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Messages - Rogdor

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1
TNet 3 Support / TNet 3 (Feb 11) OnNetworkConnect not firing?
« on: February 12, 2016, 07:13:07 PM »
Since I upgraded to the Feb 11 build of TNet 3 my OnNetworkConnect method isn't firing anymore. Has this changed, is there a new way to catch this event?

2
TNet 3 Support / Re: Where I am taking TNet
« on: November 10, 2015, 07:56:39 PM »
In short, I added modding support to Windward by using TNet to export entire prefabs. The same prefabs can be uploaded to the server then instantiated at run-time like any other prefab, making it possible to add content to the game without updating it.

This is exciting to me. It makes me want to put a mod browser in-game and let users pick and choose without having to exit the game at all.

I've also been keeping my eye on that level editor (Giles: https://www.youtube.com/watch?v=s26_rW8-zNg ) that the ProBuilder team has been working on and I wonder if I can reasonably combine that with this.

3
TNet 3 Support / IPv6?
« on: November 03, 2015, 07:09:11 PM »
Are there plans for TNet to support IPv6, or does it already have IPv6 support that I'm just unaware of?

I'm mostly just curious at this point, but I'm thinking about future-proofing my game somewhat.

4
TNet 3 Support / Re: Where I am taking TNet
« on: October 21, 2015, 06:57:41 PM »
I'll chime in as well. I keep trying other network solutions (including UNet) and I keep coming back to TNet for a variety of reasons. The data serialization features are more icing on the cake.

5
A lot of routers have inconsistent UPnP behaviour. My WD N750 sometimes opens them and sometimes doesn't, it seems to be on its own whims. Even beyond the Airports, I don't know if UPnP can be widely relied on.

Thankfully opening the ports manually works just fine. The UPnP messages can still show as failed, but traffic gets through regardless once ports are opened (one way or another).

6
TNet 3 Support / Re: Load new scene without leaving current channel
« on: December 13, 2013, 10:34:12 AM »
I use just one channel, with both LoadLevel and LoadLevelAsync and I can verify it works just fine.

7
I'm not sure if this is exactly related:

For me, the TNet server sets the external IP incorrectly, as the same as my internal. This happens about a third of the time when I launch it. TNet.Tools.externalAddress also randomly grabs the internal address sometimes.

8
TNet 3 Support / Re: Confused with Target.Broadcast
« on: December 10, 2013, 09:09:23 AM »
Ahh. Thanks. I think I'm also just bucking up too much against TNet's paradigm of channels. I'm going to rethink my need for global broadcasts altogether.

9
TNet 3 Support / Re: Confused with Target.Broadcast
« on: December 09, 2013, 09:14:48 PM »
Okay here's the exception I'm getting when a player changes to a different channel and tries to use Target.Broadcast. If they are in the same channel it works fine.

  1. Exception has been thrown by the target of an invocation.
  2. LoginData.GlobalChat (System.Int32, System.String)
  3. UnityEngine.Debug:LogError(Object)
  4. TNet.UnityTools:PrintException(Exception, CachedFunc, Object[]) (at Assets/TNet/Client/TNUnityTools.cs:83)
  5. TNet.UnityTools:ExecuteAll(List`1, String, Object[]) (at Assets/TNet/Client/TNUnityTools.cs:192)
  6. TNObject:Execute(String, Object[]) (at Assets/TNet/Client/TNObject.cs:316)
  7. TNObject:FindAndExecute(UInt32, String, Object[]) (at Assets/TNet/Client/TNObject.cs:361)
  8. TNManager:OnForwardedPacket(BinaryReader) (at Assets/TNet/Client/TNManager.cs:822)
  9. TNet.GameClient:ProcessPacket(Buffer, IPEndPoint) (at Assets/TNet/Client/TNGameClient.cs:684)
  10. TNet.GameClient:ProcessPackets() (at Assets/TNet/Client/TNGameClient.cs:627)
  11. TNManager:Update() (at Assets/TNet/Client/TNManager.cs:834)

My code goes like this:

  1. tno.Send("GlobalChat", Target.Broadcast, TNManager.playerID, text);
  1.         [RFC]
  2.         void GlobalChat(int playerID, string text) {
  3.                 if (chatList != null) {
  4.                         Player talkingPlayer = TNManager.GetPlayer(playerID);
  5.                         chatList.Add("[00FF00]" + talkingPlayer.name + ": [-]" + text);
  6.                 }
  7.         }
  8.  

Which is on a TNBehaviour script on the same object as my TNManager.

Edit: I'm using 1.8.2b

10
TNet 3 Support / Confused with Target.Broadcast
« on: December 09, 2013, 08:53:27 PM »
I'm trying to implement a global chat, across multiple channels. I thought that's what Target.Broadcast would do, but it appears to only work within the current channel.

Am I just misunderstanding what Target.Broadcast is for? Is it working as intended? Or possibly I'm just using it wrong somehow.

Edit: Seems to be a bug. See below.

11
TNet 3 Support / Re: TNet: Problem with SendQuickly
« on: December 09, 2013, 10:55:48 AM »
You don't need to write custom scripts for that. Simply structure your objects like so:

Rigidbody, TNObject
- Collider 1
- Collider 2
- GameObject with LagPosition (and possibly LagRotation) on it
-- Renderer

This will mean that the rigidbody and colliders will always be using the latest data, while the renderer will trail behind your rigidbody, thus resulting in smooth looking movement.

No code necessary, and no need to buy the MPGSK. This is the same method I use in the 2nd example with the spawning cubes.

That was so informative that I bookmarked it for my notes. Perhaps a good choice to go into the FAQ?

12
TNet 3 Support / Re: 1.7.1 and Unity 4.1.5 lockups on exit?
« on: June 10, 2013, 08:29:40 AM »
Additional info: It seems this only occurs when the server fails to open UPnP ports correctly. I realize that the UPnP failure is a router problem (my WD N750 router is finicky with UPnP, but I open ports manually to compensate), but a graceful exit by TNet would certainly be preferable.

Also, I'm not certain if this is specific to TNet 1.7.1 + Unity 4.1.5 or not, since I'm new to both. The problem may have existed previously.

13
TNet 3 Support / 1.7.1 and Unity 4.1.5 lockups on exit?
« on: June 10, 2013, 08:16:59 AM »
I just upgraded to Unity 4.1.5 (current) and TNet 1.7.1 and I'm experiencing lockups in the Unity editor after play, whenever a TNetServerInstance is used. If I start an external server it's fine, but when launching the server from inside the game, after play the entire Unity editor is locked up. The same occurs with a build, where the game itself will lock up on attempts to close / end it.

Just using TNet with the default examples (Example Menu, etc.) right now, nothing fancy or custom.

14
TNet 3 Support / Re: Feature request: Save as Json instead?
« on: May 28, 2013, 09:06:25 AM »
I would really be interested in this feature as well. I'm currently using JSON for my config files, so a system for saves would be really appreciated.

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