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1  Game Development / Networking & Multiplayer / Re: Is there any eclipse plugin for Darkstar game server development? on: 2006-06-15 18:21:14
Maybe we coudl put it on a page in the project site wiki?


Um -- there's a project site wiki? Where is it?
2  Game Development / Networking & Multiplayer / Re: Is there any eclipse plugin for Darkstar game server development? on: 2006-06-11 09:32:37

Thanks for your comment on not needing to package stuff in a Jar and run the SGS start script to run your own server. I've worked out your advice into a little tutorial for debugging game servers from Eclipse and posted it in this separate thread.
3  Game Development / Networking & Multiplayer / Re: NullPointerException in ChannelImpl.unicastData on: 2006-06-11 08:39:26
I just figured out what my problem probably was. I tried to send data to a null UserID. Sending to simTask.getUserID() instead seems to have fixed the issue. I still don't know why I had problems with the SwordWorld demo server, but perhaps it was something similarly trivial too.

 Embarrassed  Embarrassed  Embarrassed

I'm sorry for wasting your time with such a silly mistake. Now that I've figured out how to use a debugger on the SGS, I'm going to hunt my own bugs more thoroughly next time.
4  Game Development / Networking & Multiplayer / Re: Is there any eclipse plugin for Darkstar game server development? on: 2006-06-06 12:09:30
Another useful piece of functionality in an IDE plug-in would be support for debugging your server code. Right now, I switch to a shell to restart the game server each time I change my code, but this is inconvenient and doesn't support debugging. It would be nice if there were, say, an Eclipse Run configuration for running a piece of your project in the context of a game server, which could perhaps also take care of creating a dummy SGS-apps.conf on the fly for you so you wouldn't have to bother about it while developing.
5  Game Development / Networking & Multiplayer / NullPointerException in ChannelImpl.unicastData on: 2006-06-06 12:03:15
Hi, I think that Project Darkstar is an awesome tool, but I'm having a little problem with the network communication.

Sometimes when I call SimTask.sendData to send data from the server to the client, I get an exception of the following form:

WARNUNG: Exception on task execution:
  target: org.akoller.sgs.textadv.Boot
  method: userJoined
  declared on:

The data the server wanted to send never arrives at the client in such a case. The exception occurs unpredictably -- sometimes the data sending goes through, but rarely enough to make my game unplayable.

This already happened with the original SwordWorld system from the tutorial (after I had changed makeReference to lookupReferenceFor to get it to run). One thing that seemed to eliminate these exceptions in SwordWorld was to call openChannel("GAMECHANNEL") to get a new ChannelID for each call to sendData. But (a) the documentation says the lifetime of a ChannelID is from start to finish of a run of the server, so I shouldn't need to acquire new ChannelIDs for each sendData call, and (b) it doesn't really help after all -- in my little experimental text adventure that I've been developing, which doesn't do much that SwordWorld doesn't at this point, the problem comes back even then.

The problem comes from calls to sendData, not from userJoined as the example above seems to suggest; it just occurs there because I send a welcome message to the user when they join the game.

Can you give me any advice on how to deal with this problem?
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