![]() |
|
#1
|
|||
|
|||
![]()
Edited the previous post a bit. The messages sent after 12 seconds are delivered.
|
#2
|
|||
|
|||
![]()
GamePlay.gpRemotePlayers().Length <= 0 should be the bug (to silly btw) GamePlay.gpRemotePlayers().Length > 0 is the correct version.
Next time i should test my code on Multiplayer conditions before give it to the public. Shame on me. latest version: http://forum.1cpublishing.eu/showpos...8&postcount=41 Last edited by FG28_Kodiak; 10-12-2011 at 11:31 AM. |
#3
|
|||
|
|||
![]()
Thank you very much! You know mistakes are a pathway to future success.
So, the "NET message" in OnPlaceEnter will also work I hope. Will try it tonight hopefully. |
#4
|
|||
|
|||
![]()
I am using about 10-20 timeout statements in onTickGame to send messages. Does it slow down server processor if server has to count 10-20 timers at the same time or not?
Maybe it should be optimized to have only one timer? |
#5
|
|||
|
|||
![]()
Made little additions to the code, to avoid exeptions.
latest version: http://forum.1cpublishing.eu/showpos...8&postcount=41 Last edited by FG28_Kodiak; 10-12-2011 at 11:31 AM. |
#6
|
|||
|
|||
![]()
Thank you! Testing on R2 now.
|
#7
|
|||
|
|||
![]()
I get this OnPlaceEnter if enable my "NET message"
Code:
[13:01:51] Server: 3GIAP_Atas enters the battle. [13:01:53] Server: 3GIAP_Atas will fly for the Red forces. [13:01:58] Loading mission ... [13:01:58] Server to [Server]: A new group of 1 Red aircraft was reported. [13:01:58] Mission loaded. time = 0.329 [13:01:58] Server to [3GIAP_Atas]: Удачного вылета! [13:01:58] Server to [3GIAP_Atas]: Пожалуйста, поставьте в настройках игры скорость сети 'ISDN'. Это нужно для тестирования сервера. Пожалуйста, сообщите на форуме sukhoi.ru уменьшает ли это лаги. [13:01:58] [13:01:58] ================================================= [13:01:58] System.IO.IOException: I/O error occurred. [13:01:58] [13:01:58] Server stack trace: [13:01:58] at pFdAnwvFuaY9YxSo5Rb.MTbs2Wva9ZwBOQUYQch.XV70nxU5mb(String ) [13:01:58] at Gs6THTU8KBgeGhkm4tn.1yUfFwUh503FN6STRyP.pAevmyIzcXSHogPw31FA(Object , Object ) [13:01:58] at Gs6THTU8KBgeGhkm4tn.1yUfFwUh503FN6STRyP.vdHekiRiXUo(String , Object[] ) [13:01:58] at Gs6THTU8KBgeGhkm4tn.1yUfFwUh503FN6STRyP.5ExekdenPIb(Player[] , String , Object[] ) [13:01:58] at LrAZHYDb5HXlxAcGxGQ.O8MywKDql50K0Y6Ucrm.LogServer(Player[] , String , Object[] ) [13:01:58] at maddox.game.GameDef.gpLogServer(Player[] to, String format, Object[] args) [13:01:58] at System.Runtime.Remoting.Messaging.StackBuilderSink._PrivateProcessMessage(IntPtr md, Object[] args, Object server, Int32 methodPtr, Boolean fExecuteInContext, Object[]& outArgs) [13:01:58] at System.Runtime.Remoting.Messaging.StackBuilderSink.SyncProcessMessage(IMessage msg, Int32 methodPtr, Boolean fExecuteInContext) [13:01:58] [13:01:58] Exception rethrown at [0]: [13:01:58] at System.Runtime.Remoting.Proxies.RealProxy.HandleReturnMessage(IMessage reqMsg, IMessage retMsg) [13:01:58] at System.Runtime.Remoting.Proxies.RealProxy.PrivateInvoke(MessageData& msgData, Int32 type) [13:01:58] at maddox.game.IGamePlay.gpLogServer(Player[] to, String format, Object[] args) [13:01:58] at Mission.OnPlaceEnter(Player player, AiActor actor, Int32 placeIndex) [13:01:58] at maddox.game.ABattle.OnPlaceEnter(Player