Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - enzi

Pages: 1 [2]
16
TNet 3 Support / Re: TNet: Tasharen Networking Framework
« on: January 24, 2013, 10:29:30 AM »
I do all my movement calculations in FixedUpdate with a timestep of 20ms. It's crude as I don't have any complex accelerations and stuff in it. It's running with the same speed locally but not on the server.

I've to dig deeper. :)

17
TNet 3 Support / Re: TNet: Tasharen Networking Framework
« on: January 23, 2013, 08:15:18 PM »
I got it working. Thanks to the setup it's a breeze to put in new responses and requests.

But unfortunately I was on the wrong track. I thought my position interpolation got out of sync due to wrong timestamps from the server and the client. I'm using DateTime.Now.ticks. But that was never the issue to begin with.

For some reason the character controller on the server moves at a slightly higher speed. It's probably a totally stupid bug but I've checked nearly everything (is the fixed timestep correct, calculating the actual speed of the server/client) and from the data I gathered everything SHOULD be fine but it's not. I understand latency but not why the damn server character always outruns my client character. Makes no sense.

Oh well, I'll just sleep over it. That always helps. ^^

18
TNet 3 Support / Re: TNet: Tasharen Networking Framework
« on: January 23, 2013, 07:12:52 PM »
Hi!

I need to synchronize the server/client time but it's getting inaccurate because I don't know how long a packet needed to be received. In unity networking there's NetworkMessageInfo.timestamp" with which I can calculate the travel time via "Network.Time - NetworkMessageInfo.timestamp".

Is their a equivalent in your framework or do you know a way to do this in C#? Google didn't help me :(

Thanks!

19
TNet 3 Support / Re: TNet: Tasharen Networking Framework
« on: January 21, 2013, 08:39:23 AM »
Hehe, yeah, modifying is what I meant. No need to rewrite solid code. ;)

Can you tell me a little about the overall architecture? What I'm really interested in, is what's happening in SendQuickly and Send with UDP. From my understanding now a UDP packet should be recieved from every client/server that is listening on the UDP port. Is this correct? Or does the packet get sent to the server and the server sends it to the client(s)?

Apart from that, I've everything up and running thanks to your framework. Now it's more of getting lag compensation and all this boring stuff.

20
TNet 3 Support / Re: TNet: Tasharen Networking Framework
« on: January 20, 2013, 06:25:54 PM »
Thanks I'll keep that in mind.

And how can I setup the events in the server?

Is there something where I can read the received TCP/UPD packets via API?
Or should I rewrite the TNGamerServer.cs?

21
TNet 3 Support / Re: TNet: Tasharen Networking Framework
« on: January 20, 2013, 08:11:50 AM »
Hi there!

I have a question regarding the standalone server. How is it possible to get events in the standalone server?
The position values are sent with UDP from the client but for security purposes I also want the server to know about it so I can prevent teleport hacks and stuff.

Overall the standalone Server API seems a little thin. For example the CreateChannel method is private, not sure why. Giving the client the ability to create channels seems a little risky unless you really want them to be able to.

So, before I start to rewrite stuff it would be great if you can give me some tips to handle that. It's my first networking project so I'm not that fit when it comes to designing this.

Thanks and greetings from austria!
Thomas

Pages: 1 [2]