How annoying
But thats what release candidates are for - finding the stuff one didnt have issues with yourself.
Lets try to crack this one over here: viewtopic.php?p=37464#37464 (just to move debug talk over to a non-announcement thread)
Thanks!!
/Thomas
[[Â NEW ]]Â FPS Demo!
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- Posts: 1297
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- Location: Sweden
Right - so there is definitely something fishy on exit. Deja vu - some connection not being closed properly. We had that thread already somewhere.
No time to debug right now though for me - going on a 1 week business trip with limited internet access now Sunday.
So keep posting and I'll give it all a spin when I get back.
Great that the UDP problem was solved though. Thanks Daniel.
/Thomas
No time to debug right now though for me - going on a 1 week business trip with limited internet access now Sunday.
So keep posting and I'll give it all a spin when I get back.
Great that the UDP problem was solved though. Thanks Daniel.
/Thomas
Ah.. that screenshot reminds me of counterstrike (good old days). You guys should host that demo (once it's ready) somewhere so that we can try it out online. And since there are mostly programmers (a.k.a problem solvers) here, I'm sure they'll give you some good battle
Smartfox's forum is my daily newspaper.
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ThomasLund wrote:Right - so there is definitely something fishy on exit. Deja vu - some connection not being closed properly. We had that thread already somewhere.
/Thomas
Kicking the player out of a game (so he's forced back to the Lobby login) works without falling over, so the problem may not be exiting the Game (unless the Game is failing to close it's connection?). Closing/Stopping the app on the Lobby screen at this point will also freeze the standalone app/Unity.
Does adding this code to the lobby scene and game scene solve the problem?
Code: Select all
public void OnApplicationQuit()
{
smartFox.Disconnect();
}
This code exists in SmartFoxConnection.cs in game scene.
Then I try to start new game, I see next screen:
And console show error:
Then I try to start new game, I see next screen:
And console show error:
Code: Select all
[SFS DEBUG] TCPSocketLayer: General error reading data from socket: Read failure at System.Net.Sockets.NetworkStream.Read (System.Byte[] buffer, Int32 offset, Int32 size) [0x00000] in <filename unknown>:0
at Sfs2X.Core.Sockets.TCPSocketLayer.Read () [0x00000] in <filename unknown>:0
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So - besides the trouble of shutting down + UDP firewall blocking.
Had time to look at the code itself? Makes sense to all and is valuable as a learning tool? Any improvements or changes or unclear things?
Personally I am not too happy about how shot results are reported back. In hindsight I think we should have done a shotHit, shotMissed instead of sending back health update only. But code can always be improved
/Thomas
Had time to look at the code itself? Makes sense to all and is valuable as a learning tool? Any improvements or changes or unclear things?
Personally I am not too happy about how shot results are reported back. In hindsight I think we should have done a shotHit, shotMissed instead of sending back health update only. But code can always be improved
/Thomas
@PAX I found that I had to put the code in the scene file and not in the smartfoxconnection.cs. When I stop the game in the editor the OnApplicationQuit does not fire in the smartfoxconnection.cs. At leats for me.
@Thomas I hope to be able to look at the code in more detail this weekend. I know you have a lot in there thanks
@Thomas I hope to be able to look at the code in more detail this weekend. I know you have a lot in there thanks
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