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MikeP
15
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Joined: 9th Oct 2010
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Posted: 31st Dec 2010 23:11
Hi,
I'm using multisync to power the multiplayer side to my game. When i am actually sending the x,y,z,a,keyframe,etc. between the server and client i get the error 10035 on the client. Does anyone know what this means?
thanks,
mike
MikeP
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Joined: 9th Oct 2010
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Posted: 1st Jan 2011 20:39
I guess only Benjamin can help?
Dr Tank
17
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Joined: 1st Apr 2009
Location: Southampton, UK
Posted: 1st Jan 2011 21:35
I got an error like this when I was playing with Multisync yesterday, but I no longer get that message, and it works fine now. At the time I googled it, and it said something about Winsock. Have you managed to connect and send any other data OK?
MikeP
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Posted: 1st Jan 2011 23:43
yep - before the actual game starts it connects to the ip, then sends information about the map, idkey etc in an array in a memblock to the server. The server and client work fine here its only when i get into the actual game that the problem starts.
MikeP
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Posted: 1st Jan 2011 23:50
also does multisync store a log of what its doing? that may help ty dr tank
MikeP
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Joined: 9th Oct 2010
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Posted: 2nd Jan 2011 00:42
lol - just found the problem: my client was sending data every sync (60fps) and the server was douplicating the information back and instead of the client dismissing the packet it took the data and sent it back out again - lol - ended up in a massive loop sending about 4000 packet per second - stupid me - still dont really know what unknown error 10035 was though but i can guess it has something to do with too much info being sent - sorted now thanks anyway dr tank
Dr Tank
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Joined: 1st Apr 2009
Location: Southampton, UK
Posted: 2nd Jan 2011 00:49 Edited at: 2nd Jan 2011 00:52
I'm guessing that you're either sending information too quickly, or are not reading it fast enough. When I googled it it said something about buffers filling up.

http://www.google.co.uk/search?sclient=psy&hl=en&safe=off&site=&source=hp&q=error+10035&btnG=Search

My first guess is that you're sending a really big message. I don't know what the size limit is.

My second guess is that you're sending messages and the other end isn't reading all of them. To be sure you are clearing out the message buffer, in the part of your loop where it processes messages, try putting something like:



I gather messages sent by the "system" ordinarily - like which players join and leave, are handled differently. I'm not sure what happens if you don't process stuff by calling net player joined(), net player left() periodically to clear out these messages. Maybe that could cause a buffer to be filled and generate an error too.

edit: You fixed it. Congrats!
I find it's a good idea to keep some simple debug info like a count of how many messages have been recieved for spotting shennanigans like this!

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