Greetings PlayerIO Community,
I'm just getting started with Multiplayer programming in PlayerIO. In the past, I've written multiplayer using AS3 and SmartFox Server Pro, so I recognize and am familiar with many of the similar structures used (rooms, etc.). I'm new to C# and using Visual Studio.
I'm attempting to follow the "Getting started doc" located https://playerio.com/documentation/tuto ... mbopackage
I'm working on Mac OSX 10.12.5 and I've installed Visual Studio Community. I was able to successfully load the solution and run the server. When I ran the server, I was prompted for my PlayerIO login (which I provided) then the window closed and no further information appeared. Then, I published the FridgeMagnets.fla, received a successful connection trace, and then watched on my PlayerIO dashboard to see that indeed a room had been created.
The trouble I am having is the ability to test multiple windows at the same time to confirm that multiplayer is functioning. Every time that I attempt to open a second instance of FridgeMagnets.swf, the server connection is lost on all instances. For a brief moment, I was able to confirm that state changes were being received. To do this, I opened a FridgeMagnets.swf, then compiled a second instance and for about 1 second it ran and reflected a shared game state between the two.
According to the guide, I should be able to play consistently with multiple connections open on the same test computer. However, it looks like PlayerIO may be restricting multiple connections and closing out access to computers with multiple server requests. Is this true? If so, is there a way to allow multiple connections so that I can effectively test multiplayer functionality within two client instances running on my development machine?
Thanks in advance for your support!
~Ross