Corona® AutoLAN- Public Internet Multiplayer Support Beta! Join Now!

@holger
You are correct. The server receives the file. I tried this on two mobiles and on one tablet and is the same thing. I checked for a software its not this the problem.

Anyone experiencing the same problem with autolan on android? What is going wrong? I cant fond it… just help…

So much has happened in this space in the year since MY Developers decided not to pursue the Internet hosted AutoLan option. I was wondering if anything has changed. Is there anyone out there who managed to host their own AutoLan servers and run it happily? Any change of direction from MY Developers? In other words, any chance for hosted AutoLan from MY Developers making a come back? Thanks so much for an update.

Hello Ksan,

Thanks for your interest in Autolan. AutoLAN began as a project aimed to make local networking easy. It was natural to extend this functionality over the internet as at the time Corona did not support bluetooth or other more convenient forms of p2p connection. We quickly began to hit brick walls with the matchmaker server, namely that UDP punchthrough was not always possible for various reasons. This meant that at times all traffic must be piped through the matchmaker server itself. This would mean it would require considerable investment for us to set up and maintain servers around the globe to make this work with acceptable latencies. In short, we do not have the resources right now to take this project to the next level as a worldwide internet gaming provider. 

Regards,

M.Y. Developers

Thanks for the update. I am sure this is a huge undertaking so I can understand the decision. Corona Cloud also went through a similar path right. Anyways. I was wondering if there is anyone out there running your code successfully for their own small scale needs. Thanks

So much has happened in this space in the year since MY Developers decided not to pursue the Internet hosted AutoLan option. I was wondering if anything has changed. Is there anyone out there who managed to host their own AutoLan servers and run it happily? Any change of direction from MY Developers? In other words, any chance for hosted AutoLan from MY Developers making a come back? Thanks so much for an update.

Hello Ksan,

Thanks for your interest in Autolan. AutoLAN began as a project aimed to make local networking easy. It was natural to extend this functionality over the internet as at the time Corona did not support bluetooth or other more convenient forms of p2p connection. We quickly began to hit brick walls with the matchmaker server, namely that UDP punchthrough was not always possible for various reasons. This meant that at times all traffic must be piped through the matchmaker server itself. This would mean it would require considerable investment for us to set up and maintain servers around the globe to make this work with acceptable latencies. In short, we do not have the resources right now to take this project to the next level as a worldwide internet gaming provider. 

Regards,

M.Y. Developers

Thanks for the update. I am sure this is a huge undertaking so I can understand the decision. Corona Cloud also went through a similar path right. Anyways. I was wondering if there is anyone out there running your code successfully for their own small scale needs. Thanks

I have a question about the pong demo code. (Actually this applies to many multiplayer cases, not just this demo)

Client —> move the paddle and save the ball

Client —> send the move to the server

------> packet sent, but there is some delay when travelling, say 2 seconds —>

Server --> receive the packet about the client move

Server --> the move does NOT save the ball

So for the client, he thinks he saved the ball.

But for the server, the ball is not saved. Now, the server tells the client the ball is not saved by sending status update. So the client will see something really weird that he saved the ball but then the screen is “changed” to reflect he actually failed.

How to solve this kind of awkward situation?

I found this situation can be applied to many multiplayer demos I have seen online.

Anyone can shed some light?

I have a question about the pong demo code. (Actually this applies to many multiplayer cases, not just this demo)

Client —> move the paddle and save the ball

Client —> send the move to the server

------> packet sent, but there is some delay when travelling, say 2 seconds —>

Server --> receive the packet about the client move

Server --> the move does NOT save the ball

So for the client, he thinks he saved the ball.

But for the server, the ball is not saved. Now, the server tells the client the ball is not saved by sending status update. So the client will see something really weird that he saved the ball but then the screen is “changed” to reflect he actually failed.

How to solve this kind of awkward situation?

I found this situation can be applied to many multiplayer demos I have seen online.

Anyone can shed some light?

Hi,

I have issues with the MultiPong example as well. It runs well in my simulators. But when I build for Android and test it on two devices, they can’t connect each other and crashes.

Any help?

Ming

Hi,

I have issues with the MultiPong example as well. It runs well in my simulators. But when I build for Android and test it on two devices, they can’t connect each other and crashes.

Any help?

Ming