ActionScript 2.0 :: Xml Sockets And Direct Connections
Feb 1, 2005
i wanted to make a game in which you play head to head with other people.. but before i get ahead of myself here..Any tutorials on how to establish a server which receives info from all connected flash movies , and then sends it out to all the ones witch i want to?basically i was thinking of making a chat thing 1st of all and then depending on how difficult it is move on to my game idea..
i wanted to make a game in which you play head to head with other people.. but before i get ahead of myself here..how to establish a server which receives info from all connected flash movies , and then sends it out to all the ones witch i want to? basically i was thinking of making a chat thing 1st of all and then depending on how difficult it is move on to my game idea..
I'd like to hear some opinions about using NetGroups VS. using direct p2p connections between everybody, considering there would either be 2,3 or 4 people max in the group.
I have been running FMIS 3.5 for about 18 months, and recently it started acting up even though I have not made any changes. After a while (sometimes days, sometimes hours), it starts rejecting new connections, but it allows existing connections to keep working. If I refresh my app, then I can't reconnect. The license I have is unlimited. Can anyone shed some light into why this is doing this and what I can do to fix it? Sometimes it happens when only a couple dozen people are online, and today it did it about 4 times with over 1500 people online.
How do I set the flash crossdomain.xml file to only allow https ssl secured connections? I have this but I think this will allow non secure connections too.
I have made a socket server in C# for a flash game that I am developing, I got the code from somewhere and I am a beginner in c# and .net development . It works fine in practice when connections are made and the server functions correctly. Get 2 concurrent connections at the same time and we have a problem. here is the basic aspects of the socket server below: (alot taken out for obvious reasons) how can I alter this so that it can handle concurrent connections? Should I be threading each response?
I am trying to debug a socket connection issue between flash in a web browser and flash in a client type program. The connection is closing properly in the web, so I would like to understand how the web side of things work. Right now I can load up a remote flash file in a web browser and that triggers a connection ESTABLISHED stat when viewing with netstats -fn. When I close the dialog which runs some javascript to remove the flash from the dom, the connection stats goes to TIME_WAIT. Does the act of removing the flash from the html DOM sever the flash connection which triggers a TIME_WAIT state? How does that process work?
is it possible to write a class just to connect to the SQLite database? As in, writing the class, and calling it in another class, so that I don't have to type everything out everytime I need to connect to the database.
The attached image shows 17 client connections. Unfortunately there are not 17 clients connected to that app. In fact, I add users to a userlist shared object in application.onConnect(), and that shared object only reports 6 connections. That is the accurate number of connected users.
Why the phantom connections? Even if I unload and reload the app, the 17 client connections return.
How can my userlist shared object and the client connection number be out of sync? This situation seems to be related in some way to an FMS memory problem that is cropping up all of a sudden. When I have larger numbers of connected clients - say 300, the client connections reported in the FMS console are ten times that - like 3,000 or more. Then the application is unloaded by FMS for being a memory hog.
The app itself is simple. It just stores each user in a user array and passes chat communication to and from these users. The last time this main.asc code was changed was 2/8/2010. No problems with it in the countless times we've used it since then. Why the sudden phantom FMS connections, memory hog behavior, and constant unloading of the app?
I am willing to make an online game client-server. That is, many clients are connected on the same server, and thus interact. The application used by clients is a swf (done in flash) and runs in a browser. My questions are: 1 - I can create the server in AIR? If yes, which of the classes are recommended to do this efficiently? 2 - What classes are recommended for clients (swfs) to communicate with the server efficiently? 3 - The transfer of data between the client and the server can only be accomplished through the TCP protocol?
URL...I am running application instance that implements publisher/subscriber on video streams. Application code is very thin and can be removed completetly if required. In a specific time, randomly, disconnect messages stopped happening which causes the folowing:
1. Streaming service shows decrease of bw per second
I have FMS 4 and a videochat app (one-to-one), everything runs smoothly until about 750 users (it means about 1500 connections to fms), then I get a sudden drop in users connected to 300-400, no errors in the fms log and the cpu/memory usage is at about 25% just before this. I'm running Windows 2008 R2 Web (x64) and I've red somewhere that maybe this version of windows has some connection limit that could be the cause, but I've no idea of what could be happening.
I'm working on a game and want the freedom to choose between UDP and TCP connections in the future when I decide to add multiplayer. I'm not sure how something like this would work in the browser with security.
There are two scenarios I can think of for multiplayer. The first is that a player becomes the host of the game (in the browser) and thus would need to communicate with other players directly via TCP or UDP. This would save me on bandwidth costs.
The second scenario would be to have the web server host the game and pass messages back and forth to the clients again via TCP or UDP.
