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Surely this isn't correct? I don't really want to have to add keep-alive ping packets to my game when it seems like there is facility already available using these callbacks.
Why don't they work?
BTW:I tried updating to v3.0 of the SDK, this causes masses of linker errors.
Regards,
Steve.
The text was updated successfully, but these errors were encountered:
The state changes I believe are triggered during send/receive/close events, turning off the wifi would not cause that. I believe the B gets the event if B tries to send something, and I believe after some time A gets the event if A sends something to B (and it wouldn't go through). It is designed like this to avoid connection "jitter" if you lose connectivity intermittently for example switching from wi-fi to LTE or going through a tunnel/ elevator, etc.
The linker errors might be caused by not upgrading your NDK? 3.0 requires NDK r14 or greater, and since gcc and gnustl are deprecated, you should use clang toolchain with the c++ STL. If you can't move away from gnustl for some reason, you need to use gcc, mostly to be safe.
Ah, it's nice to have it confirmed, cheers. The reasons you state are perfectly valid. It'd be good to have the docs updated to reflect this as I'm not the first to come across this.
I largely ignore any "message sent" callback, as a rule they return -2 (INTERNAL_ERROR), which isn't
massively helpful. Despite this, the game works fine.
GoogleGameServices->RealTimeMultiplayer().SendReliableMessage(m_RealTimeRoom, (*it), Data, [](gpg::MultiplayerStatus const &ss)
{
DebugPrintf("Send status : %d", ss); // PRETTY MUCH ALWAYS -2.
});
Re:Linker errors - Yeah, I'm on r12b so it looks like I've got some upgrading to do.
I'm using v 2.1 of the cpp gpg SDK.
My app runs perfectly, sending and receiving data between player A and B.
If B switches his WIFI off, there is no callback to let A know that he has left the game.
OnP2PDisconnected() isn't triggered.
OnRoomStatusChanged() isn't triggered.
OnParticipantStatusChanged isn't triggered.
Surely this isn't correct? I don't really want to have to add keep-alive ping packets to my game when it seems like there is facility already available using these callbacks.
Why don't they work?
BTW:I tried updating to v3.0 of the SDK, this causes masses of linker errors.
Regards,
Steve.
The text was updated successfully, but these errors were encountered: