Octohunter Posted August 1, 2012 Author Share Posted August 1, 2012 About 1/2 of the time, whenever a player dies in my game (usually, the deaths that cause the problems happen rapidly one after the other), it either…a. cuts them off from the serverb. glitches the server and forces everyone to relog inDoes anyone know if this is a default problem or have similar problems? Link to comment Share on other sites More sharing options...
Synergy Posted August 1, 2012 Share Posted August 1, 2012 I think I'm right in saying there's an error log somewhere? If there is, have a look in there and post back.I can't remember if there is or not though, so I might be talking a load of rubbish. :P Link to comment Share on other sites More sharing options...
Octohunter Posted August 1, 2012 Author Share Posted August 1, 2012 I checked and it's completely empty. I'm not sure whether this has to do with some sort of server overload or not, because I had a similar problem with another piece of code that was related to a server overload. I'll just do more tests for now. Link to comment Share on other sites More sharing options...
Octohunter Posted August 2, 2012 Author Share Posted August 2, 2012 Okay, I did some more testing.When the disconnections occur, they are strictly client-side; the client can still display and recieve messages and such from other players and the server, but the disconnected client is incapable of doing anything itself. I discovered that if the server sends a command to the client (e.g. making the player admin) the client automatically reconnects.Does anybody have any solutions? Link to comment Share on other sites More sharing options...
Octohunter Posted August 4, 2012 Author Share Posted August 4, 2012 Bump Link to comment Share on other sites More sharing options...
Whitepinkbun Posted December 17, 2012 Share Posted December 17, 2012 Check to make sure the data being sent in Function PlayerData is the same as what is being recived by the clientsieserver sideBuffer.WriteLong SPlayerDataBuffer.WriteLong indexBuffer.WriteString GetPlayerName(index)Buffer.WriteByte GetPlayersex(index)Buffer.WriteLong GetPlayerX(index)Buffer.WriteLong GetPlayerY(index)Client side Private Sub HandlePlayerDataBuffer.WriteLong SPlayerDataI = Buffer.ReadLongCall SetPlayerName(I, Buffer.ReadString)Call SetPlayerSex(I, Buffer.ReadByte)Call SetPlayerX(I, Buffer.ReadLong)Call SetPlayerY(I, Buffer.ReadLong)also make sure your smsg's and cmsgs are the same on client and serverHope this helps GLOh and make sure the longs are longs on both and string are strings on both etc etc Link to comment Share on other sites More sharing options...
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