#1
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Client Server Networking Problem
Hi guys:
I have been playing around with the client server example. I have been experiencing a problem for a few days now: I am using the server script and two clients to connect to the server. Every time a client connects to the server, the server correctly receives the UPDATE event but the connected clients never receive it, therefore the client's update() function is never called and the client never sees the other connected clients. I do not understand why: - the client to server communication works fine; - the server to client communication does not work; - the client to client communication does not work (viznet.client.sendAll). I have disabled any possible firewall or antivirus installed on the machines. Am I doing something wrong? Thanks Patrick |
#2
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Try pinging the server computer from the clients using the server's logical name. Vizard uses the computer's logical name to determan their IP address.
__________________
Paul Elliott WorldViz LLC |
#3
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Client server Networking
Both clients can ping the server using either the IP address or the name
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#4
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Client Server networking problem
Hi guys:
I think you might want to take a look at the sendAll function. It looks like it does not send the events to the clients (server works fine). Is it a bug in the client server code or did I forget something? Patrick |
#5
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Are you using Vizard 2.5? Because the viznet module will only work with Vizard 3.0
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#6
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Cleint Server Networking problem
I am using the very last version on all machines
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#7
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I tested the sendAll command and it worked fine here. Can you post the scripts you are using? Also, in the future, please post Vizard 3.0 related question in the Vizard 3.0 forum.
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#8
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Client Server Networking problem
Sorry about posting this thread in the wrong place.
Here is the code I am using: SERVER SERVER SERVER SERVER: import viz import viznet viz.go() viz.clearcolor(.2,.2,.4) view = viz.get(viz.MAIN_VIEWPOINT) view.setPosition(70,45,-60) view.lookat(0,0,10) objectList = ['duck.wrl', 'logo.wrl', 'male.cfg', 'female.cfg' ] maze = viz.add('tankmaze.wrl') objects = {} UPDATE = viznet.id('update') CLIENT_DISCONNECTED = viznet.id('client_disconnected') CHAT = viznet.id('chat') viznet.server.start(port_in=14950, port_out = 14951) def onStartClient(e): print '** Client joined:', e.sender viz.callback(viznet.CLIENT_CONNECT_EVENT, onStartClient) def onStopClient(e): print '** Client left:', e.sender viznet.server.send(CLIENT_DISCONNECTED, client=e.sender) objects[e.sender].remove() #Remove object from map del objects[e.sender] #Delete user from array viz.callback(viznet.CLIENT_DISCONNECT_EVENT, onStopClient) def update(e): try: objects[e.sender].setPosition(e.pos) objects[e.sender].rotate(e.ori) except KeyError: objects[e.sender] = viz.add(objectList[e.object],scale= 2,2,2],pos=e.pos,euler=e.ori) objects[e.sender].tooltip = e.sender viz.callback(UPDATE, update) import viztip tth = viztip.ToolTip() tth.start() tth.setDelay(0) def updateChat(msg): text.message('\n'.join(text.getMessage().split('\n ')[1:])+'\n'+msg) text = viz.addText('\n\n\n\n', viz.SCREEN) # send 4 carriage returns to screen text.alignment(viz.TEXT_LEFT_BOTTOM) text.fontSize(25) text.translate(0.05,0.08) input = viz.addText('>_', viz.SCREEN) # Add Chat prompt input.alignment(viz.TEXT_LEFT_BOTTOM) input.fontSize(25) input.translate(0.032,0.05) input.visible(0) #Only visible when in type mode def onChat(e): updateChat(e.client+': '+e.chat) viz.callback(CHAT,onChat) talking = False def onKeyDown(key): global talking if key == 'y' and not talking: # Start talking mode talking = True input.message('> _') input.visible(1) elif key == viz.KEY_ESCAPE and talking: # Exit talking mode talking = False input.visible(0) return True elif talking and key == viz.KEY_RETURN: # Send message talking = False viznet.server.send(CHAT,client='SERVER',chat=input .getMessage()[2:-1]) input.visible(0) # Update display with our message