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Thread: P2P transfer

  1. #1
    Clicker Fusion 2.5Fusion 2.5+ DLC

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    P2P transfer

    I got an order for very complicated project-I have done almost everything but now there is a problem-there has to be P2P transfer. I tried old MooSock example, but it crashes or freezes Anyone could help? Thank you a lot!

  2. #2
    Clicker Fusion 2.5Fusion 2.5+ DLC

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    Re: P2P transfer

    Just found the problems and fixed.

  3. #3
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleSWF Export ModuleUnicode Add-on
    Looki's Avatar
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    Re: P2P transfer

    Use MooGame.

    I use another icon for the moogame icon.
    first of all, connect etc.

    [events]
    *GetUserCount([obj_network]) = 2
    +[obj_network]: Is signed on
    +[obj_network] is ChannelMaster
    +Only one action when event loops
    -[obj_network]: Send binary file "C:\file.txt" on subchannel 0
    *[obj_network]: On binary message on subchannel 0
    -[obj_network]: Load binary into file "C:\receive.txt"
    [/events]

    Edit: [mad]

  4. #4
    Clicker Fusion 2.5Fusion 2.5+ DLC

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    Re: P2P transfer

    I found the thing I dont understand:

    When I send a file, the ByteCount immediately sets itself to file size and disconnects. When I turn the program off, the other side still recieves the file! Also even when my program is offline, the transfer continues. Could anyone explain it to me?

  5. #5
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleSWF Export ModuleXNA Export Module
    Fusion 2.5 (Steam)
    Mathias's Avatar
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    Re: P2P transfer

    Afaik, the MooGame server disconnects the client if it sends too much data. No idea why it still transfers. If you want me to, I could try finish my torrent client.

  6. #6
    Clicker Fusion 2.5Fusion 2.5+ DLC

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    Re: P2P transfer

    I was speaking about MooSock. Just found the reason: the file is buffered, thast why you can close the program and the transfer still continues. Unfortunately you cant set the buffer size or alter with it.

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