Forum Multiplayer Is it possible to modify the Multiplayer Websocket header?

Discussion and help relating to the PlayerIO Multiplayer API.

Is it possible to modify the Multiplayer Websocket header?

Postby openglx2 » November 28th, 2017, 2:08 pm

We are developing Facebook web games (canvas) with Unity WebGL.
About 80% of the development has been completed and the test has resulted in a problem with the iframe.

This problem is the same as https://playerio.com/forum/viewtopic.php?t=36448, and we figure this out.

We got PlayerIO's Multiplay to access the Service-Room.
And I noticed that Websocket tried to communicate but it did not work.

The image below is an image of Websocket operating normally when connected directly to the domain.
https://imgur.com/BxKRRxN
https://imgur.com/iUPkm4g

The image below is an image that does not work when Websocket is connected to a Facebook iframe game.
https://imgur.com/6Sa1mMA
https://imgur.com/SwsASwO

In order to fix this, it is likely that a response to Access-Control-Allow-Origin: * in the Response Header should be sent to a Websocket connected to wss: //blah.playerio.com.

As shown below.
https://imgur.com/92pAAVU


I wonder if I can fix this problem. Actually, I'd like you to fix it. I wrote a lot of game code.

I'm sorry I can not speak English well. I used Google Translator.
openglx2
 
Posts: 2
Joined: July 3rd, 2017, 4:28 am

Re: Is it possible to modify the Multiplayer Websocket heade

Postby Henrik » February 13th, 2018, 7:55 pm

Hey openglx2,

Better late than never, but this issue is finally fixed, and Multiplayer in Unity WebGL games in an iframe now works properly.
Henrik
.IO
 
Posts: 1880
Joined: January 4th, 2010, 1:53 pm


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