Quote:
Originally Posted by FG28_Kodiak
Seems the problem is the
Timeout(12, () =>
may be the player is no longer valid after 12 sec, can you test it without the timeout or a shorter one?
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Thank you I will check it tomorrow. Now servers are busy.
I am still sitting and waiting in my aircraft after 12 seconds, so both a player and an aircraft exist. Why can he be invalid?
PS. Sorry, maybe I did not explain it in detail.
Timeout(12, () => is related to
Code:
msgTooManyAircraft(player);
showTestMsg(player);
which works fine.
Code:
Timeout(20, () =>
{
msgCurrentObjectives(player); // current objectives
});
also works.
The part which does not work is
Code:
//// NET settings msg - do not work on dedicated server, works on hosted server for host at least
//// prevents several lines of code from execution, e.g. current109s++ does not work
//sendScreenMessageTo(player, new string[] { "ru" }, "Please set your NET speed to ISDN in game network settings. This is needed for server testing purposes.", null);
//sendScreenMessageTo(player, "ru", "Пожалуйста, поставьте в настройках игры скорость сети 'ISDN'. Это нужно для тестирования сервера.", null);
//Timeout(7, () => // 2nd part
//{
// sendScreenMessageTo(player, new string[] { "ru" }, "Please report on 1C Clifs of Dover forums if this helps reducing lag.", null);
// sendScreenMessageTo(player, "ru", "Пожалуйста, сообщите на форуме sukhoi.ru уменьшает ли это лаги.", null);
//});
//sendChatMessageTo(player, new string[] { "ru" }, "Please set your NET speed to ISDN in game network settings. This is needed for server testing purposes. Please report on 1C forums if this helps reducing lag.", null);
//sendChatMessageTo(player, "ru", "Пожалуйста, поставьте в настройках игры скорость сети 'ISDN'. Это нужно для тестирования сервера. Пожалуйста, сообщите на форуме sukhoi.ru уменьшает ли это лаги.", null);
Gives many errors if enabled.
And the complete code of OnTickGame sends messages only offline or on a hosted server to the host. Does not send messages to remote player on a dedicated server.