AHHHHHH!
It’s driving me nuts!!!
The only thing I can do now is actually show the offending code; Let me show you 3 examples:
function HandleConnection ()
{
Debug.Log("SETUP MATCH!!!");
currentProtocol.Test();
Debug.Log("A "+currentProtocol.GetName());
currentProtocol.MessageSetUpMatch(int.Parse(entries["cupStyle"].ToString())/*,int.Parse(entries["numberOfPlayers"].ToString()),int.Parse(entries["playerReracks1"].ToString())/*,int.Parse(entries["playerReracks2"].ToString()),int.Parse(entries["playerReracks3"].ToString()),int.Parse(entries["playerReracks4"].ToString())/*,int.Parse(entries["playerAIDifficulty1"].ToString()),int.Parse(entries["playerAIDifficulty2"].ToString()),int.Parse(entries["playerAIDifficulty3"].ToString()),int.Parse(entries["playerAIDifficulty4"].ToString()),boolean.Parse(entries["playerIsHuman1"].ToString()),boolean.Parse(entries["playerIsHuman2"].ToString()),boolean.Parse(entries["playerIsHuman3"].ToString()),boolean.Parse(entries["playerIsHuman4"].ToString())*/);
Debug.Log("PPPPPPPPPPPP");
}
---------
interface Protocol
{
function MessageSetUpMatch (cupStyle : int/*, numberOfPlayers : int, playerReracks1 : int/*, playerReracks2 : int, playerReracks3 : int, playerReracks4 : int/*, playerAIDifficulty1 : int, playerAIDifficulty2 : int, playerAIDifficulty3 : int, playerAIDifficulty4 : int, playerIsHuman1 : boolean, playerIsHuman2 : boolean, playerIsHuman3 : boolean/*, playerIsHuman4 : boolean*/) : void;
}
--------------
function MessageSetUpMatch (cupStyle : int /*,numberOfPlayers : int, playerReracks1 : int/*, playerReracks2 : int, playerReracks3 : int, playerReracks4 : int/*, playerAIDifficulty1 : int, playerAIDifficulty2 : int, playerAIDifficulty3 : int, playerAIDifficulty4 : int, playerIsHuman1 : boolean, playerIsHuman2 : boolean, playerIsHuman3 : boolean/*, playerIsHuman4 : boolean*/)
{
Debug.Log("SENDINGSmartFox!");
// gameRules.SetUpMatch(cupStyle, numberOfPlayers, playerReracks1, playerReracks2, playerReracks3, playerReracks4, playerAIDifficulty1, playerAIDifficulty2, playerAIDifficulty3, playerAIDifficulty4, playerIsHuman1, playerIsHuman2, playerIsHuman3, playerIsHuman4);
Debug.Log("SENDING222!");
// Send(PackData(["SetUpMatch",cupStyle.ToString(),numberOfPlayers.ToString(),playerReracks1.ToString(),playerReracks2.ToString(),playerReracks3.ToString(),playerReracks4.ToString(),playerAIDifficulty1.ToString(),playerAIDifficulty2.ToString(),playerAIDifficulty3.ToString(),playerAIDifficulty4.ToString(),playerIsHuman1.ToString(),playerIsHuman2.ToString(),playerIsHuman3.ToString(),playerIsHuman4.ToString()]),"Others","TCP");
}
The above works and prints out “PPPPPPPPPP”.
The below does NOT work:
[code]
function HandleConnection ()
{
Debug.Log("SETUP MATCH!!!");
currentProtocol.Test();
Debug.Log("A "+currentProtocol.GetName());
currentProtocol.MessageSetUpMatch(int.Parse(entries["cupStyle"].ToString()),int.Parse(entries["numberOfPlayers"].ToString()),int.Parse(entries["playerReracks1"].ToString()),int.Parse(entries["playerReracks2"].ToString()),int.Parse(entries["playerReracks3"].ToString()),int.Parse(entries["playerReracks4"].ToString()),int.Parse(entries["playerAIDifficulty1"].ToString()),int.Parse(entries["playerAIDifficulty2"].ToString()),int.Parse(entries["playerAIDifficulty3"].ToString()),int.Parse(entries["playerAIDifficulty4"].ToString()),boolean.Parse(entries["playerIsHuman1"].ToString()),boolean.Parse(entries["playerIsHuman2"].ToString()),boolean.Parse(entries["playerIsHuman3"].ToString()),boolean.Parse(entries["playerIsHuman4"].ToString()));
Debug.Log("PPPPPPPPPPPP");
}
---------
interface Protocol
{
function MessageSetUpMatch (cupStyle : int, numberOfPlayers : int, playerReracks1 : int, playerReracks2 : int, playerReracks3 : int, playerReracks4 : int, playerAIDifficulty1 : int, playerAIDifficulty2 : int, playerAIDifficulty3 : int, playerAIDifficulty4 : int, playerIsHuman1 : boolean, playerIsHuman2 : boolean, playerIsHuman3 : boolean, playerIsHuman4 : boolean) : void;
}
--------------
function MessageSetUpMatch (cupStyle : int ,numberOfPlayers : int, playerReracks1 : int, playerReracks2 : int, playerReracks3 : int, playerReracks4 : int, playerAIDifficulty1 : int, playerAIDifficulty2 : int, playerAIDifficulty3 : int, playerAIDifficulty4 : int, playerIsHuman1 : boolean, playerIsHuman2 : boolean, playerIsHuman3 : boolean, playerIsHuman4 : boolean)
{
Debug.Log("SENDINGSmartFox!");
// gameRules.SetUpMatch(cupStyle, numberOfPlayers, playerReracks1, playerReracks2, playerReracks3, playerReracks4, playerAIDifficulty1, playerAIDifficulty2, playerAIDifficulty3, playerAIDifficulty4, playerIsHuman1, playerIsHuman2, playerIsHuman3, playerIsHuman4);
Debug.Log("SENDING222!");
// Send(PackData(["SetUpMatch",cupStyle.ToString(),numberOfPlayers.ToString(),playerReracks1.ToString(),playerReracks2.ToString(),playerReracks3.ToString(),playerReracks4.ToString(),playerAIDifficulty1.ToString(),playerAIDifficulty2.ToString(),playerAIDifficulty3.ToString(),playerAIDifficulty4.ToString(),playerIsHuman1.ToString(),playerIsHuman2.ToString(),playerIsHuman3.ToString(),playerIsHuman4.ToString()]),"Others","TCP");
}
Anyone have any ideas?
I’m thinking of switching the protocol just before the offending code to see what happens… otherwise I think I’m out of ideas.