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Messages - Dechcaudron

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Bugs & Issues / Re: Game Cloud Emulator Bugs
« on: July 02, 2014, 10:02:41 AM »
Thanks to you Antoine,

I updated the Editor folder directly, I'm guessing the generated files don't need any fixing, is that right?

Also, thank your for solving this so quickly. All updates to the libraries can be done inside Unity now?


Bugs & Issues / Re: Game Cloud Emulator Bugs
« on: July 02, 2014, 07:48:47 AM »
Good morning my friends,

just updated to the latest version of the GCC plugin for Unity, and I am getting this of error in Mac OSX in the Unity Editor:

TypeLoadException: Could not load type 'System.Runtime.Versioning.TargetFrameworkAttribute' from assembly 'GCCUpdater'.
System.MonoCustomAttrs.GetCustomAttributesBase (ICustomAttributeProvider obj, System.Type attributeType) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System/MonoCustomAttrs.cs:108)
System.MonoCustomAttrs.GetCustomAttributes (ICustomAttributeProvider obj, System.Type attributeType, Boolean inherit) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System/MonoCustomAttrs.cs:151)
System.MonoCustomAttrs.GetCustomAttributes (ICustomAttributeProvider obj, Boolean inherit) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System/MonoCustomAttrs.cs:273)
System.Reflection.Assembly.GetCustomAttributes (Boolean inherit) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/Assembly.cs:240)
UnityEditor.AssemblyHelper.IsTypeInEditorAssembly (System.Type t)

Have fun,

General Discussion / Re: The isBig parameter
« on: July 02, 2014, 07:45:25 AM »

General Discussion / Re: The isBig parameter
« on: July 01, 2014, 02:11:32 PM »
Hi Atanas,

thanks for the answer. Can you provide the size limit between small and big? It's ok if you haven't decided that yet.

Best wishes,

General Discussion / The isBig parameter
« on: July 01, 2014, 10:37:16 AM »
Hi there GCC,

I've been wondering for a long time what the isBig argument in the SendToPlayer(s) methods is for. If specified true, do you run a compression-decompression algorithm for the sent data?

Thanks beforehand!

General Discussion / Re: About playersAll and playersOnline
« on: June 17, 2014, 11:05:53 AM »
Nevermind guys! Your demo on the server solved my question :D

GCC is so fast, it answers before you even ask

General Discussion / About playersAll and playersOnline
« on: June 16, 2014, 06:19:42 PM »
Hi again GCC!

Hope you guys are doing awesome, as always. The thing is, I want not only to extend your defined Player class, but also to store that information in the DB and load it onto memory. I created a new table in the DB with the id and username columns shared with the players table, but also adding columns for the info I need to store as well. Every time the server starts, it stores into a dictionary called all_mygame_players all the players defined in that table, and every time a player gets online,  stores into online_mygame_players the player that just got online. So far so good. The problem comes when a new user registers: is there a way to trigger registration events? That way I'd know when to launch a query to the database to load a new player into all_mygame_players without relaunching the server.

Also, I am aware having two separate tables for the same players, one defined by you guys, and other by me, might not be the best way to deal with things. Is there any way I can extend the functionality of the automatic registration handler? Adding custom columns to the player table would not do it, since your automatic system, I assume, simply loads from the server id, password and username of the players into Player instances, so I would have to perform a query again to the DB to get the additional info into PlayerExtension instances, which thing would present the same problem upon new registrations: no updates.

Can you help me on this? Thanks beforehand!  :D

Hey Amarinov,

It's okay, we understand security measures must be taken at all times. Regarding our "infrastructure" and "hardware" I'll let you know we are a two and a half people team so far, all "full time" students and public transportation travelers, so probably the most we can afford is setting up a Raspberry Pi  ;D

Anyway, thanks for the information GCC,

Yemulator receives this:

Failed to establish a connection to ''.
  at Npgsql.NpgsqlClosedState.Open (Npgsql.NpgsqlConnector context, Int32 timeout) [0x00000] in <filename unknown>:0
  at Npgsql.NpgsqlConnector.Open () [0x00000] in <filename unknown>:0
  at Npgsql.NpgsqlConnectorPool.GetPooledConnector (Npgsql.NpgsqlConnection Connection) [0x00000] in <filename unknown>:0
ERROR: Db is not working! Please check your connection string and make sure you have running postgresql server 9.1 or 9.2!
Connection string: User ID=postgres;Password=123;;Port=8180;Database=game_51;

Happens even with firewall off


Feature Suggestions / Positive numbers!
« on: June 08, 2014, 11:25:56 PM »
Hey GCC,

it might be me, but when dealing with numerical references, such as the playerID or a short context, I think we all prefer positive numbers. Have you thought about moving from short to ushort and from int to uint? Especially with the contexts, developers would love to know that you guys keep the first 200 numbers for your custom network commands, then the rest up to the limit is ours. It just feels weird to deal with negative numbers like that.

Happy new week,


since me and my team use version control to manage our project, it is quite difficult to share a posgresql common structure since they are saved in a separate address in our computers. Are we able to connect to the online db? I can't seem to do it.

Thanks beforehand,

Feature Suggestions / Re: Improve the documentation please!
« on: June 04, 2014, 11:07:25 AM »
Hey Atanas,

I got it. Consider the SerializationManager topic closed.

And thank you for the JSON advice. It'll be my friend later today.

Best washes,

Feature Suggestions / Re: New Game Files generator
« on: June 04, 2014, 10:54:40 AM »
Great to know :)

General Discussion / Re: Doubt about derived classes Serialization
« on: June 04, 2014, 10:47:36 AM »
Hey AMarinov,

Great to know how it works, and congratulations on the smart implementation. You guys rock.

wow very thank you. much trick. so reflection. wow

General Discussion / Doubt about derived classes Serialization
« on: June 03, 2014, 06:22:48 PM »
Hi there GCC,

So I was playing around with your code and came up with the following question:
When you send an object that derives from the Continental.player class, which explicitly hides the player's Serialize and Deserialize methods with new ones that don't necessarily write or read the username and password player's properties, we find those variables are still serialized-deserialized. I have tried the same for classes derived from a base IGameCommand that define new Serialize and Deserialize methods, and they behave the same way.

I know you don't have to answer this, but I'm genuinely curious about how you can call a method implemented as new by all the derived classes from the bottom class up to all its base classes. Anyone willing to enlighten me?

Thanks a lot :)

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