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TNet 3 Support / Re: Hosting bandwidth and server
« on: October 30, 2015, 01:44:38 PM »
Hello Aren,
Ok, I found some problems on my side and I was able to solve almost everything, but I need a better direction how to make it right, because my workaround is not the best one for sure.
- I was calling LoadLevel (from TNet) from both Host and Client, but I think only the host needs to call, right? I think this alone solved many sync problems (whatever this means)
- The game, somehow, was trying to call RFC methods with objects not ready in scene... I could delay this (I added some timers) but I still don't know how to know who is ready... how can I know?
- Even now, sometimes, that same problem happens: player A never receives message from other players (but now is rare, I think it has to do with my network connection)
There are other minor things that I need to check, but now it is playable.
Ok, I found some problems on my side and I was able to solve almost everything, but I need a better direction how to make it right, because my workaround is not the best one for sure.
- I was calling LoadLevel (from TNet) from both Host and Client, but I think only the host needs to call, right? I think this alone solved many sync problems (whatever this means)
- The game, somehow, was trying to call RFC methods with objects not ready in scene... I could delay this (I added some timers) but I still don't know how to know who is ready... how can I know?
- Even now, sometimes, that same problem happens: player A never receives message from other players (but now is rare, I think it has to do with my network connection)
There are other minor things that I need to check, but now it is playable.