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Messages - Dechcaudron

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Bugs & Issues / Re: Non demo generation generates "bad" files
« on: September 29, 2014, 04:26:04 PM »
heh I found the GameCore file. It wasn't linked, and it was named GameCore instead of [Game]GameCore, but it was there. It is somewhat empty and the in-document documentation is outdated. Also, ulong connectionId (as I can see in the official documentation) is named as "param" in the supplied code. Minor issues, of course, but still issues I guess :) (everything gets less tense with a happy face in the end).

By the way, I am so glad we finally have a documented API. Great work there.

Happy face :)

Bugs & Issues / Non demo generation generates "bad" files
« on: September 29, 2014, 04:12:19 PM »
Hi there,

just downloaded the new API and assets. On from-scratch, only server files generation, the csProject file also seems to be looking for links to files that do not exist. I assume they are scripts shared by both the server and local side of the demo game. Also, I get a couple broken references more:

As you can see, Npgsql.pdb (which I've no idea what it is) and the base gameCore are both broken references. Leaving aside the pdb file, if the GameCore is broken many of us find it a bit harder to start working with the API. I suggest you amend this ASAP.

The "Run the server" section is completely outdated. References seem to be automatically linked now and things can get a bit confusing for newbies. Update required.

Just leaving this here my friends, have a look at it when you have the time :)

Feature Suggestions / Basic structs / classes as IGameCommand
« on: July 26, 2014, 06:14:23 PM »
Hey there guys,

I've noticed you included a Vector3_PE class which implements IGameCommand and it works as expected (no idea what PE stands for, though). The thing is, I personally find some other basic structs missing and although I've implemented them personally, I feel like it would be a nice thing to have other Vector types (I don't know if you could make them work with a generic number type. I haven't been able to do it myself easily and I can't afford to 'lose' the time to do it) so they work with byte, int16, int32, instead of only with float, so as to minimize as much as possible the network traffic.

Keep up the great work!

General Discussion / Re: Connections get dropped
« on: July 21, 2014, 07:57:32 AM »
Hi again,

a member of my team found the cause of this issue. Improper Serialization/Deserialization was the cause. I know the server side does throw a clear exception of when this happens, but this command was clearly aided from the server towards the local side, so there was no chance that we would have ever found out via the exception thrown. Apparently, when the local side fails to deserialize the data received from the server, it closes the socket with the server and prints Null as the cause of the disconnection.

This issue drove me a bit crazy, since I started thinking that maybe my router had been closing the connections due to a security measure. I suggest you note this as an issue and get it fixed as soon as possible to fix future problems.

Thanks a lot,

General Discussion / Connections get dropped
« on: July 19, 2014, 06:02:54 PM »
Hello GCC,

while running some testing of new features we are implementing, my colleague and I ran into the following issue: once the second of us connects to the game, both connections get dropped. This makes very little sense, and I will proceed to describe the issue with more detail:

A week ago, we implemented a feature in which local apps sent the server a request to create a voxel in space and, if the request passed the requirements, it was forwarded to all the players (including the one who sent the request) so Unity would instantiate that voxel. So far so good.

Today, we were testing character movement in space. One of us can connect to the server and move around, and the server keeps track of the player. But when the second of us connects, the last connection or even both get dropped, (err=Connection lost). I did a bit of research in Program.cs and apparently the sockets are being closed when the second player connects to the server. We go back to the previous version and everything works fine (the three of us can connect), but in this last version it simply drops the connections for no apparent reason.

Any idea why this could be happening? Thanks a lot beforehand,

General Discussion / Re: About BEPU for Unity
« on: July 17, 2014, 11:54:41 AM »
Okay, I've been playing around a bit with BEPU and it is dope. Good election guys.

General Discussion / Re: About BEPU for Unity
« on: July 10, 2014, 11:50:56 AM »
I love you so much Atanas

General Discussion / About BEPU for Unity
« on: July 10, 2014, 09:20:44 AM »

I'm currently integrating BEPUphysics, and although it raises no issues in the server side, Unity cannot compile the last version of the libraries (v1.3), raising an exception that says it can't load the type GuidAttribute. I am assuming this version of the library was compiled in .NET 4.5 and Unity runs on .NET 3.5. Since in the BEPU project webpage it does not mention in which NET version those libraries were compiled, I'd be very thankful if you could tell me which version you used to run the performance tests.

Thanks beforehand!

General Discussion / Re: Custom player class
« on: July 07, 2014, 01:22:56 PM »
Hi Atanas,

just like I thought then

Keep it up,

General Discussion / Re: Static GameCore
« on: July 07, 2014, 12:01:20 PM »
Hi Atanas,

thanks for the information. Still, if you do not discard the possibility of running different GameCore instances, a static reference would be only a temporary solution. I'll consider avoiding static members then.

Best regards,

Feature Suggestions / Re: SendToMultiplePlayers List argument
« on: July 07, 2014, 11:48:44 AM »
Thanks Atanas,

that will ease our job,


General Discussion / Static GameCore
« on: July 07, 2014, 09:48:40 AM »
Hello again my friends,

I really know there is a war out there against people who tend to use static classes and members, but do we really need the GameCore class to be an instance class? I've read over there that static classes generally have better performance when calling their methods since the CLR does not have to solve the instance function, and since Update is called pretty often, I don't know why that couldn't be optimized.

Also, if the answer is negative, would it be ok if I kept a static GameCore member inside GameCore so that my other classes could reference it without keeping a reference to it each? I need it because some of them need to call the ExecuteDbCommand sometimes.

Sincerely yours,

Feature Suggestions / SendToMultiplePlayers List argument
« on: July 07, 2014, 09:44:40 AM »

wouldn't it be better if you guys changed this List argument to IEnumerable? That would allow us to directly pass arrays or dictionaries as well without having to convert them.

Thanks beforehand :)

General Discussion / Custom player class
« on: July 06, 2014, 09:27:03 PM »
Hey GCC,

are we able to extend the player class? I mean, I already have an extension of this class stored in a different table from players, but I have to manage all the dictionaries that keep track of the online players and everything manually. Program.cs could work with a different player class, but since that script is given by your server, changing it myself would be useless.


Bugs & Issues / Re: Game Cloud Emulator Bugs
« on: July 02, 2014, 10:19:13 AM »
Awesome sauce Antoine, great job!

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