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Topics - voncarp

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TNet 3 Support / NAT 64 Network Connection Problems
« on: November 14, 2016, 09:40:45 PM »
My IPv6 woes continue as Apple has rejected my new game because of connectivity issues. I made a grave mistake of making another project without being 100% sure that this worked.

I spent the last 5 months on this project and could use some assistance. Every time I attempt to connect in with iPv6 on a NAT 64 network in any capacity it says "unable to connect". I've played with TNet's example scene considerably trying to make this work to no avail.

Here is how my iPhone reads on a basic router.

Here is how my iPhone reads on a simulated iPv6 network. The IP is likely the MacBook IP address that is synthesizing the iPv6 network. I am guessing that somehow that DNS is key to my connectivity on this issue.

Other research I have been looking at:
This eskimo guy is apparently Apple's network guru.

A bit frustrated, I toyed with UNet and Photon. They connect painstakingly easy in their example scenes without any setup at all. I can connect to anything on the web with this iPv6 network except my TNserver.exe. It will take too long to rewrite my project with another library and as a 2+ year TNet user, I want to stay with TNet.

Please help.

TNet 3 Support / Channel Transfer
« on: October 16, 2016, 08:13:19 AM »
My player seems to be getting destroyed while switching channels.  Walking around a streaming map he disappears.  While debugging OnDestroy() I can see the player still in channel 60 and 64. Of course this is after he is destroyed.

It took awhile to trace why he was getting destroyed. If I remove the TNObject, he won't be destroyed. I'm only testing on one device and this still happens.  I am thinking he is getting destroyed on the transfer, but he is not making the transition to the new channel.

I am using the ExamplePlayerAvatar.cs script for channel transfer.



Playing with the multiple channel example scene. If you spawn in two cars. The second car has priority. Which means the second will take control of the camera and won't be destroyed while switching channels. In my case, perhaps it doesn't know.  I can't seem to find anything yet that lets TNet know not to destroy the object while transferring channels.

TNet 3 Support / Communication with Lobby Server
« on: September 25, 2016, 11:51:59 AM »
Trying to get a centralized location for verification of players and storage of players.  For instance, saving/loading from the lobby server to play on different gameservers. 

I've read all over the forums that you need a custom Lobby Server, but I haven't seen much follow up or examples.

What would be your suggestion in loading/saving a player on a centralized Lobby to play on different Gameservers. I have a few servers spread out: US, Europe, and Asia. At the moment, in my games players grab/switch characters from the respective server they play on.  I am hoping to have the characters available across any server and never on the device.

Can you push me in the right direction?

TNet 3 Support / Testing IPv6 on iOS
« on: July 26, 2016, 12:09:18 AM »
Starting with the example scene basics of TNet3 I am able to connect to an external server with the TNServer.exe by typing in the address plus port number on an iOS build. It connects and works fine on my router with my IP address.

When connecting on a IPv6 NAT64 network using the exact same method. No dice.

I followed the Apple guide in setting up IPv6 NAT64 network.

What steps did I miss in regards to getting a connection from an IPv6 network?  How are you connecting from an IPv6 network?

Apologies, but I am not quite getting how this works.  Does TNet3 not automatically do this for you or am I not using it properly?

TNet 3 Support / Compile new TNServer.exe
« on: July 21, 2016, 04:12:08 PM »
I am upgrading all aspects of my previous projects to TNet3 and am having some difficulties.

At one point I was able to compile this solution for TNServer.exe with the ability to change the "Server.dat"

I am using a Mac; and perhaps I lucked into compiling it previously, now I cannot seem to recompile any changes with with TNServer.exe from ServerMain.cs. Would you be willing to share how you compiled that .exe?

Is it possible, as a feature request; to have the ability to alter "Server.dat" file name while starting the TNServer.exe?

I have several games made with TNet that connect on the same server. I believe this feature will be useful for your users as well if they find success with their projects and continue to make games with TNet.


