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Messages - SketchWork

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16
TNet 3 Support / Re: Mac and iOS Can't Connect
« on: May 24, 2013, 04:20:28 PM »
Running 10.8.3 of OSX.

17
TNet 3 Support / Re: Server hangs for ages on disconnect
« on: May 24, 2013, 04:04:55 PM »
Sorry that was a cut and paste error (I have updated the original post, sorry about that.  The IP's are actually different.  My router gateway is definitely 192.168.1.254 as I use this address to configure it.

18
You can get the list of players in the current channel by checking TNManager.players.

19
TNet 3 Support / Public Access for Connection and Packet Timeout?
« on: May 24, 2013, 07:09:40 AM »
Hi Michael,

Is there anyway to access the connection and packet timeout values?  I have a scene which is pretty huge and takes a while to load up and the client sometimes times out due the the long load time.  Is there a way to change these values without hacking your game server code?  Don't really want to change your code due to updates reverting it all back.

Many thanks,

Justin

20
TNet 3 Support / Re: Mac and iOS Can't Connect
« on: May 24, 2013, 06:58:42 AM »
I have recompiled the server with the same TNet source as the app is using and I still get the same issues.  Everything works perfectly on PC's, but simply doesn't want to work on MAC or iOS.  Even starting the local server on the Mac or iOS doesn't work.

This is the output:

  1. IP Addresses
  2. ------------
  3. External: XXX.XXX.XXX.XXX
  4. Internal: 192.168.1.70
  5. Gateway:  192.168.1.254
  6.  
  7. UDP Lobby Server started on port 5129
  8. Game server started on port 5127
  9. Press 'q' followed by ENTER when you want to quit.
  10. UPnP: UDP port 5129 was opened successfully.
  11. UPnP: TCP port 5127 was opened successfully.
  12. UPnP: UDP port 5128 was opened successfully.
  13. 192.168.1.83:49828 has connected
  14. 192.168.1.83:49828 has disconnected

It disconnects immediately and the Unity editor gives the failure message as "The object was used after being disposed".

Any further connection tries gives this output with the same unity failure message.

  1. IP Addresses
  2. ------------
  3. External: XXX.XXX.XXX.XXX
  4. Internal: 192.168.1.70
  5. Gateway:  192.168.1.254
  6.  
  7. UDP Lobby Server started on port 5129
  8. Game server started on port 5127
  9. Press 'q' followed by ENTER when you want to quit.
  10. UPnP: UDP port 5129 was opened successfully.
  11. UPnP: TCP port 5127 was opened successfully.
  12. UPnP: UDP port 5128 was opened successfully.
  13. 192.168.1.83:49828 has connected (first attempted connection immidiately disconnects)
  14. 192.168.1.83:49828 has disconnected
  15. 192.168.1.83:49833 has connected (further connections give these connection messages)
  16. 192.168.1.83:49833 ERROR: An existing connection was forcibly closed by the remote host
  17. 192.168.1.83:49833 has timed out
  18. 192.168.1.83:49833 has disconnected (with an immediate disconnection)

Everything works as I expect on PC.  Is there anything special I am supposed to be doing for Mac or iOS? 

It also does exactly the same using your included example menu application.

Help :)

21
TNet 3 Support / Re: Server hangs for ages on disconnect
« on: May 24, 2013, 06:47:46 AM »
The router definitely has uPnP set up.

After rebooting the hub the output on my WINXP machine looks good with this output:

  1. IP Addresses
  2. ------------
  3. External: XXX.XXX.XXX.XXX
  4. Internal: 192.168.1.70
  5. Gateway:  192.168.1.254
  6.  
  7. UDP Lobby Server started on port 5129
  8. Game server started on port 5127
  9. Press 'q' followed by ENTER when you want to quit.
  10. UPnP: UDP port 5129 was opened successfully.
  11. UPnP: TCP port 5127 was opened successfully.
  12. UPnP: UDP port 5128 was opened successfully.

and the output on the WIN7 machine doesn't look too good with the following output:

  1. IP Addresses
  2. ------------
  3. External: XXX.XXX.XXX.XXX
  4. Internal: 192.168.1.86 <---- updated
  5. Gateway:  None found
  6.  
  7. UDP Lobby Server started on port 5129
  8. Game server started on port 5127
  9. Press 'q' followed by ENTER when you want to quit.

