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License: MIT License
Using ENet-CSharp for a multiplayer setup with a Unity Client and .Net Core Server environment
License: MIT License
would be nice if you upgrade the plugin to the latest release.
I tried building for android and got following error
MINGW64 ~/Downloads/ENet-CSharp-master/ENet-CSharp-master/Source/Native
$ ndk-build
/c/Program Files/Unity/Editor/2020.1.6f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/build/ndk-build: line 41: cd: too many arguments
ERROR: Cannot find 'make' program. Please install Cygwin make package
or define the GNUMAKE variable to point to it.
与服务器自行编译的ENET1.3.17版本无法建立连接进行通信。
So I'm using this framework called Skynet 1.6.0 (it's written in Lua 5.4.4) on the server side. We compiled our own version of ENET 1.3.17 as well.
We did some cross-machine testing on the server and everything was working fine, but when I tried using the libraries from the Release version, I couldn't connect. But your ENerServer in the project works just fine. I'm at a loss here, can you help me out?
服务端使用的是Skynet1.6.0框架(Lua5.4.4)。服务端自行编译的ENET1.3.17版本。
服务器自行跨机器测试连接通信是正常的,但是我使用Release中的库进行连接就连接不上,但是你项目中的ENerServer启动起来却是能正常连接的。现在我不知道怎么办?请求帮助。
It seems like the macOS x86-x64/libenet.bundle and the Linux x86-x64/libenet.so were not updated when updating to 2.4.8.
On MacOs I get this error:
InvalidOperationException: Incompatatible version
ENet.Library.Initialize () (at Assets/ENet/Scripts/ENet.cs:959)
Netcode.Transports.Enet.EnetTransport.Initialize (Unity.Netcode.NetworkManager networkManager) (at Assets/ENet/EnetTransport.cs:304)
Unity.Netcode.NetworkManager.Initialize (System.Boolean server) (at Library/PackageCache/[email protected]/Runtime/Core/NetworkManager.cs:778)
Unity.Netcode.NetworkManager.StartHost () (at Library/PackageCache/[email protected]/Runtime/Core/NetworkManager.cs:866)
ApplicationSettings.StartHost (TrackerType trackingSercviceType) (at Assets/MxRP/Scripts/ApplicationManagement/ApplicationSettings.cs:353)
ApplicationSettings.OnDataloadingComplete () (at Assets/MxRP/Scripts/ApplicationManagement/ApplicationSettings.cs:242)
MxrpPortal+<InitializeLoadingAsync>d__5.MoveNext () (at Assets/MxRP/Scripts/ApplicationManagement/MxrpPortal.cs:91)
--- End of stack trace from previous location where exception was thrown ---
System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess (System.Threading.Tasks.Task task) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification (System.Threading.Tasks.Task task) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd (System.Threading.Tasks.Task task) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Runtime.CompilerServices.TaskAwaiter.GetResult () (at <eae584ce26bc40229c1b1aa476bfa589>:0)
MxrpPortal+<Start>d__4.MoveNext () (at Assets/MxRP/Scripts/ApplicationManagement/MxrpPortal.cs:65)
--- End of stack trace from previous location where exception was thrown ---
System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__6_0 (System.Object state) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/UnitySynchronizationContext.cs:153)
UnityEngine.UnitySynchronizationContext:ExecuteTasks() (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/UnitySynchronizationContext.cs:107)
Hello, I am using enet for the first time, and I am not very good at programming technology. I have a few questions and would like your help.
Ask for your help, thank you sincerely!
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