TNet 3 Support / App store rejection IPv6
« on: July 19, 2016, 10:43:34 PM »
I just had an App update rejected from Apple:

"Performance - 2.1

We discovered one or more bugs in your app when reviewed on iPad and iPhone running iOS 9.3.2 on Wi-Fi connected to an IPv6 network.

Specifically, we were unable to connect to either of the North American servers after a short period of time.

We've attached screenshots for your reference.

Next Steps

Please run your app on a device while connected to an IPv6 network (all apps must support IPv6) to identify the issue(s), then revise and resubmit your app for review.

If we misunderstood the intended behavior of your app, please reply to this message in Resolution Center to provide information on how these features were intended to work.

For new apps, uninstall all previous versions of your app from a device, then install and follow the steps to reproduce the issue(s). For updates, install the new version as an update to the previous version, then follow the steps to reproduce the issue(s).


For information about supporting IPv6 Networks, please refer to Supporting IPv6 DNS64/NAT64 Networks and About Networking

If you have difficulty reproducing a reported issue, please try testing the workflow described in Technical Q&A QA1764: How to reproduce bugs reported against App Store submissions.

If you have code-level questions after utilizing the above resources, you may wish to consult with Apple Developer Technical Support. When the DTS engineer follows up with you, please be ready to provide:
- complete details of your rejection issue(s)
- screenshots
- steps to reproduce the issue(s)
- symbolicated crash logs - if your issue results in a crash log"

Looking at my TNet files in the readme.txt my version is :
        TNet: Tasharen Networking Framework
    Copyright © 2012-2015 Tasharen Entertainment
                  Version 2.1.1

At one point this was the #2 overall selling paid app on the Japanese App store

I am using TNet2.  I've browsed around the forums looking at IPv6 issues, but I am not sure which things I need to change.

If I upgrade to the latest version of TNet2 will it resolve IPv6 issues? 

TNet 3 Support / TNServer.exe "Server.dat"
« on: November 25, 2015, 07:17:15 PM »
When I run TNServer.ext it saves information to "Server.dat"  How would I go about saving and loading it to "Server2.dat" or any other name?

TNet 3 Support / Server Time Assistance
« on: August 07, 2015, 02:36:17 PM »
I'm looking to have random daily/weekly events.  I am thinking I need to check the time on the server so its consistent for all players. 

Would you have any example usage for TnManager.servertime?  I am getting some massive numbers with TnManager.servertime. Would you suggest this be the starting point in implementing something like this?

Any assistance would be appreciated.  Thanks.

TNet 3 Support / TnServer crashing
« on: June 29, 2015, 04:07:58 AM »
Unhandled Exception: System.InvalidOperationException: Queue empty.
   at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resour
   at System.Collections.Generic.Queue`1.Dequeue()
   at TNet.TcpProtocol.OnSend(IAsyncResult result)
   at System.Net.LazyAsyncResult.Complete(IntPtr userToken)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, C
ontextCallback callback, Object state)
   at System.Net.ContextAwareResult.Complete(IntPtr userToken)
   at System.Net.LazyAsyncResult.ProtectedInvokeCallback(Object result, IntPtr u
   at System.Net.Sockets.BaseOverlappedAsyncResult.CompletionPortCallback(UInt32
 errorCode, UInt32 numBytes, NativeOverlapped* nativeOverlapped)
   at System.Threading._IOCompletionCallback.PerformIOCompletionCallback(UInt32
errorCode, UInt32 numBytes, NativeOverlapped* pOVERLAP)

Any assistance?

Most recent version of Unity.

NGUI 3 Support / Current multiple resolutions
« on: June 24, 2015, 04:45:16 AM »
Most of my google searches yield information back in 2012 and 2013 in regards to multiple screen resolutions.  What is currently the best way to set up the GUI so it can cater towards multiple resolutions?

