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Messages - Rak'kar

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1
Version Announcements / RakNet 4.082 released
« on: June 09, 2014, 11:35:48 PM »
Swig build fixed, and other minor changes.

2
Feature Requests / Re: BitStream with preallocated memory
« on: March 24, 2014, 11:24:35 PM »
BitStream uses stack memory by default actually. See BITSTREAM_STACK_ALLOCATION_SIZE. Also this constructor takes a pointer to memory held elsewhere
BitStream( unsigned char* _data, const unsigned int lengthInBytes, bool _copyData );

3
Feature Requests / Re: TCP support for Windows phone 8
« on: March 24, 2014, 11:23:41 PM »
Honestly, Windows phone 8 is such a bad platform to work with I gave up after getting it to work with UDP. They rewrote entirely how networking works which made it a huge hassle.

4
RakNet C++ Support / Re: Linux Autopatcher 4.08 Compilation
« on: March 24, 2014, 11:22:16 PM »
I'm not really setup to work on Linux right now. But maybe we can work through it? I can't imagine it would be that hard.

5
Would you be able to post the fix you made? I could integrate that into the next version.

6
RakNet C++ Support / Re: Windows 8/RT App Project possible?
« on: March 24, 2014, 11:20:49 PM »
Did you try RakNet_WindowsStore8_VS2012.sln ?

7
I'm not setup to try that, sorry. Let me know if you figure it out though.

8
Yes, you need to stay connected. That way the server can negotiate connections. I have the public server setup for 8000 connections

9
RakNet C++ Support / Re: Question about GetLocalIP
« on: March 24, 2014, 11:19:12 PM »
The file is RakNetSocket2_Windows_Linux.cpp
GetMyIP_Windows_Linux_IPV4And6 and GetMyIP_Windows_Linux_IPV4

If you have a better solution than I can always integrate it.

10
The server calls InitializeSecurity. The secure connection is bidirectional.

11
Probably the wrong server address. But you could use Rakpeer::SendLoopback(). Generally the server address 127.0.0.1 would also work.

12
RakNet C++ Support / Re: NAT Traversal
« on: March 24, 2014, 11:15:10 PM »
Steam networking has the advantage that you can use their servers setup to transparently forward UDP datagrams. I would use what they offer. The benefit of RakNet is not just reliable UDP, but the game systems on top of it.

13
RakNet C++ Support / Re: __readPW usage
« on: March 24, 2014, 11:13:57 PM »
You can enforce private room passwords in game code. I would have if the room is private or not just as another entry.

14
RakNet C++ Support / Re: RakNet with Android Help
« on: March 24, 2014, 11:11:11 PM »
That's not much info for me to go on. But the file that defines that function is RakNetTypes.cpp. Did you include that file in your build process?

15
RakNet C++ Support / Re: Memory allocation crash
« on: March 24, 2014, 11:10:09 PM »
In ReliabilityLayer::CreateInternalPacketFromBitStream you can have a sanity check against splitPacketCount. Return 0 if it exceeds what is reasonable for your game. The reasonable size is your largest message divided by the MTU.

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