So the WINXP machine looks fine, but the WIN7 machine on the same network with no other server running can't find the gateway and also doesn't have the UPnP messages once it connects:

  1. UPnP: UDP port 5129 was opened successfully.
  2. UPnP: TCP port 5127 was opened successfully.
  3. UPnP: UDP port 5128 was opened successfully.

Why doesn't this machine find the Gateway and why does it not have the port successfully opened messages?  Bother are running the exact same server exe compiled with the same TNet source as the app.

Many thanks for your patience :)

Justin

22
TNet 3 Support / Mac and iOS Can't Connect
« on: May 23, 2013, 06:46:21 PM »
Hi Michael,

I have a successful build running fine on PC (other than the issues in the other topic:  http://www.tasharen.com/forum/index.php?topic=4366.0)

I can create a local server and connect to it and send and receive everything fine.

Likewise, I can create a stand alone server and connect, send and receive fine.

My issue is with the same code running on Mac or iOS (iPad).  Everything compiles perfectly but when I try to connect to the PC Server (either to local or standalone server) it either connects and immediately disconnects or I get a message saying:  ERROR: An existing connection was forcibly closed by the remote host.  Followed by a Timed out message and then an immediate disconnect.

What do you think is the problem here as everything runs fine on PC 2 PC.

Many thanks, Justin.

23
TNet 3 Support / Re: Server hangs for ages on disconnect
« on: May 23, 2013, 02:39:19 PM »
Hmmm,

WIN7 machine says gateway not found, but everything else is fine.
WINXP can find the gateway, but comes up with these messages too:

UDP Lobby Server started on port 51
Game server started on port 5127
Press 'q' followed by ENTER when yo
UPnP: Unable to open UDP port 5129
UPnP: Unable to open UDP port 5128
UPnP: Unable to open TCP port 5127

Everything runs perfectly though using both TCP and UDP.

Confused :(

24
TNet 3 Support / Server hangs for ages on disconnect
« on: May 23, 2013, 05:56:08 AM »
Hello Michael,

I have been experiencing a strange problem which is happening on both my apps and your demo main menu app.

Version 1.6.9

I start the app. (the demo main menu)
Create a new local server
Stop the local server
App hangs for about 3 minutes and then disconnects

It does the same in both the editor and the compiled app.

I have tried this on Windows XP and Windows 7 on my network with the same results.  Why would it be taking so long to disconnect the server?

Many thanks,

Justin

25
Misc Archive / Re: Let's talk exposure
« on: May 10, 2013, 05:32:33 PM »
Talking of Starlink, how it is doing considering your non-existent approach to marketing it this time round?

26
Misc Archive / Refresh Hotkey Change
« on: May 09, 2013, 04:39:23 AM »
Hi,

Would you be able to change to hot key F5 for full screen to something else.  If you are playing and you hit F5 when the Unity webplayer doesn't have focus you end up forcing a full browser refresh which is really frustrating :(

Cheers,

Justin

27
Other Packages / Re: HUDText Labels Not Disappearing When Not In View
« on: April 28, 2013, 08:21:35 AM »
Excellent.  Thanks that was it.  I should have just looked in the source :)

28
Other Packages / Re: HUDText Labels Not Disappearing When Not In View
« on: April 27, 2013, 05:09:21 PM »
Any ideas?

29
Other Packages / HUDText Labels Not Disappearing When Not In View
« on: April 23, 2013, 09:03:38 AM »
Hi there,

I have a problem using the HUDText component.  I have a 2D camera for my NGUI interface and a 3D perspective camera for the game itself.  There are a few labels that have the UIFollowTarget on them with the UI camera set to the 2D NGUI camera and the Game Camrea set to my 3D perspective camera.  The target points to a empty object in the scene and I have ticked disable if invisible. 

Everything works perfectly while the labels are in view, but when the object leaves the side of the screen the labels stick to the side of the screen where the object left.

I am using Unity 4.1.

Thanks,

Justin

30
NGUI 3 Support / Re: NGUI + FingerGestres
« on: April 21, 2013, 07:22:53 AM »
We successfully use NGUI and FingerGuestures on numerous projects and they work perfectly together.  Make sure you are running the latest versions of both as some earlier versions clashed in some areas.

The easiest way is to:

1) make sure you have the FG prefab in the root of your scene.
2) drop on a FG guesture component for the particular guesture you are wanting to capture.
3) assign the event to the script you are wanting to send the messages to and you are done.

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