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Topics - thenick191

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Hey, how would you recommend detecting if two players are super out of sync with each other or if there are too many packets trying to be processed and that's causing network lag?
Would you recommend detecting their average ping shortly after joining then if it gets significantly higher pause the game until the ping gets back to a reasonable number?

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TNet 3 Support / Occasional exception on tcplobbyserver
« on: June 01, 2015, 11:12:57 AM »
Once in a while I get an exception in the ThreadFunction() on TNTcpLobbyServer on the line:
  1. tc.StartReceiving(mListener.AcceptSocket());

With people connecting from around the world it happens probably every other day. I'm guessing a connection did not terminate correctly and the socket didn't close, so the server thinks it's still open?

Any idea what could be done to fix this?

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TNet 3 Support / Issue across multiple networks
« on: April 22, 2015, 02:16:59 PM »
I can easily connect through LAN to computers on my network, but once I go somewhere else and try to connect to someone I have an issue connecting. It calls connect and then never fails nor completes. I have a lobby server set up on a remote computer (Digital Ocean).
I create a server locally when a player starts their game with some random game name and some port such as 7777.
  1. TNServerInstance.Start(tcpPort, 0, null, TNServerInstance.Type.Tcp, TNet.Tools.ResolveEndPoint(masterIP + ":" + masterPort), true);

Join code. ip and port are just grabbed from the Lobby Client known servers external address
  1. TNManager.Connect(ip, port);

I have no idea why I cannot connect. Do you have any tips?



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TNet 3 Support / Unable to connect on different networks
« on: February 23, 2015, 03:19:06 PM »
I can connect fine on my local network. I have Tnet just connect using the local network IP. That works perfectly. I've tried going across networks and it's not working. I turned off firewalls and such too. I am using the internal external IP join method. Those are obtained from the lobby server and I verified that they are the correct IPs. Is there something else i should be aware of?

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TNet 3 Support / Autosync not working, but RFCs do
« on: February 11, 2015, 04:18:40 PM »
I have a gameobject that has an autosync on it. It's marked as important, only owner can sync, and save on server. It is set to send 10 updates per second. It seems to not do anything at all. I have transform rotation and position as the synced properties in that order. Using RFCs on these work fine.  Any idea what may be wrong?

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TNet 3 Support / Unable to connect error
« on: February 03, 2015, 02:51:27 PM »
If I run a game on my computer then another client on my same machine I can connect both just fine to the locally run game server. However, if I go on another computer on my network and start a client, then try to connect to that client I get an "Unable to connect" error. The firewall is off on both machines. The firewall is also off on my router. Any tips? Do I have to forward ports for every game I start from the router? I really hope there is another way.

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TNet 3 Support / Totally lost with what seems to be nothing working
« on: January 29, 2015, 01:21:23 PM »
So I'm working on a game that was previously built on Unity Networking. The game starts in a menu, goes to a load screen then to a level. Transitions between levels go to the load screen and then to the next level. Players are supposed to be able to go from their game at any point and join someone else's. I have an in game cheat to connect to a different server. I tell it to stop running the server, connect to the other server using internal/external ip, on connection success to server then join the channel. Nothing that was made using Create gets created and the server player doesn't even get the notification that a player joined. The connect to server is a success too.
I have a Lobby Server on digital ocean and in code I tell the game server to start.

I have absolutely no idea what I'm doing wrong. I would greatly appreciate any tips you can give me.

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