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Can't connect into the same room, host side bugged

  • Problem Description

    ____ When transitioning from the menu to another layout the host cannot regconize the room it needed to go, trying to disconnect from the room and you will get an error messenge "not in a room" ____

    Attach a Capx

    goo.gl/IOJlx7

    Description of Capx

    ____ Login with the multiplayer object and putting them in the lobby waiting for another peer to come in. After that the host will select a map and start ____

    Steps to Reproduce Bug

    • Type in name in the first box then ok
    • Type in room name in the second left box then ok
    • Wait for someone ( or you can open a new tab ) to join the room, then press the button near to the map box
    • Both Host and Peer have to press the button ( to get the transition room name ) the events is really messy since i tried to fix it
    • Press the "Start!" button on the host, wait about 10s

    Observed Result

    ____ A new layout appear, but after a while, the host seems to get in the wrong room, while the peer ( which connect later ) ,get it right, the room that host is in has the name of the lobby , not the name of the transition-game room ____

    Expected Result

    ____ Both of them should connect into the same room, in which on of the black square will vanish ____

    Affected Browsers

    • Chrome: (YES/NO)?
    • FireFox: (YES/NO)?
    • Internet Explorer: (YES/NO)?

    Operating System and Service Pack

    ____ Windows 8 ____

    Construct 2 Version ID

    ____ 244 ____

  • Unable to download your capx

    As a test, in the menu, before transitioning to the new layout, add a text field for feedback and add to the event sheet:

    event:

    on joined room

    action:

    textfield set text "joined room"

    And check if you actually joined the room.

  • Unable to download your capx

    As a test, in the menu, before transitioning to the new layout, add a text field for feedback and add to the event sheet:

    event:

    on joined room

    action:

    textfield set text "joined room"

    And check if you actually joined the room.

    I did add a text field as a debug thing to see that if i'm in the room but no luck.

    P/S: updated the capx link

  • You were trying to login in a with a blank name (Username="") if you change it to anything, (like: meh) it will log you in.

    You were getting an error "Invalid alias"

    Then, the room you try to join was also blank, change it to anything, and it works.

  • You were trying to login in a with a blank name (Username="") if you change it to anything, (like: meh) it will log you in.

    You were getting an error "Invalid alias"

    Then, the room you try to join was also blank, change it to anything, and it works.

    Invalid alias happened to me before since I tried to login using the text inside the "loginName" textbox, which is destroyed upon transition, the username work just fine for me

    The red circle I made ( which you can test it out too by connect 2 player then after the transition, waiting like 8 secs then press "L", you'll see the messenge "Not in a room". Also the room is not correct, and the username has no problem

  • When you go to layout 1 ... the first thing you do there is leave room and disconnect (network event sheet) and reconnect to the signalling server.

  • When you go to layout 1 ... the first thing you do there is leave room and disconnect (network event sheet) and reconnect to the signalling server.

    Is it what I should do or I have been doing it wrong? In case I've done it wrong, why the Peer can properly join the correct room (which is the combination of names) and not the Host ( The lobby and the game are in the different game "name" in the join room setting, and I even double the Leave and Disconnect event [ Sheet 2 and Network ] to make sure that everything is gone before attempting to reconnect again, I could be wrong though.) The big mystery to me is how the Peer can do that ( works everytime ) but not the Host?

  • In all honesty, your event sheets are a bit messy this way.

    Have you used the multiplayer example games as reference ?

    If not, it might definitely be worth checking them out and see how they are build up.

  • In all honesty, your event sheets are a bit messy this way.

    Have you used the multiplayer example games as reference ?

    If not, it might definitely be worth checking them out and see how they are build up.

    I know that mine is messy, I did spend ( a lot of ) time reading the multiplayer example and online tutorial.

    I don't mind reworking all the events, but seeing it worked, in a weird way, especially the host tends to keep the old room name.

    In my opinion the host somehow manages to keep the old multiplayer's room name and join it, even it's in another "game" section.

    Thanks for spending time at this post though, I might have to do something with it

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  • Your approach of the independent network sheet is good but you handle it on the other sheet too, which easily makes one loose track of when things happen.

    Just keep the connection/login/join events on 1 sheet, it will make it a lot more clear what your doing and when.

    Also, instead of disconnecting right from the layout start, you could use the event "on disconnected".

    Good luck

  • Don't know if I should make a new post about this but after reworking the network events, things start to work kinda properly, player can connect to each other after transition BUT this time it's the peer side that fail to send the infomation. Everything work just fine when you tried on the local network, but after several tests with others through different machines, none of them work. Feel like same bug for me

    File for anyone interested:

  • Links no longer work so closing. It sounded like a mistake in your events anyway. Please take care to make sure you have identified a real bug by following the bug report guidelines.

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