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Messages - djray2k

Pages: [1] 2 3 ... 6
1
TNet 3 Support / Re: Using Azure
« on: April 27, 2016, 05:29:35 PM »
Thanks! I figured something out similar to what I did when I used amazon.

But now the only way it will work is if I open all the TCP ports. When I try to do a specific range (like 5127-5129) it won't work, but once I open all of them it's good again.

I assume that's not good practice, and wondering how I could fix it?

2
TNet 3 Support / Re: Using Azure
« on: April 27, 2016, 01:04:00 PM »
Thanks, I'll take those out asap.

You're familiar with Amazon EC2's. Do you have a guide for that? I can try to translate it into Azure.

3
TNet 3 Support / Using Azure
« on: April 26, 2016, 07:02:01 PM »
Hi. I'm trying to get the TNServer.exe running in a virtual machine using Azure. I used to use Amazon EC2 cloud a while ago, but I figure I might as well use Azure since I get a free membership from my job.

So far I just have the executable running like below. IP is colored out for safety.





When I try to connect from my game it fails to connect to the external IP in red. I can connect locally when I run TNServer on my own machine.

Is there a step I'm missing?




Edit: Here's my ports I opened, but still nothing. The other two are the same with 28 and 29 as UDP. I also allowed it through the Windows Firewall in the VM.


4
Hi. I wanted to bring up this topic because it's related to the issue I'm experiencing.

I'm using 2.1.1. The TNObject is persistent so that I fade out the character before destroying him. Originally I used TNManager.Destroy to get rid of an object. And I call it after he fades out completely. Worked fine.

I then saw that warning message that said it was obsolete and try something else. No big deal, changed it. I used TNObject.Destroy and saw that it destroyed it locally. However, players that joined afterwards would still create an instance of the destroyed object.

I tested this by having a standalone run as host and the editor join over and over. Each time I joined the previous players still existed. This didn't happen with TNManager.Destroy, however.

Suggestions?

5
TNet 3 Support / Re: Player Limit sends large number
« on: January 07, 2015, 10:48:00 AM »
Thanks, I'm probably forgetting to do something in my code, then.

6
TNet 3 Support / Re: Player Limit sends large number
« on: January 05, 2015, 02:28:02 PM »
Sorry about that, I mean the player limit. The amount of people has always been correct. The limit is the one that randomly breaks once in a blue moon.

So a normal search result would be like 1/8 people, but occasionally it would say 1/65xxx (x's are numbers i can't remember).

7
TNet 3 Support / Player Limit sends large number
« on: January 05, 2015, 11:42:14 AM »
Sometimes when I do my search results, it responds telling me that the player count is about 65000 something (about 2^16). If I had to guess the count is represented by an unsigned short that went negative somehow. I don't have a screenshot, and I can't easily replicate it, but it does happen. Is there something I should do differently?

8
TNet 3 Support / Re: When to send information
« on: December 30, 2014, 03:42:13 PM »
Thanks! Just trying to isolate a problem I have.

9
TNet 3 Support / When to send information
« on: December 30, 2014, 11:20:44 AM »
I have a hockey game where everybody only sends information (like velocity/position) about their player. However, there is also two goalies and a referee that move like players that also need to be updated.

Right now the host is responsible for their logic and sends the information. They call the tno.SendQuickly function for each person. So the while the non-host players would only call the send function x times per second, the host would send it 4 * x times per second.

Should I instead combine the information for all the people the host is responsible into one bigger packet and send that x times per second? Or is there some automatic way of handling data sent about the same time?

10
TNet 3 Support / Re: Suggestions for improvement
« on: December 15, 2014, 01:47:55 PM »
Actually, yeah, I don't get it. At first glance I thought it was something else.

11
TNet 3 Support / Re: Suggestions for improvement
« on: December 15, 2014, 11:16:31 AM »
I like it. I'll try it out later today!  :)

12
TNet 3 Support / Re: Upgrading from 1.7.x to current
« on: September 10, 2014, 08:59:45 AM »
No, I didn't copy it. When I moved it outside the if preprocessor for Reflection, it wouldn't build because you have an else preprocessor that contains the Create Method that always returns null.

13
TNet 3 Support / Re: Upgrading from 1.7.x to current
« on: September 07, 2014, 11:47:44 AM »
I tried to just move it outside the #if REFLECTION_SUPPORT part, but it then complained about it already existing in the #else part. At that point I had no idea what to do.

  1. static public object Create (this Type type)
  2. {
  3.         Debug.LogError("Can't create a " + type + " (reflection is not supported on this platform)");
  4.         return null;
  5. }

Sorry, I don't understand it enough to see what wrong.

14
TNet 3 Support / Re: Upgrading from 1.7.x to current
« on: September 07, 2014, 11:01:28 AM »
GetGenericArgument extension method is in TNSerializer.cs, but only if there is reflection support. It should probably be taken outside the #if REFLECTION_SUPPORT section.

Not sure what the Create() one is. Our line numbers don't match and I don't have any Create calls that take 2 arguments. What's the full line?

UPnP discovery fails every so often, restart the server and chances are it will work again.



  1. ....
  2.  
  3. else if (!type.IsSubclassOf(typeof(Component)))
  4. {
  5.    bool isIList = type.Implements(typeof(System.Collections.IList));
  6.    bool isTList = (!isIList && type.Implements(typeof(TList)));
  7.  
  8.    mValue = (isTList || isIList) ? type.Create(children.size) : type.Create();
  9.  
  10.    if (mValue == null)
  11.    {
  12.        Debug.LogError("Unable to create a " + type);
  13.        return false;
  14.    }
  15.  
  16. ....
  17.  
  18.  

It's the "mValue = (isTList || isIList) ? type.Create(children.size) : type.Create();" line that Unity3D complains about. I was trying to fix it myself so it might be a line or two off.

I downloaded the latest version of TNet through email yesterday (Saturday), not the asset store. The readme file says 1.9.7. (Small note, the name of the file says 1.8.5)

15
TNet 3 Support / Re: Upgrading from 1.7.x to current
« on: September 06, 2014, 02:15:12 PM »
Also, I was trying to test this on my windows phone, but I'm getting some errors when I build in in TNet classes:

Assets/TNet/Client/DataNode.cs(926,62): error CS1501: No overload for method `Create' takes `2' arguments

Assets/TNet/Client/DataNode.cs(937,54): error CS1061: Type `System.Type' does not contain a definition for `GetGenericArgument' and no extension method `GetGenericArgument' of type `System.Type' could be found (are you missing a using directive or an assembly reference?)

Assets/TNet/Client/DataNode.cs(960,54): error CS1061: Type `System.Type' does not contain a definition for `GetGenericArgument' and no extension method `GetGenericArgument' of type `System.Type' could be found (are you missing a using directive or an assembly reference?)


It builds correctly in Visual Studios, but when I try to build in in Unity that's when it happens.

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