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Topics - IZLogic

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TNet 3 Support / [URGENT] IL2CPP build crash on iOS with TNET
« on: March 02, 2015, 12:17:38 PM »
Hi Aren,
I updated a project from 4.5 to 4.6.3 due to 64bit architecture deployment required.
The project was working fine on 4.5 and 4.6.3 on 32bit architecture, but crashes when I deploy using IL2CPP. (similar thread: http://www.tasharen.com/forum/index.php?topic=12580.0)
I need a fix as soon as possible, please could you take a look on it and give us an ETA?
I'm on Unity 4.6.3 with Tnet 2.0.4.
Thanks.

2
TNet 3 Support / TNServerInstance.Stop() crash on iOS
« on: July 08, 2014, 09:18:35 AM »
I'm facing this issue on my game, but I can reproduce it also on your menu sample (TNet 1.9.5c) in a clean project.
I cannot stop the server created on the device (iPhone4/iPad2 with iOS7).
XCode throws the following error about "server.dat" without stopping the server:
  1. UnauthorizedAccessException: Access to the path "/server.dat" is denied.
  2.   at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00000] in <filename unknown>:0 bla bla bla...


Changing the instantiation of the server to TNServerInstance.Start(serverTcpPort, udpPort, lobby.remotePort, null, type) and the stop with TNServerInstance.Stop(), result in a SIGUSR1 crash.

No problem in editor, just on devices.

I'm stuck, any suggestion?

3
TNet 3 Support / Multiple servers on the same LAN [mobile]
« on: July 07, 2014, 12:36:50 PM »
Hello,
I'm trying to make a wi-fi LAN game for mobile.
Basically what I'm trying to do is :
- The user can decide to play the game alone or versus other players connected to the same LAN.
- If the user choose to play alone, I start a local gameserver on his device visible to other players.
- The other users now can connect to his server and play against him.

So the idea behind is that each player that is playing alone is a game server to join for other players.

All is working good if I've have only 1 server at a time. I can connect to the server and play and all, but if I have 2 different servers on 2 different devices the TNLobbyClient.knownServer list always returns me 1.
The strange thing is that in the log I can see for just a fraction of time one server than the other and so on. Seems they are fighting for the single element that the TNLobbyClient.knownServer list returns.

Also if I try to start servers from your menu sample on multiple devices only one get showed in the list.
Did you have any suggestion on how to start multiple game servers on the LAN and be correctly discovered by all the players in the network?
If the problem is that there's multiple LobbyServer in the net, how can I make it unique for all the players connected to the LAN?

Edit: I want to add another problem I'm facing.
Very often on iOS when I'm creating the local server the TNet.Tools.localAddress and also the internalAddress are 255.255.255.255. When I try to connect to the created server the OnNetworkConnect throw a Connection refused message.
I know there was trouble few months ago about localAddress on ios, is it still there?
I'm using TNet 1.9.5c .
Thanks for the support.

4
NGUI 3 Support / How to leave keyboard always opened with UIInput?
« on: January 31, 2013, 10:32:55 AM »
Hello,
My question is in the title, for my new words game I need the keyboard will be always opened and active during the game also when the user press the Done/Enter button or touch elsewhere on the screen.
I need it because the user will write more than 1 word and I don't want the keyboard desappear and re-open all the time, but I still need to catch the word submission by return or done.

So I had a look at UIInput class and around lines 200 I found where the keyboard is opened, but I cannot understand how to stop hiding.
Could anyone please help me on this?
Thanks,
IZLogic

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