I made my GUI for iOS devices initially and it centered nice.  Now, on PC/MAC quite a bit of content is getting cut off.  I am hoping I won't have to redo the GUI entirely, but I can't seem to find some info on where to start/fix a GUI that will scale properly for different resolutions.


TNet 3 Support / Network Usage
« on: June 23, 2015, 05:39:37 AM »
How do you monitor it?  Unity networking shows your stats in the editor.  And for iOS, Xcode shows your stats.

But for PC/Mac/Linux how do you go about viewing your network stats?

TNet 3 Support / Send RFC on exit
« on: May 01, 2015, 03:53:48 PM »
What's the best way to send an RFC call, say a player abruptly exits?

For instance, I have a vehicle that a character enters.  I send RFCs to update the other players with the characters info (animations, positions, is the car being driven, etc).  However, if the character just turns off the game instantly, I need him to send one last RFC to everyone letting them know that the player is not in the vehicle anymore, so the vehicle can still be of use to other players.  Otherwise, the players still think the player is in the vehicle and no one can use it.

Does this make sense?

Is there a way to send out RFC if the player abruptly quits?

TNet 3 Support / TNObject.RebuildMethodList ()
« on: April 30, 2015, 12:39:11 PM »
After updating Tnet and moving to Unity 5 I am getting this error.

NullReferenceException: Object reference not set to an instance of an object
TNObject.RebuildMethodList ()

What causes this and how do I fix it?

This is locking up my player controls particularly at SendMovements() and tno.SendQuickly.

  1. IEnumerator MyNetworkUpdate()
  2.         {
  3.                 for (;;) {
  4.                         yield return new WaitForSeconds (0.0333f);
  5.                         if (!useCar)
  6.                                 SendMovements();
  7.                         else
  8.                                 carControl.DriveCar (Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
  9.                                 //carControl.DriveCar (h,v);
  10.                                 //carControl.DriveCar (move.AxisX, move.AxisY);
  11. //                      Debug.Log ("send");
  12.                 }
  13.         }
  15.         void SendMovements() {
  16.                 //if (Mathf.Abs (v) > .01f || Mathf.Abs (h) > .01f || Mathf.Abs (mX) > .01f || jump )
  17.                         tno.SendQuickly (9, Target.All, v, mX, h, jump);
  18.         }

Any idea?

TNet 3 Support / Large number of tnobjects
« on: March 29, 2015, 03:00:43 PM »
I am trying to have a large working forest.  Maybe 1-2 thousand trees.  When a player cuts a tree down, it needs to stay down when new players join.  I can do this on a small scale by adding an individual tnobject to each tree and making an RFC call.   

For a few thousand trees is this the best way?  My game streams, so by doing it this way some of the trees aren't loaded up yet.  So many of the tnobject numbers conflict.  I can write each individual tno id down and assign it individually so they don't conflict, but that seems so tedious to do for a few thousand trees. 

Would you have a suggestion on how I could implement a large forest in a game that streams?  Maybe a tree manager per level/scene with only one tnobject?  Curiously, does a large amount of tnobjects in scene effect performance?  Sometimes tnmanager.udpate has some crazy spikes or takes the up the most amount of cpu usage in the profiler.

I have 50 scenes that can potentially stream in when a player moves across the map.

Thanks for any suggestions.

TNet 3 Support / Close/unregister gameserver
« on: March 27, 2015, 05:14:57 PM »
Following your advice on FAQ & Useful Info Q: How to set up a remote lobby server where users can register their own servers?

I am able to register a game server on the lobby and it shows on a remote pc.  How do I close/unregister it cleanly?

TNServerInstance.Stop(); shuts it down in the panel, but it doesn't seem to update on screen.

I'm using Starlink UI scripts and I can get the gameservers to register on an outside server and they will show up on screen as in the pic, but I can't seem to find wherein Starlink how to remove these registered gameservers. Even if I just turn off one of the devices.  The other device doesn't update. Do you know where I need to look?

Any suggestions would be appreciated.  Thanks.

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