
Interestingly, if I delete the entity data model and use LINQ to SQL instead, the project works fine (and it apparently doesn't need MARS). Google tells me nothing, other than a few sites occasionally have this error message appear. I'm pretty sure that I don't need to activate MARS in the SQL Server 2008 instance, right? Just include the MultipleActiveResultSets parameter. The connection string created by the DD wizard and stored in web.config has MultipleActiveResultSets=True. I'm using an entity data model for the project, and am hooking up the data model in the RegisterContext method call in global.asax. (provider: TCP Provider, error: 0 - An existing connection was forcibly closed by the remote host.) Or the Dynamic Data Web Application project template, I'm getting this error message when I try to navigate to a page that displays data (the list of tables on Default.aspx displays just fine):įailed to establish a MARS session in preparation to send the request to the server.

No matter whether I use the Dynamic Data Entities Web Application

At the moment, I'm connecting with my admin priveleges on the database server. It can be hosted by players who do not own the game themselves as well. 2 players work fine (except on win10 or the recent crash issues related to structure ownership).I've just created a brand new, Dynamic Data Web site that uses SQL Server 2008 on a dedicated server that I control. The Memories of Mars Dedicated Server is available via Steam as a Dedicated Server. don't quote me on that, though, that's just a rumor i've heard somewhere on the forums.īut yeah, DS are better held off of for now, because of the limited multiplayer capabilities. Take a look at our web hosting platform with a 30 day free trial period. everything on the map, the whole save (except constructed things) get transmitted twelve times a second) Get hold of the assets of a dedicated server at a price youll enjoy.

you touch it, every 0.5 seconds you get an update on it or so) you end up with the state of every physical object being transmittet twelve times a second (i.e.

There's a rumor around that claims that there is a tiny bug in the code, where instead of transmitting the state of a physical object whenever it changes it's physcal properties every half a second (i.e. Seeing as it is fairly easy to just open up a private game you can see on the server browser, the option to have the host running the game on a separate steam account might be an easier solution just stay in the ready room as host^^ the bandwith is the main problem for every multiplayer related issue, the packets are too big.
