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<rss version="2.0">
<channel>
<title>Shephertz Community - Recent questions in AppWarp</title>
<link>http://forum.shephertz.com/?qa=questions/products/appwarp</link>
<description>Powered by Question2Answer</description>
<item>
<title>Is it possible to use https for API requests?</title>
<link>http://forum.shephertz.com/?qa=11621/is-it-possible-to-use-https-for-api-requests</link>
<description>Currently, our game uses your AppWarp SDK to implement multiplayer mode. During moderation process on publishing platform we've faced a problem: your lib sends http requests but all requests, other than https, are blocked by platform. Is there a way to implement https requests (maybe use other endpoints)?</description>
<category>Html 5</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11621/is-it-possible-to-use-https-for-api-requests</guid>
<pubDate>Thu, 09 Nov 2023 12:05:45 +0000</pubDate>
</item>
<item>
<title>https://appwarp.shephertz.com is down?</title>
<link>http://forum.shephertz.com/?qa=11619/https-appwarp-shephertz-com-is-down</link>
<description>&lt;p&gt;
	Hey, what happend to the site? Im trying to access the unity documents there to help me with my project, but the site is down please help&lt;/p&gt;
&lt;p&gt;
	i get this error:&amp;nbsp;&lt;/p&gt;
&lt;h1 style=&quot;color: rgb(0, 0, 0); font-family: &amp;quot;Times New Roman&amp;quot;;&quot;&gt;
	Error establishing a database connection&lt;/h1&gt;</description>
<category>Windows</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11619/https-appwarp-shephertz-com-is-down</guid>
<pubDate>Tue, 12 Sep 2023 07:40:27 +0000</pubDate>
</item>
<item>
<title>Connection resturns bad request</title>
<link>http://forum.shephertz.com/?qa=11605/connection-resturns-bad-request</link>
<description>&lt;div&gt;
	&amp;nbsp;protected override void OnCreate(Bundle savedInstanceState)&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; {&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; base.OnCreate(savedInstanceState);&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp;&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; SetContentView(Resource.Layout.Login);&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; WarpClient.initialize(Constants.API_KEY, Constants.SECRET_KEY);&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; WarpClient.GetInstance().AddConnectionRequestListener(this);&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp;&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; //Create the user interface in code&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; var layout = new LinearLayout(this);&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp;&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; layout.Orientation = Orientation.Vertical;&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; var btnLogin = FindViewById&amp;lt;ImageButton&amp;gt;(Resource.Id.imgbtnLogin);&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; var txtUserId = FindViewById&amp;lt;EditText&amp;gt;(Resource.Id.txtUsername);&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; var txtPassword = FindViewById&amp;lt;EditText&amp;gt;(Resource.Id.txtPassword);&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; btnLogin.Click += (sender, e) =&amp;gt;&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; {&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; //WarpClient.setRecoveryAllowance(10);&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; //WarpClient.GetInstance().RecoverConnection();&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; WarpClient.GetInstance().Connect(txtUserId.Text);&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp;&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; //StartActivity(typeof(MainActivity));&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; //this.Finish();&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; };&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; }&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp;&lt;/div&gt;
&lt;div&gt;
	&lt;div&gt;
		&amp;nbsp;public void onConnectDone(ConnectEvent evt)&lt;/div&gt;
	&lt;div&gt;
		&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; {&lt;/div&gt;
	&lt;div&gt;
		&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; if (Looper.MyLooper() == null)&lt;/div&gt;
	&lt;div&gt;
		&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; Looper.Prepare();&lt;/div&gt;
	&lt;div&gt;
		&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; if (evt.getResult() == WarpResponseResultCode.SUCCESS)&lt;/div&gt;
	&lt;div&gt;
		&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; {&lt;/div&gt;
	&lt;div&gt;
		&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; Console.WriteLine(&quot;Connection Successful&quot;);&lt;/div&gt;
	&lt;div&gt;
		&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; Android.Widget.Toast.MakeText(this, &quot;Connection Successful&quot;, Android.Widget.ToastLength.Long).Show();&lt;/div&gt;
	&lt;div&gt;
		&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;
	&lt;div&gt;
		&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; StartActivity(typeof(MainActivity));&lt;/div&gt;
	&lt;div&gt;
		&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; this.Finish();&lt;/div&gt;
	&lt;div&gt;
		&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;
	&lt;div&gt;
		&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; }&lt;/div&gt;
	&lt;div&gt;
		&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; else&lt;/div&gt;
	&lt;div&gt;
		&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; {&lt;/div&gt;
	&lt;div&gt;
		&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; Console.WriteLine(&quot;Connection Failed&quot;);&lt;/div&gt;
	&lt;div&gt;
		&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; Android.Widget.Toast.MakeText(this, &quot;Connection Failed&quot;, Android.Widget.ToastLength.Long).Show();&lt;/div&gt;
	&lt;div&gt;
		&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; }&lt;/div&gt;
	&lt;div&gt;
		&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; }&lt;/div&gt;
&lt;/div&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;</description>
<category>Android</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11605/connection-resturns-bad-request</guid>
<pubDate>Sun, 14 Mar 2021 15:32:21 +0000</pubDate>
</item>
<item>
<title>How to save chat history for private chat</title>
<link>http://forum.shephertz.com/?qa=11601/how-to-save-chat-history-for-private-chat</link>
<description>How to save chat history for private chat</description>
<category>Android</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11601/how-to-save-chat-history-for-private-chat</guid>
<pubDate>Mon, 08 Mar 2021 07:27:28 +0000</pubDate>
</item>
<item>
<title>how to create room and get room details C#</title>
<link>http://forum.shephertz.com/?qa=11598/how-to-create-room-and-get-room-details-c%23</link>
<description>how to create room and get room details C# ?

