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Thread: Leave channel and get disconnected?

  1. #1
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    Leave channel and get disconnected?

    I've been working on a game for a couple weeks now and I've fleshed out a login screen, lobby, and game lobby screen for it so far. The issue I'm having is that when I have the player leave a game lobby to return to the main lobby screen, it's causing them to totally disconnect about 50% of the time.

    The odd part is that sometimes it works fine, sends them back to the lobby, where they can join or create other games. But other times they just get disconnected and return to the login page (as I have set it up that way)

    There are no disconnect actions in the client, and only admin commands to kick players on the server app... So I don't think it's disconnecting players based on anything I'm doing (as far as actually disconnecting them for some reason)

    After playing around with Lacewing for a few weeks I've noticed that it's not exactly 100% capable of detecting channel leaving or entering. Sometimes when the player clicks a button to leave the channel, it either isn't leaving the channel, or it has the player leave the channel but doesn't trigger the "on channel leave" condition. Which I have set up to jump them to another frame (the lobby). So basically they click "leave" and it removes them from channel but doesn't send them to another frame... So they are stuck in limbo on the game lobby screen and can't get out.


    As a side note, this seems to screw up everyone else on the server... Nobody else can properly leave/join channels at that point either.

    I'm using localhost and testing this locally, so I'm not sure if that has something to do with it or not. Again, sometimes this works fine and other times it just screws up entirely.

    My setup:

    MMF 2 Developer build 251
    Lacewing build #17
    using lacewing server object and custom built mmf lacewing server

  2. #2
    Clicker Multimedia Fusion 2 DeveloperSWF Export Module

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    Re: Leave channel and get disconnected?

    Hi Konidias

    I'm not accepting bug reports for Lacewing #17 any more, only #18. Could you try your game with build #18 and see what doesn't work there instead?

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    Re: Leave channel and get disconnected?

    Okay I'll give that a go and post the results up when I can.

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    Re: Leave channel and get disconnected?

    It sounds like you're using a custom server, right? I've had problems with getting the custom server to transfer messages correctly in build 18 - just a heads up. Jamie probably has fixed it for the next build, though.
    Working as fast as I can on Fusion 3

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    Re: Leave channel and get disconnected?

    Yeah I'm using a custom server... Not sure if I'm having any message transferring issues yet. (not that I've noticed) So far it just seems to be an issue with leaving a channel and having the "on channel leave" condition actually notice it. But yeah, I'll need to test this with build 18 just to make sure it's even still an issue.

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    Re: Leave channel and get disconnected?

    Okay, I updated to build 18. Same problem. When the player leaves a channel it is disconnecting them entirely

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    Re: Leave channel and get disconnected?

    I'm still getting these disconnection issues.

    But not to sound like a broken record... I also wanted to ask... Is there some way to actually go about debugging a disconnect? If not, it would be great if there was. Like I'd really like to know what caused the server to disconnect a player when they seemed to be doing nothing wrong and the connection seemed totally fine.

    It's really hard to debug a disconnect for me... I get disconnected and I'm just like "well that's not good... now how did that happen?"

    I can't see this working out too well if I manage to finish this game and release it... People disconnecting and me not having any idea why it's happening.

  8. #8
    Clicker Multimedia Fusion 2 DeveloperSWF Export Module

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    Re: Leave channel and get disconnected?

    If the client gets dropped, it basically means the protocol screwed up.

    I can leave channels fine with the current build I have (which I thought was the same as Build #18 Alpha 3, but apparently not). I'll release a new build soon.

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