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  Timing problem: sendToServer() immediately after connected()  (Read 1042 times)
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Offline digitprop

Junior Member





« Posted 2006-04-09 11:38:53 »

I have created a fairly basic client and server. In the client, once I receive the connected() message, I want to send data to the server. I do that directly in the connected() method, and it looks thusly:

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public void connected(byte[] arg0)
{
   Log.l().log(Level.INFO, "Connected");
   ccManager.openChannel("appMainChannel");
     
   ByteBuffer myByteBuffer=createRequest();
     
   try{ Thread.sleep(1000); }catch(Exception e){}
     
   ccManager.sendToServer(myByteBuffer, true);
}


The byte buffer gets created in an extra method, but that shouldn't be the problem (I have checked that it creates a correct byte array with 6 elements. Now, this works fine, on the server side I have added a SimUserDataListener which receives the

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 userDataReceived(UserID from, ByteBuffer data)


method call. However, if I remove the wait statement in the connected() method, i.e. this line:

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   try{ Thread.sleep(1000); }catch(Exception e){}


then it does not work, i.e. the userDataReceived() method is NOT called. What am I doing wrong?

M. Fischer . www.digitprop.com
Offline digitprop

Junior Member





« Reply #1 - Posted 2006-04-09 11:48:53 »

Sorry - just found out that this is actually documented in the 'known bugs' list. Until this is fixed, the sleep is explicitly recommended.

M. Fischer . www.digitprop.com
Offline Jeff

JGO Coder




Got any cats?


« Reply #2 - Posted 2006-04-11 02:06:08 »

You will be happy to know i just comitted back a fix for thsi for the next release.

Got a question about Java and game programming?  Just new to the Java Game Development Community?  Try my FAQ.  Its likely you'll learn something!

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Offline digitprop

Junior Member





« Reply #3 - Posted 2006-04-11 07:23:00 »

Wow, that was quick. Great news - thank you very much!

M. Fischer . www.digitprop.com
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