Testing the examples like Onu and MultiplayerDemoSimple, but none of them can find the player on internet.
To make things easier to deal with, I prefer MultiplayerDemoSimpleto do description.
My steps are :
1 : copy the folder of MultiplayerDemoSimple, change the name to MultiplayerDemoSimple_00 and MultiplayerDemoSimple_01
2 : Compile MultiplayerDemoSimple_00 and MultiplayerDemoSimple_01
3 : execute MultiplayerDemoSimple_00 and MultiplayerDemoSimple_01
4 : MultiplayerDemoSimple_00 press the start game button
5 : MultiplayerDemoSimple_00 press the create game button
6 : MultiplayerDemoSimple_01 press the start game button
7 : MultiplayerDemoSimple_01 press the join game button
The results are both of them become the “host” of the new game.
After I retry the join game button several times(2~5, unsure), I can connect to MultiplayerDemoSimple_00 at last.
If I cancel the join request because the host accept the game, I cannot rejoin the game again, no matter how many
times I press on the join game button.Is this an expected feature?
What if I try to find the user manually?
The device ID + user name(not the true number, but follow the format)
MultiplayerDemoSimple_00 == 1234_0 player 1123
MultiplayerDemoSimple_01 == 1234_1 player 1456
At step 7, I try to find the user “player 1123” this time, but it cannot find anything
The messages are
qml: Matched friends
qml: startPaginatedRequest: {“action”:”search_user”,”query”:”Player 6961554″}
qml: getPageInformation for request {“action”:”search_user”,”query”:”Player 6961554″}
qml: pageInfo: {“page”:1,”perPage”:30}
qml: –> Requesting: search_user [#6]
qml: ! Warning: Request queued as currently sending another request
Thanks