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Multiplayer Plugin interupted connection

  • Hi,

    I've been playing around with the multiplayer plugin a bit lately, specifically working with using it AND the Synaptop plugin in the same game. For testing purposes, I wrote a game based off the platformer example, which I first networked using the Synaptop plugin, then added the Multiplayer plugin to sync a couple of the other objects (such as moving platforms). I managed to do this, and it works (objects sync etc), except for the following:

    The LogText box just shows 0's instead of "Connected, logging in..." etc.

    in Firebug the console gives me the message:

    The connection to was interrupted while the page was loading.

    this.sigws = new WebSocket(url_, SIGNALLING_WEBSOCKET_PROTOCOL);

    when I exit the game.

    and the firebug console gives me the message:

    TypeError: this.library is undefined

    this.library.unsubscribed(this, users_id, pclosed);

    when a non-host user exits the game.

    What confuses me most is if it didn't connect to , how did it sync the objects that it did?

  • It's probably caused by the other plugin. Can you reproduce this using only the official Multiplayer plugin?

  • Well right now when I try to test, even with the official multiplayer plugin unedited, I'm getting "Signalling error: room full". I'm guessing this means too many people are testing the multiplayer example right now?

    Note: It did give these messages in the log when a peer disconnected and I disconnected respectively.

    However when I changed the name of the game to: "scirra-gametutorial3.1" I get around the signalling error, and the game works like it should in every respect, but I still got those messages.

    Edit: I however did test the game as an iframe or as a page, and it wasn't bringing up these messages when I ran it as it's own page, only when I was running it as an iframe.

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  • Father testing suggests that the "this.library.unsubscribed" message is not associated with the Multiplayer plugin in any way, however the other message "The connection to was interrupted while the page was loading. this.sigws = new WebSocket(url_, SIGNALLING_WEBSOCKET_PROTOCOL);" is connected to the multiplayer plugin.

    Edit: I've also solved the problem where the network text was just displaying 0's. The main problem remains.

  • Would it help if I use my own server or a Synaptop-supported server when running the games on Synaptop?

    How would I create/implement a signalling server that does the same thing as ?

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