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Messages - devomage

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2
NGUI 3 Support / Re: Is NGUI still actively supported?
« on: February 03, 2018, 09:53:19 PM »
Are there any issues that anyone has run into with Unity 2017.3?  Any thoughts would be appreciated.  Thanks.

Seems like most of the current issues are platform specific.

My target platform is PC/Gameroom/Steam and have not noticed any problems when compiled.  I run the latest version of all assets.  I have seen weird red error messages when exiting editor-playmode... havent looked into them as they are a non-issue.

It is of concern that the author has not responded in 60+ days -- generally there is a response to posts within 2-3 days.  The TNet support guy appears to have vanished as well...

3
TNet 3 Support / Re: How to use GameServer.onPlayerConnect
« on: January 19, 2018, 07:33:26 PM »
the above is for a client.  if you indeed want to add code to TNGameServer.cs

-- inside Start() and Stop() add your listeners:

  1. //start
  2. onPlayerConnect += MyMethod_OnPlayerConnect;
  3.  
  4. //stop
  5. onPlayerConnect -= MyMethod_OnPlayerConnect;
  6.  

4
TNet 3 Support / Re: How to use GameServer.onPlayerConnect
« on: January 19, 2018, 07:26:20 PM »
this is covered in the tutorials...

http://www.tasharen.com/forum/index.php?topic=13953.0

  1. private void OnEnable()
  2. {
  3.         TNet.TNManager.onConnect += OnConnect;
  4. }
  5.  
  6. private void OnDisable()
  7. {
  8.         TNet.TNManager.onConnect -= OnConnect;
  9. }
  10.  
  11. private void OnConnect(bool success, string message)
  12. {
  13.         if (success)
  14.         {
  15.                 Debug.Log("player connected");
  16.         }
  17. }
  18.  

5
NGUI 3 Support / Re: Is NGUI still actively supported?
« on: January 17, 2018, 08:43:26 PM »
Seems that NGUI is dead :(

I loved it, but there was only one minor fix update during the whole 2017.

If there is nothing broken, there is nothing to fix!?

I highly doubt that NGUI is dead.  Try the Discord chat (or email) if you need immediate response.

There is a Tasharen discord chat: https://discord.gg/trruSNc

I use it for game dev feedback mainly, but you're welcome to ping me with TNet questions too.

6
If you drill through the code, you'll find that isActive is one of the last things set when using the Stop() method.  Try checking this before continuing with your flow.

However, your question is a bit confusing - why are you calling Stop() immediately after calling Start()?!

  1. TNet.TNServerInstance.isActive

7
TNet 3 Support / Re: how to know PlayersCount?
« on: January 10, 2018, 07:08:37 PM »
TNManager.GetChannelList() gives a player count - use after onConnect or after player verification.  Channel.Info contains "limit" and "players".

using TNet's http functionality might be another choice?  i havent mod'd it much yet, but seems it'd be helpful when not connected.

8
TNet 3 Support / SetChannelData
« on: January 08, 2018, 05:56:50 AM »
any chance of allowing the entire channel DataNode to be set at once?  rather than multiple single calls?

  1.  
  2. //
  3. //this does not work - but should (it works for playerdata)
  4. //
  5.  
  6. DataNode data = new DataNode("Version", Player.version);
  7. data.SetChild("type", MSTORM_ChannelType.Guild);
  8. data.SetChild("start", GAME.ServerTime);
  9. data.SetChild("founder", TNManager.playerName);
  10. data.SetChild("is_private", true);
  11. data.SetChild("invited", "");
  12. data.SetChild("name", "Guild");
  13.  
  14. TNManager.SetChannelData(channelID, "", data);
  15.  

  1. //line #1541 of TNGameClient.cs
  2. if (ch != null && !string.IsNullOrEmpty(path))
  3.  

9
TNet 3 Support / Re: SetPlayerSave callback
« on: January 02, 2018, 07:36:24 PM »
the datanode might possibly be rewrote and if that happens it would cause problems.

seems appropriate that 'SetPlayerSave' has a dedicated callback.

in my case, the authentication process relies on this flow.  if for some reason the player datanode was ever reset - the code would think authentication is happening when it shouldn't.

10
TNet 3 Support / SetPlayerSave callback
« on: January 01, 2018, 03:06:46 AM »
  1. TNManager.SetPlayerSave(path, DataNode.SaveType.Text);

It would be great if this had a callback!  Or is there a better way than the following?

  1. protected override void OnSetPlayerData(Player p, string path, DataNode node)
  2. {
  3.         base.OnSetPlayerData(p, path, node);
  4.        
  5.         if (p.name == TNManager.playerName)
  6.         {
  7.                 if (string.IsNullOrEmpty(path))
  8.                 {
  9.                      //SetPlayerSave callback
  10.                 }
  11.         }
  12.         else Debug.Log("OnSetPlayerData: name=" + p.name + " path=" + path + " node=" + node.ToString());
  13. }
  14.  

11
TNet 3 Support / Re: logic GameManager through network
« on: December 14, 2017, 05:30:22 PM »
right after joining a channel, look into this:

  1. your_TNBehaviour_script.tno.TransferToChannel(channelID);

I use this method to manually create TNO's...

12
TNet 3 Support / Re: data that all players can access?
« on: October 29, 2017, 05:07:37 PM »
Have you tried TNManager.LoadFile?

13
TNet 3 Support / Re: Discord Chat
« on: October 26, 2017, 05:50:02 PM »
Discord itself is great.  TNET integration has been on my to-do list for a while now.

14
TNet 3 Support / Re: Remove child not working
« on: October 24, 2017, 04:47:01 PM »
Try this:

  1. TNManager.SetPlayerData("data3", null);

15
TNet 3 Support / Re: RFCs IDs : why/when?
« on: September 21, 2017, 03:38:37 AM »
an Enum byte is another option to gain readability

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