Can i get code to create room and get details for created rooms</description>
<category>Android</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11598/how-to-create-room-and-get-room-details-c%23</guid>
<pubDate>Mon, 01 Mar 2021 19:09:09 +0000</pubDate>
</item>
<item>
<title>Not Working on IOS</title>
<link>http://forum.shephertz.com/?qa=11588/not-working-on-ios</link>
<description>http does not open on ios change to https or find a solution please</description>
<category>Adobe Air</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11588/not-working-on-ios</guid>
<pubDate>Mon, 29 Jun 2020 20:01:25 +0000</pubDate>
</item>
<item>
<title>Convert Photon to appwarp</title>
<link>http://forum.shephertz.com/?qa=11580/convert-photon-to-appwarp</link>
<description>Hello I wanted to convert the photon to the appwarp, how do I do that? it will take a long time?</description>
<category>Windows</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11580/convert-photon-to-appwarp</guid>
<pubDate>Tue, 19 May 2020 15:11:55 +0000</pubDate>
</item>
<item>
<title>ConcurrentModificationException</title>
<link>http://forum.shephertz.com/?qa=11573/concurrentmodificationexception</link>
<description>&lt;p&gt;
	&lt;span style=&quot;font-size:14px;&quot;&gt;&lt;span style=&quot;font-family:arial,helvetica,sans-serif;&quot;&gt;I would like to share a fairly common error from Google Play Console (Android):&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;pre class=&quot;brush:java;&quot;&gt;
java.util.ConcurrentModificationException: 

  at java.util.HashMap$HashIterator.nextNode (HashMap.java:1442)
  at java.util.HashMap$KeyIterator.next (HashMap.java:1466)
  at com.shephertz.app42.gaming.multiplayer.client.WarpClient.onResponse (WarpClient.java:506)
  at com.shephertz.app42.gaming.multiplayer.client.MessageDispatchThread.run (MessageDispatchThread.java:48)&lt;/pre&gt;
&lt;p&gt;
	&lt;span style=&quot;font-size:14px;&quot;&gt;&lt;span style=&quot;font-family: Arial, Helvetica, sans-serif;&quot;&gt;What can this be related to?&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;
	&lt;span style=&quot;font-size:14px;&quot;&gt;I use&amp;nbsp;&lt;span style=&quot;color: rgb(51, 51, 51); font-family: Helvetica, Arial, Sens-serif;&quot;&gt;App42MultiPlayerGamingSDK.jar (version 2.3).&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;
	&lt;span style=&quot;font-size:14px;&quot;&gt;&lt;span style=&quot;font-family: Arial, Helvetica, sans-serif;&quot;&gt;Code:&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;pre class=&quot;brush:java;&quot;&gt;
public void quickGame() {
    ...
    initAppWarp();
    addListeners();
    connectAppWarp();
}

private void initAppWarp() {
    if (warpClient == null) {
        try {
            WarpClient.initialize(apiKey, secretKey);
            warpClient = WarpClient.getInstance();
        } catch (Exception e) {
            e.printStackTrace();
        }
    }
}

private void addListeners() {
    if (warpClient != null) {
        if (connectionListener == null) {
            connectionListener = new ConnectionListener(this);
            warpClient.addConnectionRequestListener(connectionListener);
        }
        if (roomListener == null) {
            roomListener = new RoomListener(this);
            warpClient.addRoomRequestListener(roomListener);
        }
        if (zoneListener == null) {
            zoneListener = new ZoneListener(this);
            warpClient.addZoneRequestListener(zoneListener);
        }
        if (notificationListener == null) {
            notificationListener = new NotificationListener(this);
            warpClient.addNotificationListener(notificationListener);
        }
    }
}

private void connectAppWarp() {
    if (warpClient != null) {
        warpClient.connectWithUserName(myId);
    }
}

