by raj72616a » December 23rd, 2013, 8:28 am
by Ging » December 25th, 2013, 8:20 pm
by impersogame » April 4th, 2014, 6:41 pm
by Guillaume » April 5th, 2014, 11:02 am
by impersogame » April 5th, 2014, 12:30 pm
by impersogame » April 5th, 2014, 1:23 pm
by Guillaume » April 5th, 2014, 1:42 pm
by impersogame » April 5th, 2014, 4:01 pm
Guillaume ZAHRA wrote:Does it do the same thing if you call CreateJoinRoom from outside the callback, maybe using a boolean as a flag ?
Of course working or not working it's not a clean solution...But if it can help you to use or debug this, it's not the worst.
Guillaume ZAHRA wrote:What is strange is that you would have an MissingMethod Exception if it was the case ?
Guillaume ZAHRA wrote:Have you tried to clean your iOS output folder ?
by Guillaume » April 5th, 2014, 4:19 pm
by impersogame » April 5th, 2014, 4:35 pm
Do you have tried to test on an iPhone instead of iPad ?
Do you have tried different "Target iOS Version" options for your iOS builds in your player settings ?
Finally, are you on Unity Free or Unity Pro ?
by Guillaume » April 5th, 2014, 5:52 pm
by impersogame » April 5th, 2014, 6:20 pm
by Guillaume » April 5th, 2014, 7:37 pm
by paala2 » May 14th, 2014, 10:19 am
by impersogame » June 13th, 2014, 6:43 am
Guillaume ZAHRA wrote:I think you can try to mail them.
Also, what you can try, and with a little chance :
1. Go to C:\Program Files (x86)\Unity\Editor\Data\PlaybackEngines\iphoneplayer , from your 4.2.2 installation
2. Save the whole folder.
3. Install Unity 4.3.4
4. Save the same whole folder from your 4.3.4 installation.
5. Try to replace the iPhone-Trampoline folder from 4.3.4 to the one of your 4.2.2 installation.
It may fail miserably. I'm just trying to find a workaround for you. I don't have any sample to test either.
by david.a.diaz@gmail.com » September 30th, 2015, 2:29 pm
by Guillaume » September 30th, 2015, 4:05 pm
public override void UserJoined(Player player) {
ScheduleCallback(delegate()
{
//First checking that the player object has not been freed from the memory before the callback call.
if (player != null &&
player.JoinData.ContainsKey("validConnection") == false)
{
//Player does not have the validConnection flag !!
//Droppping this client connection from the server...
player.Disconnect();
}
}, 10000); //Current user object will be dropped if it doesn't have the connection Flag set after the connection...
}
public override void GotMessage(Player player, Message message)
{
switch (message.Type)
{
case "ConnectionValidation":
if (player.JoinData.ContainsKey("validConnection") == false)
player.JoinData.Add("validConnection", "true");
}
}
client.Multiplayer.CreateJoinRoom(
"$service-room$", //Room id. If set to null a random roomid is used
roomName, //The room type started on the server
false, //Should the room be visible in the lobby?
null,
null,
delegate(Connection connection)
{
//W00t! Connection event fired ! Just sending the Client validation Flag to the server...
connection.Send("ConnectionValidation", new object[] { 0 } ); //Sending a dummy parameters, we don't care...
},
delegate(PlayerIOError error)
{
//Total Failure ! Do whatever you want !
});
by impersogame » October 19th, 2015, 8:41 am
by Guillaume » October 19th, 2015, 12:30 pm