JayC
Always Learning
Hi All -
I've been stuck on this problem a few days and I believe it's due to my lack of understanding of how DotNetty works. I have setup Nitro, and attempting to migrate Plus to utilize DotNetty over secure websockets.
This is the pipeline I am trying:
I have modified the stack a few times:
The original problem I was getting was the packet was too large (over 300,000,000 bytes). When I added the TlsHandler it is now slightly over 100,000,000 bytes but that is still too big - It is just the connecting packet.
Anyone point me in the direction of what I did wrong? I'm going to continue poking at it.
-- Update --
Of course 2 minutes after posting I figured it out:
I've been stuck on this problem a few days and I believe it's due to my lack of understanding of how DotNetty works. I have setup Nitro, and attempting to migrate Plus to utilize DotNetty over secure websockets.
This is the pipeline I am trying:
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I have modified the stack a few times:
- Removed TlsHandler
- Removed WebSocketFrameCodec
The original problem I was getting was the packet was too large (over 300,000,000 bytes). When I added the TlsHandler it is now slightly over 100,000,000 bytes but that is still too big - It is just the connecting packet.
Anyone point me in the direction of what I did wrong? I'm going to continue poking at it.
-- Update --
Of course 2 minutes after posting I figured it out:
Code:
channel.Pipeline.AddLast(TlsHandler.Server(tlsCertificate));
channel.Pipeline.AddLast("messageInterceptor", new MessageInterceptorHandler());
channel.Pipeline.AddLast("xmlDecoder", new GamePolicyDecoder());
channel.Pipeline.AddLast("frameDecoder", new LengthFieldBasedFrameDecoder(500000, 0, 4, 0, 4));
channel.Pipeline.AddLast("gameEncoder", new GameEncoder());
channel.Pipeline.AddLast("gameDecoder", new GameDecoder());
channel.Pipeline.AddLast(ChannelGroup, "clientHandler", new NetworkChannelHandler());
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