Do Flash or Java applets let me do something like this? If not is there an alternative I can use for the browser or am I stuck with moving to providing a game download and installation?
I am using Wowza Media Server's webcam record capability in a project. It records the webcam feed over RTMP which is connected to via a flash file. It's all working fine, but I need to stress/load test the functionality to check how it'll scale up.
I'm trying to include a database un flex4 (flashbuilder) project, I don't see data and SQL packages in the import? What might be the reason? Should I add external library?
Description Resource Path Location Type 1172: Definition flash.data:SQLConnection could not be found. EyeVision1.mxml /EyeVision1/src line 28 Flex Problem
I'm learning on how to make que loader system. I'm loading in 30 images at once when the swf loads onto stage that contains moderate tween animations. I was wondering would I get better performance if I only allowed to load 5 images at once then next set 5 ect ect. rather than to load 30 images at once? I can't tell because my computer is very good so I can't hardly tell. Is this common practice?
I have a FMS server running that I am hosting some VOD content on. I am using HTTP dynamic streaming to deliver this content. Everything runs fine from a technical standpoint, but I am unable to see the connection details in the Admin Console. I have loaded vod -> defaultinst under the applications tab in the console. No connection details populate.
We have a flex application communicating with our server. The flex app makes many HTTP requests (posts and gets) to the server, in many cases in parallel. We have been noticing that we get many dropped connections, experienced from the flex app. The server does not see any failed requests at all and is not under load. I am also suspecting that flex may be on-connection-drop, automatically retrying the POST or GET request, resulting in our server receiving the request twice.
my request with the HttpService class does not return any result at all in case I call the HttpService.send() method in short succession. No events dispatched.. even if the previous request has been processed successfully.I tried using a timer that does the seconds request after 100msec, and in this case it works alright.
Is this because the HttpService object does not allow multiple requests? In the API the "concurrency" attribute is mentioned, but that attribute does not seems to exist!? (in the AS class) Is there a wrapper class that queues requests? Also, is there a way to close connections? I get the "Transferring data from [server]" message in Firefox ever after the first call to resourceManager.loadResourceModule().
Does FMS 3.5.2 in development impose restrictions via the origin of connections? That is, does it only allow localhost connections via ActionScript (NetConnection) or are external connections allowed?In other words, can I have FMS in dev mode on a dedicated server and then have my client code running on a different machine that opens connections to this development server?
In multiple instances, limiting the maximum number of connections for the same IP?You give me the answer is to limit a single instance, whether there is a way to limit the number of users of the entire connected to the FMS?
Our Flash app has to load 50 or so files from a remote destination. Under normal network conditions, this is no problem. However some of our users started to report that the application "stopped working" during the loading phase. After some tests where we decreased the network quality to a point where 1 out of 3 packets were dropped in bursts, we managed to reproduce the error reports. Looking at firebug, it appears as if a few of the files (1 to 3 out of the 50) begin loading but never complete. No errors are raised in ActionScript and there is no apparent pattern in which files fail to complete.
Has anybody run into situation before and found a cause and or fix to deal with these situations ?It's not too hard to write something that manually verifies if loaders stop loading and restart the loading process, but I was wondering if we're simply not listening to the right error events (right now we listen to progress, complete, and IOErrors) or if there are other solutions ?
We have a custom application that is running on FMS. Server is dedicated just for fms, there is only one application running on the server, with more instances, average traffic is 3-15 simultaneous users.The problem is,server suddenly stops accepting connections (after 1-3 days from restart), from this point it is impossible to connect to any instance, and fms server must be restarted.When the server crashes, the admin console can see all open instances, can close instances, can restart fms. There is nothing logged, that would explain this sudden failure.Second problem is, cores are connected and disconnected too often, causing client to reconnect (takes 2-5 seconds).
Hardware: 4 x quadcore Intel(R) Xeon(R) CPU E7440 @ 2.40GHz, 32 GB ram OS: CentOS release 5.3 (Final), kernel: 2.6.18-128.4.1.el5 cpu and mem usage: 1-5% max[code]...........
2 x Intel(R) Xeon(R) CPU L5410 @ 2.33GHz 16Gb RAM 2 Gbit ethernet channel OS - Linux CentOS 5.5 x86_64 FMS4 Interactive
Live stream parameters:
320Ń…240 qua_=87 bw_=200000 kf_=5 fps_=18
So, after approximately 600 connections to one stream video becomes choppy (periodically freeze, slow motions). CPU-usage at this time is 100-120% (maximum is 800%, 100% per each core), network usage is 500 Mbit/sec.But second live stream(with few connections) at this server looks fine simultaneously with 600 connections at first stream.Experiments with recommendation in "Configuring performance features" documentation chapter(enabling/disabling aggregate messages and configure the size of stream chunks) do not help.