I have two swf's running a fairly complex ship-themed game,
one with the logic/UI and the other as a 'presentation' screen. The
logic swf is sending the presentation swf an object that contains
several arrays (that contain either strings or numbers). This is
sent at the start of each round of gameplay. The size of the arrays
grows, as more ships are spawned in the game. The problem I've run
into, is that whenever my 56th ship spawns, the LocalConnection
fails to send any data. 55 ships is fine, but as soon as we hit 56
it stops cold.
I have been unable to find any sort of information on the
limits of the amount of data that can be sent over LC - I'm really
only sending a few small arrays of strings, not that much after
all. Also I've found it enormously difficult to debug as flash wont
throw up any errors in the output window, nor does there seem to be
any way of monitoring the 'bandwidth' being sent over
LocalConnection. So really I'm fighting bind here!
Ah thanks. Is there any way I can request the byte size of an
object or an array to check where my data spending is going then?
That might help me narrow it down to being an issue with sending
>40kb... although really that's a huge amount of space when
talking in terms of small arrays of strings..
edit: I've tried doubling the size of the object I'm sending
(by including duplicates of all the arrays and other data being
packaged up into the final object) and LocalConnection continues to
fail at exactly the same point, leading me to think perhaps it's
not failing due to excess size.
I wonder if I could instead store the data being exchanged in
SharedObjects (two swf files talking to each other, not in a
browser, will this still work?) and use LocalConnection instead to
'poke' the other swf to read from the shared objects and see what