player, AiActor actor, Int32 placeIndex) [13:01:58] at maddox.game.ABattle.OnEventGame(GameEventId eventId, Object eventArg0, Object eventArg1, Int32 eventArgInt) [13:01:58] at maddox.game.world.Strategy.OnEventGame(GameEventId eventId, Object eventArg0, Object eventArg1, Int32 eventArgInt) [13:01:58] at System.Runtime.Remoting.Messaging.StackBuilderSink._PrivateProcessMessage(IntPtr md, Object[] args, Object server, Int32 methodPtr, Boolean fExecuteInContext, Object[]& outArgs) [13:01:58] at System.Runtime.Remoting.Messaging.StackBuilderSink.SyncProcessMessage(IMessage msg, Int32 methodPtr, Boolean fExecuteInContext) [13:01:58] [13:01:58] Exception rethrown at [1]: [13:01:58] at System.Runtime.Remoting.Proxies.RealProxy.HandleReturnMessage(IMessage reqMsg, IMessage retMsg) [13:01:58] at System.Runtime.Remoting.Proxies.RealProxy.PrivateInvoke(MessageData& msgData, Int32 type) [13:01:58] at maddox.game.IBattle.OnEventGame(GameEventId eventId, Object eventArg0, Object eventArg1, Int32 eventArgInt) [13:01:58] at maddox.game.GameDef.eventGame(GameEventId eventId, Object eventArg0, Object eventArg1, Int32 eventArgInt) [13:01:58] at dp8K7ffZC2JmTFxNtum.gkydOifm2sRXchrPjNC.eventGame(GameEventId , Object , Object , Int32 ) [13:01:58] at tpZkklAJjTISdGT144j.fBZFTNAMvsuuP0ewCS3.AY6A72gxK6R(GameEventId , Object , Object , Int32 ) [13:01:58] ================================================= [13:02:04] Chat: Server: !!! VULCHING IS NOT ALLOWED ON THIS SERVER !!! [13:02:47] Loading mission ... [13:02:47] Server to [Server]: A new group of 1 Red aircraft was reported. [13:02:47] Mission loaded. time = 0.009 [13:02:47] Server to [3GIAP_Atas]: Удачного вылета! [13:02:47] Server to [3GIAP_Atas]: Пожалуйста, поставьте в настройках игры скорость сети 'ISDN'. Это нужно для тестирования сервера. Пожалуйста, сообщите на форуме sukhoi.ru уменьшает ли это лаги. [13:02:47] [13:02:47] ================================================= [13:02:47] System.IO.IOException: I/O error occurred. [13:02:47] [13:02:47] Server stack trace: [13:02:47] at pFdAnwvFuaY9YxSo5Rb.MTbs2Wva9ZwBOQUYQch.XV70nxU5mb(String ) [13:02:47] at Gs6THTU8KBgeGhkm4tn.1yUfFwUh503FN6STRyP.pAevmyIzcXSHogPw31FA(Object , Object ) [13:02:47] at Gs6THTU8KBgeGhkm4tn.1yUfFwUh503FN6STRyP.vdHekiRiXUo(String , Object[] ) [13:02:47] at Gs6THTU8KBgeGhkm4tn.1yUfFwUh503FN6STRyP.5ExekdenPIb(Player[] , String , Object[] ) [13:02:47] at LrAZHYDb5HXlxAcGxGQ.O8MywKDql50K0Y6Ucrm.LogServer(Player[] , String , Object[] ) [13:02:47] at maddox.game.GameDef.gpLogServer(Player[] to, String format, Object[] args) [13:02:47] at System.Runtime.Remoting.Messaging.StackBuilderSink._PrivateProcessMessage(IntPtr md, Object[] args, Object server, Int32 methodPtr, Boolean fExecuteInContext, Object[]& outArgs) [13:02:47] at System.Runtime.Remoting.Messaging.StackBuilderSink.SyncProcessMessage(IMessage msg, Int32 methodPtr, Boolean fExecuteInContext) [13:02:47] [13:02:47] Exception rethrown at [0]: [13:02:47] at System.Runtime.Remoting.Proxies.RealProxy.HandleReturnMessage(IMessage reqMsg, IMessage retMsg) [13:02:47] at System.Runtime.Remoting.Proxies.RealProxy.PrivateInvoke(MessageData& msgData, Int32 type) [13:02:47] at maddox.game.IGamePlay.gpLogServer(Player[] to, String format, Object[] args) [13:02:47] at Mission.OnPlaceEnter(Player