(07-20-2016, 06:49 PM)ayalx Wrote: MultiServer 1 works like this:
So the OS decides which IP address to use.Code:Bind("0.0.0.0")
MultiServer 2 works like this:
So it should bind all the IP addresses of the computer.Code:For Each IPAddress of Computer:
Bind(IPAddress)
Apparently your old IP still exists as a strange ghost, and MultiServer sees it.
But if you get only a warning, it is possible that MultiServer also sees your true IP address, and in this case it should work well despite the warning.
Have you tried to check it?
Hopefully I will have some time next week.
I will add an option to tell MultiServer how to do the binding (method 1 or method 2), so it will solve your problem anyway.
Unfortunately connecting to it, although it is only a warning does not work, neither with empty address field nor with the correct internal IP address. It will just act as if it was waiting for someone else to connect, but the MS2 will not show any received connections. An option for changing the way how it binds would be cool!
(08-29-2016, 06:24 PM)ayalx Wrote: The name "ping" for the command is misleading.
Because LF2 has an inner clock, I can't know what is the actual ping.
I can only try to check if the player slows down the game.
So the ping command checks for each player in how many milliseconds does he slows the game cycle.
For example:
If the player got "0 ms", he does not slow the game.
If the player got "5 ms", he slows each game cycle in 5 ms.
The ping command works, but it has some issues and it doesn't always give accurate results.
The idea of using the ping of the computer would be great, but I afraid that most firewalls and routers block it.
You can try ping other players in yours IRC channel, and see if it works for most of them or not.
Wow, I didn't know it was that advanced! The way you describe it, it is actually better than a simple ping command, if it worked reliably. It's almost like a "git blame", but is "lag blame" instead
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