6- goto 2
This is done 50 times and there are no server side errors.
(SFS2X 2.19.3)
Cheers
- 15 Apr 2024, 07:22
- Forum: SFS2X Questions
- Topic: LogoutRequest problem
- Replies: 4
- Views: 175
Re: LogoutRequest problem
Thanks,
what client API are you using (platforms/version)?
Thanks
what client API are you using (platforms/version)?
Thanks
- 15 Apr 2024, 07:20
- Forum: SFS2X Questions
- Topic: API.leaveRoom causes "Can't remove user"
- Replies: 1
- Views: 257
Re: API.leaveRoom causes "Can't remove user"
Hi,
this shouldn't be of concern. If the error pops up it means that the user is no longer in the Room.
Cheers
this shouldn't be of concern. If the error pops up it means that the user is no longer in the Room.
Cheers
- 09 Apr 2024, 15:20
- Forum: SFS2X Questions
- Topic: Configuring logger for room specific log files
- Replies: 2
- Views: 1422
Re: Configuring logger for room specific log files
Hi,
sorry no, that's not possible. I'd also imagine that having to open, close and write to 100s if not 1000s of log files (one per Room) would add a significant CPU overhead.
Cheers
sorry no, that's not possible. I'd also imagine that having to open, close and write to 100s if not 1000s of log files (one per Room) would add a significant CPU overhead.
Cheers
- 08 Apr 2024, 07:55
- Forum: SFS2X Questions
- Topic: Adapting Unity Shooter example to Ready Player Me: avatar skins
- Replies: 4
- Views: 228
Re: Adapting Unity Shooter example to Ready Player Me: avatar skins
Reading up, I'll use proper nomenclature: 1. Sending SFSObject containing the Ready Player Me URL for that user with Player (CombatPlayer). - Appears to need also server-side code to process that variable - that variable can't currently be found client side in the data object. Seems the most ideal ...
- 05 Apr 2024, 16:41
- Forum: SFS2X Questions
- Topic: UUID and JSON - SELECT SQL
- Replies: 5
- Views: 164
Re: UUID and JSON - SELECT SQL
If this UUID is stored as a String I see no problem in using it. Otherwise if it uses some kind of DB-specific type it can be a problem, because our API only support a subset of types that are common among different DBs.
Cheers
Cheers
- 05 Apr 2024, 09:19
- Forum: SFS2X Questions
- Topic: UUID and JSON - SELECT SQL
- Replies: 5
- Views: 164
Re: UUID and JSON - SELECT SQL
Hi, a UUID or JSON are essentially text, if you store them as such in the DB there should be no problems. If you're expecting these objects to translate to specific Java objects auto-magically then the answer is no, but you can always query the database directly via JDBC. Take a look here, for insta...
- 04 Apr 2024, 13:54
- Forum: SFS2X Questions
- Topic: How to publish my server?
- Replies: 1
- Views: 111
Re: How to publish my server?
Hi, you can use a virtual private server (VPS) from any of the vendors out there (Linode, Bluehost, Godaddy... and hundreds more), and install SmartFoxServer 2X there. Or you can use our cloud service, Overcast , which provides pre-installed dedicated SFS2X servers in all major world regions: https:...
- 04 Apr 2024, 13:50
- Forum: SFS2X Questions
- Topic: PING_PONG Request 500ms - But the network weather is fine!
- Replies: 3
- Views: 172
Re: PING_PONG Request 500ms - But the network weather is fine!
30 players in an FPS can be taxing for clients, depending on the update rate your application uses and especially using TCP. All of the player movement updates should be done via UDP. We have a specific tutorial on this subject (built in Unity) here: https://docs2x.smartfoxserver.com/ExamplesUnity/s...
- 03 Apr 2024, 07:15
- Forum: SFS2X Questions
- Topic: Adapting Unity Shooter example to Ready Player Me: avatar skins
- Replies: 4
- Views: 228
Re: Adapting Unity Shooter example to Ready Player Me: avatar skins
TL;DR: Can I send the RPM avatar URL from the Unity side as a network method, call to load the avatar skin, or does this need to go through the Shooter java extension?
What is a "network method" exactly? I've never heard that before.
Thanks