Recently I have started a Unity3D project and utilize SmartFoxServer 2X as our server of choice.
I have set up a basic chat client, to test the robustness of Unity and SFS2X. Overall this looks quite good, but I am having some difficulties with the way the SFS2X client library seems to handle connections.
When specifying a non-existing hostname or IP address, or a host that is not running the SFS2X server, there does not seem to be any event or exception that indicates this as an error. Now I do see a message indicating this in the debug log:
Code: Select all
[SFS - ERROR] TCPSocketLayer: Connection error: A connection attempt failed because the connected party did not properly respond after a period of time, or established connection failed because connected host has failed to respond.
at System.Net.Sockets.Socket.Connect (System.Net.EndPoint remoteEP, Boolean requireSocketPolicy) [0x00000] in <filename unknown>:0
at System.Net.Sockets.Socket.Connect (System.Net.EndPoint remoteEP) [0x00000] in <filename unknown>:0
at System.Net.Sockets.Socket.Connect (System.Net.IPAddress address, Int32 port) [0x00000] in <filename unknown>:0
at Sfs2X.Core.Sockets.TCPSocketLayer.ConnectThread () [0x00000] in <filename unknown>:0 Please don't make me parse the debug logs
Currently I am using Unity 3.5.3f3 and your C# client library version 1.0.2, but I have also observed the same behavior in client version 1.0.1.
I am also experiencing this issue: http://forums.smartfoxserver.com/viewto ... 20&t=14548
Is there any news on the pending fix? It is quite an nuisance.
Thanks in advance for replying