player, AiActor actor, Int32 placeIndex) [13:02:47] at maddox.game.ABattle.OnPlaceEnter(Player player, AiActor actor, Int32 placeIndex) [13:02:47] at maddox.game.ABattle.OnEventGame(GameEventId eventId, Object eventArg0, Object eventArg1, Int32 eventArgInt) [13:02:47] at maddox.game.world.Strategy.OnEventGame(GameEventId eventId, Object eventArg0, Object eventArg1, Int32 eventArgInt) [13:02:47] at System.Runtime.Remoting.Messaging.StackBuilderSink._PrivateProcessMessage(IntPtr md, Object[] args, Object server, Int32 methodPtr, Boolean fExecuteInContext, Object[]& outArgs) [13:02:47] at System.Runtime.Remoting.Messaging.StackBuilderSink.SyncProcessMessage(IMessage msg, Int32 methodPtr, Boolean fExecuteInContext) [13:02:47] [13:02:47] Exception rethrown at [1]: [13:02:47] at System.Runtime.Remoting.Proxies.RealProxy.HandleReturnMessage(IMessage reqMsg, IMessage retMsg) [13:02:47] at System.Runtime.Remoting.Proxies.RealProxy.PrivateInvoke(MessageData& msgData, Int32 type) [13:02:47] at maddox.game.IBattle.OnEventGame(GameEventId eventId, Object eventArg0, Object eventArg1, Int32 eventArgInt) [13:02:47] at maddox.game.GameDef.eventGame(GameEventId eventId, Object eventArg0, Object eventArg1, Int32 eventArgInt) [13:02:47] at dp8K7ffZC2JmTFxNtum.gkydOifm2sRXchrPjNC.eventGame(GameEventId , Object , Object , Int32 ) [13:02:47] at tpZkklAJjTISdGT144j.fBZFTNAMvsuuP0ewCS3.AY6A72gxK6R(GameEventId , Object , Object , Int32 ) [13:02:47] ================================================= [13:02:54] Loading mission ... [13:02:54] Server to [Server]: A group of Red 1 just appeared. [13:02:54] Mission loaded. t Code:
public override void OnPlaceEnter(Player player, AiActor actor, int placeIndex) { base.OnPlaceEnter(player, actor, placeIndex); // Intro messages here #region Welcome msgs // these 2 work fine sendChatMessageTo(player, new string[] { "ru" }, "Good luck and have fun!", null); sendChatMessageTo(player, "ru", "Удачного вылета!", null); // NET settings msg - do not work on dedicated server, works on hosted server for host at least // prevents several lines of code from execution, e.g. current109s++ does not work sendScreenMessageTo(player, new string[] { "ru" }, "Please set your NET speed to ISDN in game network settings. This is needed for server testing purposes.", null); sendScreenMessageTo(player, "ru", "Пожалуйста, поставьте в настройках игры скорость сети 'ISDN'. Это нужно для тестирования сервера.", null); Timeout(7, () => // 2nd part { sendScreenMessageTo(player, new string[] { "ru" }, "Please report on 1C Clifs of Dover forums if this helps reducing lag.", null); sendScreenMessageTo(player, "ru", "Пожалуйста, сообщите на форуме sukhoi.ru уменьшает ли это лаги.", null); }); sendChatMessageTo(player, new string[] { "ru" }, "Please set your NET speed to ISDN in game network settings. This is needed for server testing purposes. Please report on 1C forums if this helps reducing lag.", null); sendChatMessageTo(player, "ru", "Пожалуйста, поставьте в настройках игры скорость сети 'ISDN'. Это нужно для тестирования сервера. Пожалуйста, сообщите на форуме sukhoi.ru уменьшает ли это лаги.", null); Timeout(20, () => // works fine { msgCurrentObjectives(player); // current objectives }); |
![]() |
Thread Tools | |
Display Modes | |
|
|