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DarkBASIC Professional Discussion / possible network/memblock glitch??

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shwuckie
23
Years of Service
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Joined: 9th May 2003
Location: Australia
Posted: 10th May 2003 00:57
does anyone know if dbpro has a problem with its networking code and/or handling of memblocks??

i have written a simple two player game for the internet, which has a chat feature. it works no problems at all until a game is run, in the which, if a text message is sent it causes the active players application to freeze up as soon as they click on one of the sprites on screen. if they dont click on anything it will continue to work, allowing more messages thru. if no messages are sent during game mode then you can happily play the game no problems. i might also add that there is no problems with sent messages prior to the game being started.

all network traffic is sent using memblocks and all packets are sent guaranteed. the memblocks are also deleted after the information in them is read by the receiving player.

i have re-read/re-written the code several times to see if it was me but so far to no avail. its a real head scratcher!!! testing each part seperately has shown that boths sides are stable on their own. (as in the networking code and the game code)

anybody have any idea about a glitch in dbpro?? or can anyone suggest something i may have overlooked?

cheers!
IanM
Retired Moderator
23
Years of Service
User Offline
Joined: 11th Sep 2002
Location: In my moon base
Posted: 10th May 2003 02:59
I've not heard of any issues at all with networking. Can you provide any working code we can look at? Cut things down as much as you can of course
Bulleyes
23
Years of Service
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Joined: 3rd Nov 2002
Location: Cyberjaya, Malaysia
Posted: 10th May 2003 06:01
"I've not heard of any issues at all with networking"

I think either there is no bugs in the networking framework of DBpro, or no much people using it. But I certainly hoped that the former one is true, as my current project relies on the DBpro networkking framework a lot too!

Bad Nose Entertainment - Where games are forged from the flames of talent and passion.

http://www.badnose.com/
shwuckie
23
Years of Service
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Joined: 9th May 2003
Location: Australia
Posted: 10th May 2003 10:57
well i didnt think there were any problems with the networking code either, because as i said, it works fine until its sending more than one type of message. i think it might be the memblock not been deleted properly and the size being reported incorrectly, i am about to check that.

i am also making sure there is a screen update and sync call after every message get sent too, im sure this is correct?

shwuckie
23
Years of Service
User Offline
Joined: 9th May 2003
Location: Australia
Posted: 10th May 2003 13:08
oh and after another few hours still no joy!!!

whats really got me befuddled is the fact that when it hangs there is no network traffic.... hmmmm could it be a sprite collision thing! who knows! it works without the messages, i could cripple it and not allow messages during an actual game round but, that sort of defeats the purpose.....

woe as me!!! bah humbug!

optic balst! megablast! have a blast!!
Ian T
23
Years of Service
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Joined: 12th Sep 2002
Location: Around
Posted: 11th May 2003 01:01
I may not know what I'm talking about here, but... have you made the code bug out after a few seconds of not recieving/sending packets, instead of continuing to expect/try to send them? That might help you figure out where it went wrong.

--Mouse

Famous Fighting Furball
shwuckie
23
Years of Service
User Offline
Joined: 9th May 2003
Location: Australia
Posted: 11th May 2003 13:38
if there are no packets being sent recieve it sits there quite happily twiddling its thumbs just as if you were sending packets, so the problem is not there, im actually gonna modify the code a bit to test a couple of my own theories, first i will do the easy one, then i will do the hard one

but as it is nowi still cannot see any reason for it to freeze on the active players machine the way it does, ah well cest la vie!!!

optic blast! megablast! have a blast!!

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