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Messages - Rexima

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TNet 3 Support / How much can handly one TNObject?
« on: June 16, 2014, 10:18:43 AM »
Hey Aren,

is it correct, that a TNObject can handle 255 RFC's?
Or can TNet handly generaly only 255 RFC's?

We have atm one script called RFCConstants, there are all RCF, for the whole game.
Now i found a thread, where you said, we can use 255 RFC's on one TNObject, right?

I have a second question, is it possible to send an RFC over gameobjects?
Or can i only call an RFC and retrieve it on the same script?

TNet 3 Support / Re: TNet over php
« on: June 16, 2014, 09:46:03 AM »
Thank you very much, i will try it :)

TNet 3 Support / Re: TNet over php
« on: June 16, 2014, 02:52:24 AM »
Im making an interface for my game

And i want to make real time updates, something like you give an player a new Item or ban him from the server and so one.

Is it possible to speak to TNet over PHP UDP Sockets?
I wrote TNManager.StartUDP(Port); to my Start.

Connection via Telnet works.

And now im on the point, that i dont know how to communicate with PHP through this socket, could you help me maybe?
Or can you give me an another solution how to communicate with an existing gameserver? (My Gameserver's are all dedicated, no listen gameserver)

TNet 3 Support / Re: Ping listed gameserver on Serverbrowser
« on: June 02, 2014, 03:30:25 AM »
I know :D

It was only an example IP, what i want to know is, can i use the NetworkInformation from .Net?

Why i ask so stupid is, i dont know how to use your Solution.
If you could explain me maybe, how to request an Ping from a gameserver, it would be very nice, to use your solution.

TNet 3 Support / Re: Ping listed gameserver on Serverbrowser
« on: June 01, 2014, 10:02:42 AM »
Thank you, very much!

Yesterday, i found this solution:

  1. System.Net.NetworkInformation.Ping ping = new System.Net.NetworkInformation.Ping();
  2. PingReply pingReply = ping.Send("");

Is it okay, or should i use, your solution?

TNet 3 Support / Ping listed gameserver on Serverbrowser
« on: May 31, 2014, 05:49:08 AM »

how is it possible to ping a remote gameserver, thats listed on my serverbrowser?
Im not connected on any server.

TNet 3 Support / Re: Failed to convert parameters
« on: May 26, 2014, 04:09:27 AM »
Ok i understand it.

I tried to convert the Unity's Serialization to TNet's RFC's but i can't get it working :(
The packages arrives with a huge delay.

Can you give me an example how to translate this serialization to an RFC Function?

Here is the Voice Chat Asset, what i try to convert: GitHub Link

With my attached RFC sync script i got errors and the voice doesnt get correctly synched.
I think i need to send an rfc in the for loop, like the unity networking script, but how? Aren't this to much packages?
And my RFC Sync script is attached.

TNet 3 Support / Re: Failed to convert parameters
« on: May 25, 2014, 11:50:36 AM »
Yep, that was missing, thank you very much.

But i have stillt the same problem, can you help me maybe?

Im using the TNAutoSerializer from tylerglaiel.

I attached the script, where i synchronize the Voice.

Error Message:
  1. Failed to call RFC #255 on TNAutoSerializer: failed to convert parameters
  2.   Expected args: System.Byte[]
  3.   Received args: System.Boolean

TNet 3 Support / Re: Failed to convert parameters
« on: May 24, 2014, 05:11:24 AM »
Thank you very much, this helps me a lot :)

I have a question to my problem.

If i send short's, can i receive it?

Because if i create a Debug Log, the variables are zero, so i think i can't receive shorts, right?

And i tried to send them like normal int's and convert it back to int16, but i got an exception out of array, hm any solution?

TNet 3 Support / Re: Failed to convert parameters
« on: May 20, 2014, 02:31:56 AM »
Ok thanks, yes this is with the latest version.
I have no more information, than this.

And when i got this error in the Unity Editor, and if i press the Play button (Game paused on Error), after this i can play.
I got this error three times, when i join a game.

But what i noticed is, after i import the Realistic FPS Prefab
(The Realistic FPS Prefab is not synced, yet), i got this error, but if i disable all scripts, the error is still there.

