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Messages - ConfluxGames

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NGUI 3 Support / Turn on UISprite's "Fill Center" in code
« on: November 19, 2014, 11:28:58 AM »
So it looks like you can turn off the fill center of a ui sprite by setting the sprite.centerType = UISprite.AdvancedType.Invisible

However, if you try to turn it back on with sprite.centerType = UISprite.AdvancedType.Sliced it does not work.

Anyone have a solution for turning the "fill center" back on after it has been turned off in code.

Cheers

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TNet 3 Support / Re: Starting New Server in Game
« on: June 16, 2014, 02:18:32 PM »
One thing I also just noticed is, if I reload the scene after using TNServerInstance.Stop()  everything works as it should (can start and stop server at will)  but if the scene is not reloaded, that is when I get that error message.

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TNet 3 Support / Re: Starting New Server in Game
« on: June 16, 2014, 10:17:04 AM »
Ok I put TNManager.Disconnect().  wait for OnNetworkDisconnect, and call TNServerInstance.Stop().  I then waited a minute (just to give the server enough time to shut down if that was the case) then try to to start the and connect.  Still get the same error.

To be thorough, I also tried this - in the OnNetworkDisconnect, after I call TNServerInstance.Stop(), I also Destroy(GameObject.Find("_Server"));  So when the TNServerInstance.start() is called again it creates a new server from scratch... still throws the error.

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TNet 3 Support / Re: Starting New Server in Game
« on: June 15, 2014, 10:56:35 AM »
Just tested a little more thoroughly.  And it appears the original error still is occurring.  TNServerInstance.start()  TNServerInstance.stop() (I even waited like 20 seconds here)  TNServerInstance.start is throwing "Expected a ResponseID, but got ERROR". 

An interesting note: the server is still created and I am able to connect!  however, I cannot join a channel (even if I am the first one to join).  It just sits there and get no OnJoinChannel response, no errors are thrown.

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TNet 3 Support / Re: Starting New Server in Game
« on: June 15, 2014, 10:31:13 AM »
I do connect to the server, but not the channel yet.  In the connect response is where I need to check if I am "running" the server or not.  The first attempt, "isHosting" correctly tells me if I have started the server or not (for both sides, whether it was created or not").  But as soon as I stop the server apparently isHosting is no longer reliable until I join another channel.  Is there a better way for me to determine "isHosting" at this point (on connection response).  perhaps TNServerInstance.isActive or something?

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TNet 3 Support / Re: Starting New Server in Game
« on: June 14, 2014, 11:51:40 AM »
Bringing this thread back up because I have a similar issue with a little different end result.  Same situation, game instances will need to stop and start servers from within the game.  Then they will need to disconnect, stop the server and either start another one or join another one.

I had the same issue, when I used TNManager.Disconnect() and TNServerInstance.Stop(), then when I tried to use TNServerInstance.Start() It returned "Connect - false, expected a response ID, but go ERROR"

So I switched to just TNServerInstance.Stop() and that error stopped, however, now when I start the server for the second time TNManager.isHosting is false! Any thoughts?

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