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  #1  
Old 10-11-2011, 07:19 PM
Ataros Ataros is offline
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Edited the previous post a bit. The messages sent after 12 seconds are delivered.
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  #2  
Old 10-12-2011, 07:22 AM
FG28_Kodiak FG28_Kodiak is offline
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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.
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  #3  
Old 10-12-2011, 07:47 AM
Ataros Ataros is offline
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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.
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  #4  
Old 10-12-2011, 07:56 AM
Ataros Ataros is offline
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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?
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  #5  
Old 10-12-2011, 08:50 AM
FG28_Kodiak FG28_Kodiak is offline
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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.
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  #6  
Old 10-12-2011, 08:59 AM
Ataros Ataros is offline
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Thank you! Testing on R2 now.
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  #7  
Old 10-12-2011, 09:09 AM
Ataros Ataros is offline
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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
        });
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