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DarkBASIC Professional Discussion / Multisync autodisconnect timer

Author
Message
Cescano
9
Years of Service
User Offline
Joined: 4th Sep 2014
Location: Italy
Posted: 17th Sep 2015 21:35
Is there a way to disable or change the value of the disconnect timer of multisync? If host and client don't pass any data in like 15 seconds they disconnect.
The problem is, while loading the level, obviously there is no data trasfer, and for old computers that load slow this could be a problem
James H
17
Years of Service
User Offline
Joined: 21st Apr 2007
Location: St Helens
Posted: 18th Sep 2015 00:15 Edited at: 18th Sep 2015 00:17
You need to talk to the server every few seconds to ensure it does not happen. You will also find answers quicker using the forums google search option at the bottom of every page. The following link was the second result from such a search
http://forum.thegamecreators.com/?m=forum_view&t=185027&b=1

Edit
If older hardware times differ so much that loading might not permit time for the program to send such a message to the server then you should just break whatever your loading into smaller chunks
Cescano
9
Years of Service
User Offline
Joined: 4th Sep 2014
Location: Italy
Posted: 18th Sep 2015 00:56
Yes the workaround I am using at the moment is sending empty packets (or better, 1 byte packets that do nothing), but I would rather prefer to disable to autodisconnect thing because will be easier than fill some code here and there to send these empty packets
MrValentine
AGK Backer
13
Years of Service
User Offline
Joined: 5th Dec 2010
Playing: FFVII
Posted: 18th Sep 2015 02:44
https://en.wikipedia.org/wiki/HTTP_persistent_connection

Ortu
DBPro Master
16
Years of Service
User Offline
Joined: 21st Nov 2007
Location: Austin, TX
Posted: 18th Sep 2015 04:00
the idle disconnect is there for a reason, you shouldn't really disable it. how would you check for real but involuntary disconnects if you don't regularly check that the connection is still valid?

you should be sending regular ping packets anyway to ensure that everything remains synchronized across all the clients and between them and the server. these will serve to keep valid connections alive.

as James H mentioned, if loading goes too long, it should be broken into smaller chunks and / or multiple passes. providing some time to other processes while loading is better anyway as it lets you update the screen in order to show the player that it hasn't just frozen or stopped responding.

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