Author Topic: PlayStation Mobile support?  (Read 2899 times)

hlink

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PlayStation Mobile support?
« on: August 13, 2014, 04:18:36 PM »
Hiya!

I've been using TNet with great results on Windows, iOS, and Android. I'm trying to deploy my game client to PSVita, and although Unity for PSM doesn't currently have a debugger, it does give me some output that suggests there's an incompatibility with TNet.

When the game boots up, it automatically starts looking for a lobby to join until it finds one. Here's some of the spew:

  1. ...
  2. [67.229762] 3476: fps 59.94  ms/f 16.68 [kernel avail main 176MB, cdram 0MB, phycont 26MB], [vram avail 83985KB / 106496KB], [monoMem peak 632KB, curr 512KB of 632KB]
  3. [67.316265] NullReferenceException: Object reference not set to an instance of an object
  4.         at TNet.UdpProtocol.Send (TNet.Buffer buffer, System.Net.IPEndPoint ip) [0x00000] in <filename unknown>:0
  5.         at TNUdpLobbyClient.Update () [0x00000] in <filename unknown>:0
  6. [68.230679] 3536: fps 59.94  ms/f 16.68 [kernel avail main 176MB, cdram 0MB, phycont 26MB], [vram avail 83985KB / 106496KB], [monoMem peak 632KB, curr 532KB of 632KB]
  7. [69.231734] 3596: fps 59.94  ms/f 16.68 [kernel avail main 176MB, cdram 0MB, phycont 26MB], [vram avail 83985KB / 106496KB], [monoMem peak 632KB, curr 552KB of 632KB]
  8. [70.232699] 3656: fps 59.94  ms/f 16.68 [kernel avail main 176MB, cdram 0MB, phycont 26MB], [vram avail 83985KB / 106496KB], [monoMem peak 632KB, curr 568KB of 632KB]
  9. [70.319122] NullReferenceException: Object reference not set to an instance of an object
  10.         at TNet.UdpProtocol.Send (TNet.Buffer buffer, System.Net.IPEndPoint ip) [0x00000] in <filename unknown>:0
  11.         at TNUdpLobbyClient.Update () [0x00000] in <filename unknown>:0
  12. [71.233707] 3716: fps 59.94  ms/f 16.68 [kernel avail main 176MB, cdram 0MB, phycont 26MB], [vram avail 83985KB / 106496KB], [monoMem peak 632KB, curr 584KB of 632KB]
  13. [72.234700] 3776: fps 59.94  ms/f 16.68 [kernel avail main 176MB, cdram 0MB, phycont 26MB], [vram avail 83985KB / 106496KB], [monoMem peak 632KB, curr 604KB of 632KB]
  14. [73.235718] 3836: fps 59.94  ms/f 16.68 [kernel avail main 176MB, cdram 0MB, phycont 26MB], [vram avail 83985KB / 106496KB], [monoMem peak 632KB, curr 624KB of 632KB]
  15. [73.322141] NullReferenceException: Object reference not set to an instance of an object
  16.         at TNet.UdpProtocol.Send (TNet.Buffer buffer, System.Net.IPEndPoint ip) [0x00000] in <filename unknown>:0
  17.         at TNUdpLobbyClient.Update () [0x00000] in <filename unknown>:0
  18. ...
  19.  

Any thoughts? I didn't see other mentions of TNet with PlayStation Mobile on the forums, so I wouldn't be surprised if it simply isn't supported yet, but thought I'd ask!

ArenMook

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Re: PlayStation Mobile support?
« Reply #1 on: August 14, 2014, 08:22:42 AM »
I think you're the first. I certainly have never tried it as I have neither the license nor the dev kit to try it on. Where exactly are the null refs happening? What's actually null?

hlink

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Re: PlayStation Mobile support?
« Reply #2 on: August 15, 2014, 01:47:17 PM »
I'm not actually sure what's null (the debug / logging features of PSM are rubbish right now) but it looks like it happens with every reference to TNLobbyClient. Here's the function that is triggering it:

  1.     void JoinServer()
  2.     {
  3.         if (!TNManager.isConnected)
  4.         {
  5.             if (TNLobbyClient.knownServers.list != null)
  6.                 if (TNLobbyClient.knownServers.list.size != 0)
  7.                 {
  8.                       TNManager.Connect(TNLobbyClient.knownServers.list[0].internalAddress, TNLobbyClient.knownServers.list[0].internalAddress);
  9.                 }
  10.             Invoke("JoinServer", 1f);
  11.         }
  12.     }
  13.  

Also, want to make sure you know this is Unity for PlayStation Mobile rather than Unity for PlayStation Vita. Even though they target the same platform, PlayStation Mobile is more akin to what XNA / Xbox Indie Games was for Xbox 360, so I'm deploying to a retail Vita rather than a dev kit. That's likely why the debug features are rubbish. I can live without putting this on Vita if it's a black hole for troubleshooting - it was more of a "I could put my game on this too, I guess" kind of thing. :P
« Last Edit: August 15, 2014, 01:52:25 PM by hlink »

ArenMook

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Re: PlayStation Mobile support?
« Reply #3 on: August 16, 2014, 10:15:38 AM »
TNLobbyClient.knownServer is a static field. Why would a static field be null?

lorenalexm

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Re: PlayStation Mobile support?
« Reply #4 on: September 17, 2014, 09:40:44 AM »
@hlink I'm curious if you've been able to dig into this any deeper and if you've come to a resolution? I'm looking to pick up TNet shortly and was hoping to be able to push to PSM.