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Multiplayer: -pl doesn't work with A7.70 #251210
02/11/09 23:34
02/11/09 23:34
Joined: Nov 2002
Posts: 913
Berlin, Germany
S
SchokoKeks Offline OP
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SchokoKeks  Offline OP
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S

Joined: Nov 2002
Posts: 913
Berlin, Germany
Hi,

I've just updated to A7.70, and it brought some improvements to the multiplayer system. Now people are finally able to connect to my project over the internet, with worked with A6.6 but not in A7 before A7.70. It wasn't a router/firewall problem, they just couldn't find the server.

But there is a new problem:
The server does't receive the name of the clients. It doesn't matter if it's set through the -pl command line or if it's given by the engine (clientxxxx). On the client, the player_name string contains the proper name. On the server, all client names are received as the session name, with is "GAME" in my case. The on_server events are also triggered with the session name.
It happens in the development and in the published version.

The acklog for the client:
Code:
Log of A7 Engine 7.70.0 run at Thu Feb 12 00:08:50 2009
xxxxx on Windows NT/2000/XP version 6.0 Build 6001
Options game.wdl -nx 30 -cl -wnd -diag

App E:\3D Gamestudio\A7\acknex.exe in E:\3D Gamestudio\A7\Imperium\
MM mixer opened
DSOUND device opened
DI interface opened
Start Window opened
(c)Conitec . Dieburg . San Diego . www.3dgamestudio.com
A7 Engine - Commercial Edition V7.70.0 - Feb  5 2009
Development version
Registered to: xxxxxxxx

Mouse found
Lautsprecher (Realtek High Definition Audio) opened
ATI Radeon HD 3800 Series pure T&L device 1ff9 detected
D3D device ATI Radeon HD 3800 Series 1ff9 selected.
Compiling GAME.WDL - [Esc] to abort..
PATH bmaps\
PATH sound\
PATH maps\...........
ackwii.dll opened
t7.dll opened
Running GAME.WDL.
Searching for servers... found
Joining session GAME as Client37057904
13 objects
D3D_Init Window: 720x480 -> Window: 1x720x480x32
Video memory found: 1274 MB
Main started
Main loop at 2.250
LevelInit at 2.250...cmap,43 ents,0 lmaps,0 texs,hull
Physics restarted...ok
LevelReady at 2.278...
Server started at 2.278
Client started at 2.278.
1st frame with 1274 MB. at 2.307
...


nothing special, except for the strange resolution through the new "auto-detection" of monitor aspect.

On the server:

Code:
Log of A7 Engine 7.70.0 run at Thu Feb 12 00:08:44 2009
xxxx on Windows NT/2000/XP version 6.0 Build 6001
Options game.wdl -nx 30 -sv -diag

App E:\3D Gamestudio\A7\acknex.exe in E:\3D Gamestudio\A7\Imperium\
Start Window opened
(c)Conitec . Dieburg . San Diego . www.3dgamestudio.com
A7 Engine - Commercial Edition V7.70.0 - Feb  5 2009
Development version
Registered to: xxxxxxxx
.
Compiling GAME.WDL - [Esc] to abort..
PATH bmaps\
PATH sound\
PATH maps\...........
ackwii.dll opened
t7.dll opened
Running GAME.WDL.
Starting server... T-Man 78.53.200.178 initialized
13 objects
Main started
Main loop at 2.155
LevelInit at 2.155...cmap,43 ents,0 lmaps,0 texs,hull
Physics restarted...ok
LevelReady at 2.195...
Server started at 2.196
GAME joined
xxxxx
GAME left


Another thing I noticed is that it takes a few seconds from closing the clients window to having the server displaying "Player left". This was faster in previous versions.

A7.70 Commercial
Windows Vista Ultimate with Service Pack 1
Radeon HD 3850 - 512 MB
Catalyst 8.12 Driver

Re: Multiplayer: -pl doesn't work with A7.70 [Re: SchokoKeks] #251239
02/12/09 08:03
02/12/09 08:03
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Thanks for the report. The 2 more seconds to detect a disconnected player are indeed required now because we've increased the timeout value, but you can change this by giving a different value to dplay_timeout (not recommended though). Apart from that, it should work as before. I'll look into the player_name problem.

Re: Multiplayer: -pl doesn't work with A7.70 [Re: jcl] #251294
02/12/09 12:16
02/12/09 12:16
Joined: Nov 2002
Posts: 913
Berlin, Germany
S
SchokoKeks Offline OP
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SchokoKeks  Offline OP
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Joined: Nov 2002
Posts: 913
Berlin, Germany
Thanks, I just tested it with the pong_multiplayer.c sample and it happens there as well. I started the server with "-sv -cl" there.

Re: Multiplayer: -pl doesn't work with A7.70 [Re: SchokoKeks] #251303
02/12/09 13:01
02/12/09 13:01
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Bug confirmed - the player name was indeed wrong stored on the server. This will be fixed.

Re: Multiplayer: -pl doesn't work with A7.70 [Re: jcl] #251316
02/12/09 14:45
02/12/09 14:45
Joined: Nov 2002
Posts: 913
Berlin, Germany
S
SchokoKeks Offline OP
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SchokoKeks  Offline OP
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S

Joined: Nov 2002
Posts: 913
Berlin, Germany
I found another minor bug:

Code:
 while (dplay_bpspeak || dplay_latency) {wait(10);}
 str_cpy (str_info, "Connection lost!");


This won't work anymore, because dplay_latency doesn't get set to 0 after the connection was lost. I don't know whether it's supposed to be like this. Any other way to check for a disconnect on the client?

Re: Multiplayer: -pl doesn't work with A7.70 [Re: SchokoKeks] #251317
02/12/09 14:50
02/12/09 14:50
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Yes, use the on_client event. Neither bpspeak, nor latency are normally 0 after a disconnection. I'd say your code normally can't work reliably with any version. Theoretically, you could use dplay_bps, but it's better to leave that to the engine and use the event.

Re: Multiplayer: -pl doesn't work with A7.70 [Re: jcl] #251325
02/12/09 15:10
02/12/09 15:10
Joined: Nov 2002
Posts: 913
Berlin, Germany
S
SchokoKeks Offline OP
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SchokoKeks  Offline OP
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S

Joined: Nov 2002
Posts: 913
Berlin, Germany
Thanks, the german manual coming with A7.7 doesn't contain the new events, while the english does.


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