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o : openplay-dev@lists.apple.com 31 December 2005 • 4:26AM -0500

Re: NSpMessage_SendTo() always fails on host
by Ed Zavada

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Hi Zack,

I'm not aware of any problem with those functions. What you might want  
to try is looking at what the differences are between what the Test  
apps that work are doing and what you are doing, and eliminate the  
differences one by one. I know it's a lot of work but that's probably  
the quickest way to find the issue. If it still seems like a bug in  
OpenPlay at that point let us know.

Sorry I can't be of more help,
Ed

On Dec 30, 2005, at 2:46 AM, zmorris@mac.... wrote:

> OK one more question, sorry to flood the list, but I think I found a  
> bug in net sprocket.  I host a game, set up a join request callback  
> and see that the other player joins.  The host never gets any messages  
> by calling NSpMessage_Get().  The joining player gets messages that it  
> has joined successfully.  I try calling NSpMessage_SendTo() from the  
> host to the player and it always fails with kNSpSendFailedErr  
> (-30396).  I have tried combinations of sending to all players, just  
> to the new player, as registered with either  
> kNSpSendFlag_FailIfPipeFull or even kNSpSendFlag_SelfSend with no  
> success.  I have not tried sending from the client yet.  The  
> netsprocket demos work fine when I launch 2 copies of the apps on  
> localhost, but my app fails if I try that.  I'm using the newest  
> OpenPlay_2.2r1_sdk from apple's download page.  My internal firewall  
> is off, and I am on broadband so always have an ip address.  At this  
> point I am SOL besides unwinding my project down to the few lines that  
> start the game, which could take as long as a day (we've all been  
> there!)  I've had this working with previous versions of netsprocket,  
> but that was a year or two ago so many things could have changed.  Has  
> anyone seen this problem?
> FYI I am doing a thing with a UDP socket separate from netsprocket,  
> but on the same port.  I send some junk to our main server so we can  
> keep track of games.  But I close() the socket, and then host with  
> openplay on the port, and it works.  I know it works, because if I  
> don't close the socket, the host command fails.  But I am wondering if  
> perhaps netsprocket is getting confused and saying it works, even tho  
> it can't send?  But that makes no sense, because the client is  
> receiving messages related to joining.  It all comes down to not being  
> able to NSpMessage_SendTo() from the host, which is why I am wondering  
> if this is a bug.
>
> Thanx,
>
> -----------------------------------------------------------------------
> -
> Zack Morris              Z Sculpt Entertainment               This  
> Space
> zmorris@zscu...      http://www.zsculpt.com                 For  
> Rent
> -----------------------------------------------------------------------
> -
> If the doors of perception were cleansed, everything would appear to  
> man
>   as it is, infinite. -William Blake, The Marriage of Heaven and Hell
>
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Ed Zavada
Pixel Dust Games
ed@pixe...
http://www.pixeldustgames.com/

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