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 Post subject: Socket.UBound
PostPosted: Wed Oct 24, 2007 3:26 pm 
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I know I asked this before, but I don't remember the answer. Why don't we use

Code:
for i=1 to socket.ubound


instead of

Code:
for i=1 to MAX_PLAYERS

?

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 Post subject: Re: Socket.UBound
PostPosted: Wed Oct 24, 2007 3:43 pm 
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why don't we?

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 Post subject: Re: Socket.UBound
PostPosted: Wed Oct 24, 2007 4:13 pm 
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Dave wrote:
why don't we?

Was that some sarcastic thing or something xD ?

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 Post subject: Re: Socket.UBound
PostPosted: Wed Oct 24, 2007 4:16 pm 
William wrote:
Dave wrote:
why don't we?

Was that some sarcastic thing or something xD ?


Have you tested it at all to see if it works just as good? Maybe test it out on your next beta for K2H and give us some feedback. Or if you want, I can test it out on M:R. That seems to have players on quite a bit.

It would prolly just be a matter of seeing how it reacts when you login, someone else logs in, you logout, and login again.


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 Post subject: Re: Socket.UBound
PostPosted: Wed Oct 24, 2007 4:19 pm 
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I don't see why it wouldn't work since the uBound (upperbound I think it is). Gets the new index before highindex does if thats now added. Well it's pretty simple to test, so I might do it. Just wanted to know why people havn't thought of it before. Etc..

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 Post subject: Re: Socket.UBound
PostPosted: Wed Oct 24, 2007 5:15 pm 
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Thinking mroe about it

The socket.ubound is determined in the server start to be = MAX_PLAYERS

Therefore, they're teh same thign.

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 Post subject: Re: Socket.UBound
PostPosted: Wed Oct 24, 2007 5:18 pm 
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Where exactly is that done?

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 Post subject: Re: Socket.UBound
PostPosted: Wed Oct 24, 2007 5:20 pm 
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CAnt tell exactly, but probably when the Socket array is created.

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 Post subject: Re: Socket.UBound
PostPosted: Wed Oct 24, 2007 5:54 pm 
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So simply create the socket array with only a single element in the beginning.

Then when new sockets are needed, we can simply add a socket (with the MAX_PLAYERS simply setting a number that the server will not exceed).

Then when someone disconnects, check to see what the highest socket number is that is in use, and unload all sockets above that number.

Basically, you'd simply load sockets when you need them and unload the ones that you don't need (as long as they're not in the middle of the array... I made that mistake one time).

Or you could just leave them loaded and not unload them. It'd still reduce the number of sockets you have loaded within the first moments of the server being up (depending on how popular the game is, if you never have more than 5 people at a time, then the server will never have more than 5 sockets loaded at a time... minus the listening socket which doesn't really count).

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 Post subject: Re: Socket.UBound
PostPosted: Thu Oct 25, 2007 9:13 am 
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Eh, something is wrong with ubound. I made a server so people using rpg toolkit could play online. And ubound works there, but it doesn't seem to work in ms. I need to try a little more later.

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 Post subject: Re: Socket.UBound
PostPosted: Wed Dec 08, 2021 5:14 am 
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 Post subject: Re: Socket.UBound
PostPosted: Tue Feb 08, 2022 5:45 pm 
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 Post subject: Re: Socket.UBound
PostPosted: Fri Mar 11, 2022 5:45 am 
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 Post subject: Re: Socket.UBound
PostPosted: Thu Jun 02, 2022 12:32 am 
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 Post subject: Re: Socket.UBound
PostPosted: Fri Sep 09, 2022 10:50 am 
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 Post subject: Re: Socket.UBound
PostPosted: Thu Oct 13, 2022 12:16 am 
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 Post subject: Re: Socket.UBound
PostPosted: Thu Nov 03, 2022 2:03 am 
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