kitylam9 / moveme

Automatically exported from code.google.com/p/moveme
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Client not recieving info from server #7

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
What steps will reproduce the problem?
1. Start up PSMoveTest
2. Connect to Move.Me server
3. No information is received by the client from the server.
4. But the server receives info from the client.

What is the expected output? What do you see instead?
On the client side the Move tab, in PSMoveTest, should have the 1 check-box in 
the Connected section checked.  No motion input in the Motion section.  Should 
show a controller connected and moving.  The server side stuff shows up just 
fine.

What version of the product are you using? On what operating system?
server v1.01
client PSMoveSharp revision 2

Please provide any additional information below.
ReceiveCallBack function is not called until you press disconnect.  Therefore 
it is not updating the _latest_state member variable ever.

Original issue reported on code.google.com by wrp0...@gmail.com on 3 Jun 2011 at 9:46

GoogleCodeExporter commented 8 years ago
Hi,

I am having a hard time understanding you. 

If the client connects and the server status screen shows a connected client 
but no data is being received by the client, it is most likely a firewall 
problem on the client PC machine. The client PC machine must be able to receive 
UDP packets transmitted from the server.

John

Original comment by john.mcc...@gmail.com on 3 Jun 2011 at 9:52

GoogleCodeExporter commented 8 years ago
We can recive UDP packets and i get a UDP port number assighned to my PC, but i 
will look in to it more. 

I went thorugh with the debuger and I never got to 
protected void ReceiveCallback(IAsyncResult ar) in PSMoveClient.cs untill I 
press the dessconect button. The thred that is running the GUI stays in 
updateState() while in there it gets to:
/**at these lines it gets the state that has not been updated because it will 
not leave this thread so the state.packet_index is still 0 and the 
processed_packet_index is still 0 as well so it always returns and starts 
over.*/
PSMoveSharpState state = Program.moveClient.GetLatestState();
PSMoveSharpCameraFrameState camera_frame_state = 
Program.moveClient.GetLatestCameraFrameState();
if (processed_packet_index == state.packet_index)
{
    return;
}

With this I also noticed the delegate does not get created or used and insted 
it uses the ReciveCallback in PSMoveClient.cs 

The method PSMoveClientThreadedReadThreadStart() in PSMoveClient.cs gets called 
once at creation and stays in in this thread:
                while (_reading)
                {
                    if (_readerThreadExit == 1)
                    {
                        break;
                    }
                    Thread.Sleep(0);
                }
because _reading never gets changed.

I hope this clearifys out porblem thank you for the response.

Original comment by slkblud...@gmail.com on 4 Jun 2011 at 3:35

GoogleCodeExporter commented 8 years ago
Can you confirm that the client has connected by telling me what is listed in 
the connected clients list on the right hand side of the screen.

Original comment by john.mcc...@gmail.com on 4 Jun 2011 at 4:55

GoogleCodeExporter commented 8 years ago
Yes it says my ipaddress 192.168.1.2 and the UDP port around 54854 that changes 
as far as i can see. I do not get the UDP port exception that you have set up 
and i can see the UDP port number on the client side after the hand shake. I am 
getting exceptions that are not printed out to the consols about handeling 
strings but i do not see them causing this problem. It's hard to see the 
problem from my end because i can not see what the server is sending I will try 
and step in to more things through the hand shake and after. thank you for your 
responses.

Original comment by slkblud...@gmail.com on 5 Jun 2011 at 3:06

GoogleCodeExporter commented 8 years ago
Hi,

As soon as the server receives a connection and a UDP port from a client it 
begins sending data to that ip/port over UDP. Put a break point in the UDP data 
receive callback. If that is never hit than you have a firewall issue. 

Windows has a firewall enabled (by default- I think) your router could also 
have a firewall.

Original comment by john.mcc...@gmail.com on 5 Jun 2011 at 3:16

GoogleCodeExporter commented 8 years ago
John your right it was ALL the firewalls, I had to put the PS3 in the DMZ and 
had to open all inbound UDP connections in windows. you can close this tiket 
thank you for all your help

Original comment by slkblud...@gmail.com on 6 Jun 2011 at 5:19

GoogleCodeExporter commented 8 years ago

Original comment by john.mcc...@gmail.com on 6 Jun 2011 at 5:28