[[ NEW ]] SFS2X RC1b and Xmas updates!

Post here your questions about SFS2X. Here we discuss all server-side matters. For client API questions see the dedicated forums.

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Lapo
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[[ NEW ]] SFS2X RC1b and Xmas updates!

Post by Lapo »

Good news everyone!
We have a few presents for your under the Xmas tree :)

SFS2X RC1b: brings updates and improvements mainly from the discussions and bug reports of the last 5-6 weeks. Thanks for your feedback and keep it coming. It will help us make SFS2X the best that it can be :)
RC1B is provided both as full installer or patch that requires a quick manual installation.

OpenSpace 2X: for those who didn't notice we released a new update, version 2.0.3, which brings several fixes and provides full compatibility with SFS2X.

Finalized Unity FPS Demo: we updated the First Person Shooter demo for Unity and completed a 20 pages long white-paper that goes into the details of real-time programming, UDP protocol, prediction techniques and lots more ...

Documentation updates:
During the last weeks we have been constantly adding new articles touching on development basics, database integration, extension coding, and several advanced topics.
Make sure to check the doc website frequently as we'll add more material soon. (well ... after a bit of deserved pause for Xmas holidays :) )

The road map:
Finally our SFS2X road map is moving quickly, we expect to launch RC2 by the end of January with lots of new stuff (currently working on BlueBox 2X and Java/Android API) and then quickly move to the final release.

In closing we wish you a happy holiday season and beginning of 2011!

Ciao
Last edited by Lapo on 27 Dec 2010, 10:24, edited 2 times in total.
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Post by Lapo »

Release Notes:

Client Actionscript 3
-FIX: problem with the result of a FindUser not returning the client's User with the isItMe flag set correctly
-NEW: regenerated AS3 doc using Adobe's asdoc tool
-NEW: added new methods on SFSObject and SFSArra:. SFSObject.toObject(), SFSObject.newFromObject(), SFSArray.toArray(), SFSArray.newFromArray()
-NEW: minor addition small, now an ExtensionRequest can be built with no parameters

Client Unity
-FIX: bug unsubscribing all events removing internally used handshake, preventing logging in again if doing an unsubscribe
-FIX: bug writing UTF strings
-FIX: UDP now shuts down properly
-NEW: removed log spam on disconnection writing TCP and UDP exceptions to the log
-NEW: no error trying to disconnect a non-connected API

Client iPhone
-FIX: a few buddy list events where erroneously removing buddies from the list

Server
-FIX: changed the order in which the SFSZoneManager builds Rooms. Now the DBManager is created before the Rooms are created to avoid that Room Extension fails to locate the DBManager at init()
-FIX: minor warning with overrideMaxUserIdleTime < sessionMaxIdleTime in ZoneManager
-NEW: added isStarted() flag to SmartFoxServer class, to check if the server is already started
-NEW: added new feature in IDBManager and SFSDBManager. Provides a way to specify the SQL code with placeholders and a separate Object[] with parameters to populate the SQL in a "secure way" as using a PreparedStatement
-NEW: added new getCurrentFolder() method to BaseSFSExtension
-NEW: added feature that allows to change from server side the name of the user in the USER_LOGIN event.
-NEW: adminTool warns users if they are using the default password
Lapo
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Post by Kai »

Lapo wrote:
-NEW: added feature that allows to change from server side the name of the user in the USER_LOGIN event.


How does one use this feature?

ps, you should sticky this. Missed the post earlier.
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Post by Lapo »

@Kai:
see the updated HowTo, point #4
http://docs2x.smartfoxserver.com/Gettin ... wtos#item3
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Post by Kai »

Thanks Lupo.
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Post by kano »

Good news.thanks lapo.
and happy xmas ,to everybody.
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Post by Lapo »

Thanks, you too :) I'll make this post a sticky in the next days.
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janux
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Post by janux »

Kai wrote:
Lapo wrote: -NEW: added feature that allows to change from server side the name of the user in the USER_LOGIN event.
How does one use this feature?

ps, you should sticky this. Missed the post earlier.
And I just wanted to ask how to do the login change on server side.

Good work Lapo

Merry x-mas and happy New Year!
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Post by Lapo »

Lapo
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kano
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Post by kano »

hi.im looking the new fps example,and i have a problem.i dont know if the problem is because i do something bad or what.I buil a standalone of the example, and works fine,...but... when i kill a enemy, the mesh of the enemy dont erase, is always in the scene.If the enemy respawn 5 times, and i kill 5 times, i have 5 meshes in the scene.maybe i change something?

Other question.The enemy prefab, how its made?its a empty prefab, with scripts, and two prefabs linked into it?I ask, because if a try to use my own enemy prefab, and i do how i say before, i see the mesh, but dont move the mesh, just move the capsule collider, i think is because the capsule collider and scripts are linked to a empty prefab.
Thanks, and sorry for my english.
ThomasLund
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Post by ThomasLund »

I've never seen the dead players stick around ever. So I am unsure why you have that. Must be something local as no one has reported that before.

The enemy prefab. If you make a new one, then remember to link the new prefab into the PlayerManager component in the Game prefab. It is used in the game scene and controls what prefab is spawned for the player, the enemy, the ammo box etc.

Hope that answers the question

/Thomas
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Post by kano »

thanks thomas, then the problem is local.i go to erase all and start again.maybe i change something and that is the problem when i spawn enemys.
thanks.....and happy new year to everybody.
amarkovits
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a "bug" in the unity client

Post by amarkovits »

There seems to be a "bug" in the unity client.
It sends the encrypted password with uppercase letters but the checkSecurePassword method requires lowercase letters on the server side. So I have to manually convert to lowercase what I get from the client.

The problem was also mentioned by ericheimburg in this thread:
http://forums.smartfoxserver.com/viewtopic.php?t=9208&
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Post by Lapo »

Yes thanks, it's already in our todo list. The workaround you have suggested works good and we'll provide the fix in the next update.
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