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[Enhancement] Throw an error to explain InterNetwork

Open Spydrouge opened this issue 11 years ago • 0 comments

Right now our asynchronous socket is defined as such:

            //NOTE: This InterNetwork flag is probably why our game and embodiment machines must be
            //on the same network in order to detect one another.
            //TODO [Task]: if we checked out our IP address ahead of time we could see if it was on 
            //the same network as us and throw a message about it. 
            Socket asyncSocket = new 
                Socket
                (AddressFamily.InterNetwork
                , SocketType.Stream
                , ProtocolType.Tcp
                );

In order to make sure that we let our users know why a connection might have failed, we should write a little IP comparison to guess whether the computers are on the same network (does everything before the last '.' match up? XD) and print a Warning Message to give them information if they're seeing everything go Kablooey.

Spydrouge avatar Nov 21 '14 05:11 Spydrouge