[[Â NEW ]]Â FPS Demo!
For what it's worth, I just started implementing UDP in my own project after updating to RC-1a.
The unity shutdown problem exists only if SmartFox.InitUDP is called. It doesn't matter if anything is actually sent via UDP, just initting it is enough for the issue to occur. If I do not init UDP, it shuts down fine.
I've noticed that although I only call InitUDP once, I am seeing the UDP_INIT event firing 2-3 times. While I wasn't using UDP before so I can't say what was normal, that doesn't seem quite right.
The unity shutdown problem exists only if SmartFox.InitUDP is called. It doesn't matter if anything is actually sent via UDP, just initting it is enough for the issue to occur. If I do not init UDP, it shuts down fine.
I've noticed that although I only call InitUDP once, I am seeing the UDP_INIT event firing 2-3 times. While I wasn't using UDP before so I can't say what was normal, that doesn't seem quite right.
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When I get back from my trip, I will take a closer look at the UDP part.
Something you can do in your end for testing is to comment out the UDP.
This is done simply by commenting the InitUDP in the lobby code, and then for the networkmanager, remove the "true" boolean for transformation sending.
If that makes things non-crashy, then we found the culprit. I wont have time until next weekend to trace it deeper though. Thanks for your understanding, and test away while I'm gone!! Already several good findings that will make the example even better
/Thomas
Something you can do in your end for testing is to comment out the UDP.
This is done simply by commenting the InitUDP in the lobby code, and then for the networkmanager, remove the "true" boolean for transformation sending.
If that makes things non-crashy, then we found the culprit. I wont have time until next weekend to trace it deeper though. Thanks for your understanding, and test away while I'm gone!! Already several good findings that will make the example even better
/Thomas
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- Posts: 1297
- Joined: 14 Mar 2008, 07:52
- Location: Sweden
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- Posts: 1297
- Joined: 14 Mar 2008, 07:52
- Location: Sweden
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- Posts: 1297
- Joined: 14 Mar 2008, 07:52
- Location: Sweden
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- Posts: 1297
- Joined: 14 Mar 2008, 07:52
- Location: Sweden
luxe001 wrote:Ciao Lapo sono un connazionale (per condivisione pero' scrivero' in inglese)...
I use the version of Unity 3.1, and I must say that I can not start your demo because, when I go to run-time in Game panel gives me the login screen, it connects, it connects, but it goes stops them.
...what i can do ?
Are you running in editor or webplayer? For webplayer did you add the Security.PrefetchPolicy? Any errors in the console?
Etc
/Thomas
ThomasLund wrote:luxe001 wrote:Ciao Lapo sono un connazionale (per condivisione pero' scrivero' in inglese)...
I use the version of Unity 3.1, and I must say that I can not start your demo because, when I go to run-time in Game panel gives me the login screen, it connects, it connects, but it goes stops them.
...what i can do ?
Are you running in editor or webplayer? For webplayer did you add the Security.PrefetchPolicy? Any errors in the console?
Etc
/Thomas
Well,
i' into Unity Editor, and when i go on Debug (Play) on game window i write nickname, but gam not start..... System write:
Code: Select all
UDP error:
UnityEngine.Debug:Log(Object)
LobbyGUI:OnUdpInit(BaseEvent) (at Assets/Lobby/Scripts/LobbyGUI.cs:141)
Sfs2X.Core.EventDispatcher:DispatchEvent(BaseEvent)
Sfs2X.SmartFox:ProcessEvents()
LobbyGUI:FixedUpdate() (at Assets/Lobby/Scripts/LobbyGUI.cs:83)
....e pur si muove !
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- Posts: 1297
- Joined: 14 Mar 2008, 07:52
- Location: Sweden
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- Posts: 1297
- Joined: 14 Mar 2008, 07:52
- Location: Sweden
There is a new temporary dll build, which seems to fix crashes on shutting down.
Its still not fully tested - but you can download and give it a spin here:
http://www.fullcontrol.dk/downloads/SFS ... 101130.dll
As soon as its confirmed from more people that the issue is solved, then the original demo will be repackaged with this fix.
Thanks and sorry for the trouble
/Thomas
Its still not fully tested - but you can download and give it a spin here:
http://www.fullcontrol.dk/downloads/SFS ... 101130.dll
As soon as its confirmed from more people that the issue is solved, then the original demo will be repackaged with this fix.
Thanks and sorry for the trouble
/Thomas
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- Joined: 03 Dec 2010, 06:39
PAX wrote:This code exists in SmartFoxConnection.cs in game scene.
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
I have exactly the same screen as soon as I Join a room from any of the instances. I am running it from Windows 7.
The debug log shows the Scene "game" loading, but, I get the crosshair on top of the gui, and a countdown in gray on the top left as per PAXs' screen.
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