updateChat('SERVER'+': '+input.getMessage()[2:-1]) elif talking and key == viz.KEY_BACKSPACE: # Delete a character if len(input.getMessage()) > 3: input.message(input.getMessage()[:-2]+'_') elif len(key) > 1: # Handle special keys return False elif talking and 32 <= ord(key) <= 126: # Input message input.message(input.getMessage()[:-1]+key+'_') viz.callback(viz.KEYDOWN_EVENT,onKeyDown,priority=-6) CLIENT CLIENT CLIENT CLIENT import viz import viznet import vizinfo viz.go() viz.clearcolor(.2,.2,.4) maze = viz.add('tankmaze.wrl') objects = {} SEND_UPDATE_TIMER = 1 UPDATE = viznet.id('update') CLIENT_DISCONNECTED = viznet.id('client_disconnected') CHAT = viznet.id('chat') SERVER_NAME=viz.input('Enter Server Name') while not viznet.client.connect(SERVER_NAME,port_in=14951,po rt_out=14950): if viz.ask('Could not connect to ' + SERVER_NAME + ' would you like to try another?'): SERVER_NAME=viz.input('Enter Server Name') else: viz.quit() break objectList = ['duck.wrl','logo.wrl','male.cfg','female.cfg'] obj_choice=viz.choose('Connected. Select your character',objectList) def mytimer(num): if num == SEND_UPDATE_TIMER: ori= viz.get(viz.HEAD_ORI) pos = viz.get(viz.HEAD_POS) viznet.client.sendAll(UPDATE,client=viz.getCompute rName (),object=obj_choice,pos=pos,ori=ori) viz.callback(viz.TIMER_EVENT, mytimer) viz.starttimer(SEND_UPDATE_TIMER, .05, -1) def update(e): if e.client != viz.getComputerName(): try: objects[e.client].setPosition(e.pos) objects[e.client].rotate(e.ori) except KeyError: objects[e.client] = viz.add(objectList[e.object],scale=[2,2,2],pos=e.pos,euler=e.ori) objects[e.client].tooltip = e.client viz.callback(UPDATE,update) def client_disconnected(e): objects[e.client].remove() del objects[e.client] viz.callback(CLIENT_DISCONNECTED,client_disconnect ed) def onStopServer(e): print 'Disconnected from server' viz.quit() viz.callback(viznet.SERVER_DISCONNECT_EVENT,onStop Server) import viztip tth = viztip.ToolTip() tth.start() tth.setDelay(0) def updateChat(msg): text.message('\n'.join(text.getMessage().split('\n ')[1:])+'\n'+msg) text = viz.addText('\n\n\n\n',viz.SCREEN) text.alignment(viz.TEXT_LEFT_BOTTOM) text.fontSize(25) text.translate(.05,.08) input = viz.addText('> _',viz.SCREEN) input.fontSize(25) input.translate(.032,.05) input.visible(0) def onChat(e): updateChat(e.client+': '+e.chat) viz.callback(CHAT,onChat) talking = False def onKeyDown(key): global talking if key == 'y' and not talking: talking = True input.message('> _') input.visible(1) elif key == viz.KEY_ESCAPE and talking: talking = False input.visible(0) return True elif talking and key == viz.KEY_RETURN: talking = False viznet.client.sendAll(CHAT,client=viz.getComputerN ame(),chat=input.getMessage()[2:-1]) input.visible(0) elif talking and key == viz.KEY_BACKSPACE: if len(input.getMessage()) > 3: input.message(input.getMessage()[:-2]+'_') elif len(key) > 1: return False elif talking and 32 <= ord(key) <= 126: input.message(input.getMessage()[:-1]+key+'_') viz.callback(viz.KEYDOWN_EVENT,onKeyDown,priority=-6) |
#9
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Hi,
Can you repost the code using the special code tags? HTML Code:
[code]insert code here[/code] |
#10
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Client Server Networking problem
No need for the chat management code, I experimented without it.
SERVER SERVER SERVER SERVER Code:
import viz import viznet viz.go() viz.clearcolor(.2,.2,.4) view = viz.get(viz.MAIN_VIEWPOINT) view.setPosition(70,45,-60) view.lookat(0,0,10) objectList = ['duck.wrl', 'logo.wrl', 'male.cfg', 'female.cfg' ] maze = viz.add('tankmaze.wrl') objects = {} UPDATE = viznet.id('update') CLIENT_DISCONNECTED = viznet.id('client_disconnected') CHAT = viznet.id('chat') viznet.server.start(port_in=14950, port_out = 14951) def onStartClient(e): print '** Client joined:', e.sender viz.callback(viznet.CLIENT_CONNECT_EVENT, onStartClient) def onStopClient(e): print '** Client left:', e.sender viznet.server.send(CLIENT_DISCONNECTED, client=e.sender) objects[e.sender].remove() #Remove object from map del objects[e.sender] #Delete user from array viz.callback(viznet.CLIENT_DISCONNECT_EVENT, onStopClient) def update(e): try: objects[e.sender].setPosition(e.pos) objects[e.sender].rotate(e.ori) except KeyError: objects[e.sender] = viz.add(objectList[e.object],scale=[2,2,2],pos=e.pos,euler=e.ori) objects[e.sender].tooltip = e.sender viz.callback(UPDATE, update) import viztip tth = viztip.ToolTip() tth.start() tth.setDelay(0) Code:
