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  1. Hello Unigine Team, First of all , Thanks a lot for 2.15 Community, I Love It :-) Second, Is it possible Making Multiplayer Games in LAN network (Like Game-Net) or Internet Online Games via Unigine 2.15 Community? Third , if Yes. How to Access to Multiplayer Games Library exist for C# Component , and how to access in the Library? Fourth, is exist a tutorial for that? Sincerely Ahmad Karami Bukani
  2. Hi, I just began writing network code for our project and got stuck with a few issues. I can run two servers : Server 1: port 50000 Server 2: port 50001 Now the client application has to search for the first available server from these two and connect to it. So first I need to find an available server. For this, inside Client init() I'm doing : network.pingAvailableLANServers( 49999, 50000 ); network.pingAvailableLANServers( 49999, 50001 ); The NETWORK_ON_PONG_RECEIVED call is registered to be handled by onPongReceived(). So assuming both servers are running, I can expect onPongReceived() to be triggered twice, once from each server. But that's not happening. 1. onPongReceived() is triggered only from the last server (port 50001). If 3 servers are running, callback is still triggered only from the last server. 2. A single ping is causing 2 onPongReceived() callbacks instead of 1, everytime. Note: For ease of coding, I'm running all server and client instances from a single PC. Kindly let me know any mistake in my logic. Thanks.
  3. Compiler errors in IRC client

    UnigineSDK-source-2012-02-26/source/plugins/Network/source/irc_client/IRCClient.cpp from line 285 to 336 printf("%s",message.toString()); needs to change to: printf("%s",message.toString().c_str()); Hope you already fix it!=) You should update our sources btw =)
  4. Built-in Server browser ?

    Does Unigine have built-in server browser, so players can see if game servers (a particular game that is built with Unigine) are running, how many players on them, ping, etc. ?
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