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1  Game Development / Networking & Multiplayer / Re: Bugs in nio? I'm paranoid! on: 2011-06-24 20:51:48
Thanks for the replys. I think I'm better off with a framework anyway.

I was leaning towards Kryonet. Does anyone have experience with both Netty and Kryonet?
2  Game Development / Networking & Multiplayer / Bugs in nio? I'm paranoid! on: 2011-06-24 16:29:35
Hey! I made a thread over at gamedev about a problem I had with networking. One respons I got said that Java nio has bugs that has not been fixed. Is this really true? I find it strange, but he sounded pretty sure. Take a look:

Also, I started thinking about using some sort of networking library instead. I want to make an MMO that can support a few hunderd players, and I want to use TCP. I want something that just works so that I can get on with my game. I have looked a bit at Mina, and it seems nice. Any tips or suggestions?
3  Game Development / Networking & Multiplayer / Strange problem with Objects streams on: 2006-06-11 12:38:42

I'm writing a little multiplayer game and it goes kind of well. But right now I'm having a problem. The problem is that when I'm using ObjectInputStream/OutputStream the Objects are not transfered correctly...

I want to send a "ToServerPacket" to the server from the client. The ToServerPacket has only one instance variable (right now); a Position. The Position is a very simple class. It has only short x; and short y; and get/set methods. The ToServerPacket has a toString() which returns a String with the x and y values shown. Both ToServerPacket and Position implement Serializable.

What happends is that when I send a ToServerPacket, I receive a ToServerPacket on the other side, so far so good, but the values (x and y in the Position) are not correct! Whatever Position I send, I get x==0 and y==0 when I read them on the other side.

The way I tryed it was like this:
ToServerPacket p = new ToServerPacket(...);


Object o = in.readObject();

The toString() works but as I said the values after I read are always 0 and 0.

Bummer... Sad

Edit: It appears that the values are not always 0 and 0, but instead equal to the values in the very first packet that was sent.

Some code:
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SF/X Libraries
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