import viz import viznet import vizinfo viz.go() viz.clearcolor(.2,.2,.4) maze = viz.add('tankmaze.wrl') objects = {} SEND_UPDATE_TIMER = 1 UPDATE = viznet.id('update') CLIENT_DISCONNECTED = viznet.id('client_disconnected') CHAT = viznet.id('chat') SERVER_NAME=viz.input('Enter Server Name') while not viznet.client.connect(SERVER_NAME,port_in=14951,port_out=14950): if viz.ask('Could not connect to ' + SERVER_NAME + ' would you like to try another?'): SERVER_NAME=viz.input('Enter Server Name') else: viz.quit() break objectList = ['duck.wrl','logo.wrl','male.cfg','female.cfg'] obj_choice=viz.choose('Connected. Select your character',objectList) def mytimer(num): if num == SEND_UPDATE_TIMER: ori= viz.get(viz.HEAD_ORI) pos = viz.get(viz.HEAD_POS) viznet.client.sendAll(UPDATE,client=viz.getComputerName(),object=obj_choice,pos=pos,ori=ori) viz.callback(viz.TIMER_EVENT, mytimer) viz.starttimer(SEND_UPDATE_TIMER, .05, -1) def update(e): if e.client != viz.getComputerName(): try: objects[e.client].setPosition(e.pos) objects[e.client].rotate(e.ori) except KeyError: objects[e.client] = viz.add(objectList[e.object],scale=[2,2,2],pos=e.pos,euler=e.ori) objects[e.client].tooltip = e.client viz.callback(UPDATE,update) #The client_disconnected function performs some simple cleanup when another client disconnects, #and the onStopServer function closes the client. def client_disconnected(e): objects[e.client].remove() del objects[e.client] viz.callback(CLIENT_DISCONNECTED,client_disconnected) def onStopServer(e): print 'Disconnected from server' viz.quit() viz.callback(viznet.SERVER_DISCONNECT_EVENT,onStopServer) import viztip tth = viztip.ToolTip() tth.start() tth.setDelay(0) |
#11
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Hi,
I just tested your script here, running one server with two clients and it worked fine. You said that server to client communication does not work. Have you tried a simple viznet example that does not use sendAll, to make sure that this is not a problem with your network setup? I've included a very basic viznet example. In this example, whenever a client presses the spacebar their background color should change. Also, the server will print out a message every time a client connects/disconnects. If this does not work then there might be a problem with your network setup. SERVER SERVER SERVER SERVER Code:
import viz viz.go() import viznet #Create custom event IDs CLIENT_KEYDOWN = viznet.id('ClientKeyDown') SET_CLEAR_COLOR = viznet.id('SetClearColor') #Start server viznet.server.start() colors = [viz.RED,viz.BLUE,viz.BLACK,viz.ORANGE,viz.YELLOW,viz.GREEN,viz.GRAY] curColor = 0 #When client connects, send them current color def onStartClient(e): viznet.server.sendClient(e.sender,SET_CLEAR_COLOR,color=colors[curColor]) print '** Client joined:',e.sender viz.callback(viznet.CLIENT_CONNECT_EVENT,onStartClient) #Print out when client leaves def onStopClient(e): print '** Client left:',e.sender viz.callback(viznet.CLIENT_DISCONNECT_EVENT,onStopClient) #When client presses space key, change color and notify all clients def onKeydownClient(e): global curColor if e.keydown == ' ': curColor = (curColor + 1) % len(colors) viznet.server.send(SET_CLEAR_COLOR,color=colors[curColor]) viz.callback(CLIENT_KEYDOWN,onKeydownClient) Code:
import viz viz.go() import viznet #Create custom event IDs CLIENT_KEYDOWN = viznet.id('ClientKeyDown') SET_CLEAR_COLOR = viznet.id('SetClearColor') #Connect to server viznet.client.connect(viz.input('Enter Server Name')) #Send message to server when space key is pressed vizact.onkeydown(' ',viznet.client.send,CLIENT_KEYDOWN,keydown=' ') #Change color on server event def onClearColorClient(e): viz.clearcolor(e.color) viz.callback(SET_CLEAR_COLOR,onClearColorClient) #Print out message if disconnected from server def onStopClient(e): print '** Disconnected from server' viz.callback(viznet.SERVER_DISCONNECT_EVENT,onStopClient) |
#12
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Client Server Networking problem
If it works on your side, then it definitively is something with my network config.
I'll keep on playing around. Thanks Patrick |
#13
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Okay, this is a 6 years old post, but I have had the same problem already twice, so next time when I google for the solution, I will find this post. I don't know if this would solve OP's problem, but I had the same situation, communication worked from client to server, but server to client never worked. It turns out, if I use server's machine name instead of server's IP address, miraculously everything started to work.
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