Custom Event/Operation
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zoultrex
✭
I made an event/operation called collision
Its a duplicate of Move event/operation with reduced variables and different names.
The client sends the operation to the server just fine, the server receives the operation also fine.
I have 2 classes on the server, CollisionEvent.cs and CollisionOperation.cs, they are working just fine and they carry the variables on the server no problem.
On the MmoActor file I have set up the case:
private OperationResponse ItemOperationCollision
and
public OperationResponse OperationCollision
are being called correctly because I have logs everywhere
My problem is that this is never broadcasted back to the client, on the file WorldEntered my Handle never gets called, as I wasnt sure of which name to give I wrote both possibilities
HandleEventCollision
and
HandleEventCollisionEvent
But those never get called.
This is like one of those times that I frustrate myself for hours trying to remember what I am forgetting
Its a duplicate of Move event/operation with reduced variables and different names.
The client sends the operation to the server just fine, the server receives the operation also fine.
I have 2 classes on the server, CollisionEvent.cs and CollisionOperation.cs, they are working just fine and they carry the variables on the server no problem.
On the MmoActor file I have set up the case:
case OperationCode.CollisionOperation: { return this.OperationCollision(peer, operationRequest); }And both:
private OperationResponse ItemOperationCollision
and
public OperationResponse OperationCollision
are being called correctly because I have logs everywhere
My problem is that this is never broadcasted back to the client, on the file WorldEntered my Handle never gets called, as I wasnt sure of which name to give I wrote both possibilities
HandleEventCollision
and
HandleEventCollisionEvent
But those never get called.
This is like one of those times that I frustrate myself for hours trying to remember what I am forgetting
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Comments
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The client that sends the operation to the server doesnt receive any warning or error or not even a call back from the server, but the other clients connected to the server receives a very strange warning:
2f0f4478-bde2-4073-8ef6-45798a45346b: received callback QueueOutgoingAcksWarning Unity: unexpected return QueueOutgoingAcksWarning
the code: 2f0f4478-bde2-4073-8ef6-45798a45346b being the unique id of the item that raised the event.0 -
Found the problem...
In the file WorldEntered there is a function with a switch...public void OnEventReceive(Game game, EventCode eventCode, Hashtable eventData) { switch (eventCode) {
I forgot to add my new event in the end of this switch...case EventCode.Collision: { HandleEventCollision(game, eventData); return; }
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