TNet 3 Support / Failed to convert parameters
« on: May 19, 2014, 02:19:51 PM »
Im trying to find this error since three days, but i cant.. :'(
Im very frustrated...

  1. failed to convert parameters
  2.   at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00063] in /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:192
  3.   at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115
  4.   at TNet.UnityTools.ExecuteAll (TNet.List`1 rfcs, Byte funcID, System.Object[] parameters) [0x0006f] in D:\Unity_Projects\Project_Repo\Assets\Extern\TNet\Client\TNUnityTools.cs:113
  6. UnityEngine.Debug:LogError(Object)
  7. TNet.UnityTools:PrintException(Exception, CachedFunc, Object[]) (at Assets/Extern/TNet/Client/TNUnityTools.cs:41)
  8. TNet.UnityTools:ExecuteAll(List`1, Byte, Object[]) (at Assets/Extern/TNet/Client/TNUnityTools.cs:120)
  9. TNObject:Execute(Byte, Object[]) (at Assets/Extern/TNet/Client/TNObject.cs:320)
  10. TNObject:Start() (at Assets/Extern/TNet/Client/TNObject.cs:267)

Can you give me some tips, how to find the error?
It happens only, if a player is ingame, and i try to join with the Unity Editor.

Two builded players can join, but i think they get the same error, but i can't see any errors ingame.

TNet 3 Support / Several questions about TNAutoSync
« on: May 12, 2014, 03:27:09 PM »
I have a few questions about the TNAutoSync.
- Can we use it for a final game, or only for developing?
- What can be synched with it, only Transform or Rigidbody's?

TNet 3 Support / Re: Send CustomPackets to LobbyServer
« on: April 26, 2014, 09:35:32 PM »
Thank you for the answer, helps me a lot :)

Is an custom package more efficient than tno.sendquickly?

Because i need to sync some states from the gameserver like loottable, last spawnposition etc. and i thought, that a custom package is more efficient, is it?

TNet 3 Support / Send CustomPackets to LobbyServer
« on: April 24, 2014, 03:49:50 PM »
How can i send CustomPackets to my LobbyServer?

i tried it, but it doesnt work.

Thats how i try it:

  1.     string remoteAddress = "censored";
  2.     int remotePort = 25565;
  3.     TcpProtocol mTcp = new TcpProtocol();
  4.     IPEndPoint mRemoteAddress;
  5. .
  6. .
  7. .
  8. case Packet.RequestPlayerEmail:
  9.             {
  10.                 string playerEmail = reader.ReadString();
  12.                 mRemoteAddress = Tools.ResolveEndPoint(remoteAddress, remotePort);
  13.                 mTcp.Connect(mRemoteAddress);
  14.                 mTcp.BeginSend(Packet.RequestPlayerID).Write(playerEmail);
  15.                 mTcp.EndSend();
  16.                 break;
  17.             }
  18. .
  19. .
  20. .

And here the Visual Studio Solution without UnityEngine (like your

  1. bool ProcessPacket (Buffer buffer, TcpProtocol tc)
  2.         {
  3. .
  4. .
  5. .
  6.             case Packet.RequestPlayerID:
  7.             {
  8.                 string email = reader.ReadString();
  11.                 mRemoteAddress = Tools.ResolveEndPoint("theGameServerIP", 6192);
  12.                 tc.Connect(mRemoteAddress);
  13.                 tc.BeginSend(Packet.ResponsePlayerID).Write("1");
  14.                 tc.EndSend();  
  16.                 break;
  17.             }
  18. .
  19. .
  20. .

TNPackets are on both Projects the same. I dont know what i can make better...

TNet 3 Support / Re: Massive Lag problems
« on: April 09, 2014, 10:19:25 AM »

in the attachments you will find my PlayerSync Script.
My Settings currently are:
Tick Rate: 20
Interpolation Limit: 0.1
Extrapolation Limit: 0.2
Extrapolation Time: 0.1
State Buffer Size: 10

It runs a little bit "smooth" but its not perfect.

I add to the OnNetworkJoinChannel: TNManager.noDelay = true;
And to Start(): TNManager.StartUDP(Random.Range(10000, 50000));

Could someone tell me, how to improve it?

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