//-----------------------------------------
//-----------------------------------------

private void onConnectDone(boolean status) {
    ...
    warpClient.joinRoomWithProperties(properties);
}

private void onJoinRoomDone(RoomEvent event) {
    if (event.getResult() == WarpResponseResultCode.SUCCESS) {
        ...
        warpClient.subscribeRoom(roomId);
    } else if (event.getResult() == WarpResponseResultCode.RESOURCE_NOT_FOUND) {
        ...
        warpClient.createRoom(&quot;game&quot;, &quot;owner&quot;, 2, properties);
    }
}

private void onRoomCreated(String roomId){
    ...
    warpClient.joinRoom(roomId);
}

private void onRoomSubscribed(String roomId) {
    ...
    warpClient.getLiveRoomInfo(roomId);
}

public void sendMessage(byte[] msgBuf) {
    warpClient.sendPrivateUpdate(opponentId, msgBuf);
}

//-----------------------------------------
//-----------------------------------------

public void leaveGame() {
    if (warpClient != null &amp;amp;&amp;amp; state == ConnectedState.JOINED_ROOM) {
        warpClient.unsubscribeRoom(roomId);
        warpClient.leaveRoom(roomId);
        if (roomId != null &amp;amp;&amp;amp; roomId.length() &amp;gt; 0) {
             warpClient.deleteRoom(roomId);
        }
    }
    warpClient.disconnect();
}

@Override
public void onDisconnectDone(ConnectEvent event) {
    removeListeners();
}

private void removeListeners() {
    if (warpClient != null) {
        warpClient.removeConnectionRequestListener(connectionListener);
        warpClient.removeRoomRequestListener(roomListener);
        warpClient.removeZoneRequestListener(zoneListener);
        warpClient.removeNotificationListener(notificationListener);
        connectionListener = null;
        roomListener = null;
        zoneListener = null;
        notificationListener = null;
    }
}
&lt;/pre&gt;</description>
<category>Android</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11573/concurrentmodificationexception</guid>
<pubDate>Sun, 05 Apr 2020 12:11:46 +0000</pubDate>
</item>
<item>
<title>AppWarp Multiplayer Game. A lot of messages</title>
<link>http://forum.shephertz.com/?qa=11566/appwarp-multiplayer-game-a-lot-of-messages</link>
<description>&lt;p&gt;
	Hi.&lt;/p&gt;
&lt;div&gt;
	I successfully created a multiplayer demo game based on the example:&lt;br style=&quot;clear: both;&quot;&gt;
	&lt;div&gt;
		&lt;a href=&quot;http://appwarp.shephertz.com/game-development-center/java-multiplayer-libgdx-tutorial/&quot; rel=&quot;nofollow&quot; style=&quot;color: rgb(17, 85, 204);&quot; target=&quot;_blank&quot;&gt;http://appwarp.shephertz.com/game-development-center/java-multiplayer-libgdx-tutorial/&lt;/a&gt;&lt;/div&gt;
	&lt;div&gt;
		&amp;nbsp;&lt;/div&gt;
	&lt;div&gt;
		In my test app, I just connect two users to a room and one of them only sends one short message. Then both users leave the room.&amp;nbsp;I only did it once.&lt;/div&gt;
	&lt;div&gt;
		Then in the &lt;strong&gt;AppHQ &lt;/strong&gt;console, I see &lt;strong&gt;105&lt;/strong&gt; messages for my test app.&amp;nbsp;&lt;span style=&quot;font-family: Arial, Helvetica, sans-serif; font-size: small;&quot;&gt;How is this possible?&lt;/span&gt;&lt;/div&gt;
	&lt;div&gt;
		&amp;nbsp;&lt;/div&gt;
	&lt;div&gt;
		I use&amp;nbsp;&lt;span style=&quot;color: rgb(51, 51, 51); font-family: Helvetica, Arial, Sens-serif; font-size: 14px;&quot;&gt;App42MultiPlayerGamingSDK.jar (version 2.3).&lt;/span&gt;&lt;/div&gt;
	&lt;div&gt;
		Code:&lt;/div&gt;
	&lt;div&gt;
		&lt;pre class=&quot;brush:java;&quot;&gt;
public void quickGame() {
    ...
    WarpClient.initialize(apiKey, secretKey);
    warpClient = WarpClient.getInstance();

    connectionListener = new ConnectionListener(this);
    roomListener = new RoomListener(this);
    zoneListener = new ZoneListener(this);
    notificationListener = new NotificationListener(this);

    warpClient.addConnectionRequestListener(connectionListener);
    warpClient.addRoomRequestListener(roomListener);
    warpClient.addZoneRequestListener(zoneListener);
    warpClient.addNotificationListener(notificationListener);

    warpClient.connectWithUserName(myId);
}

private void onConnectDone(boolean status) {
    ...
    warpClient.joinRoomWithProperties(properties);
}

private void onJoinRoomDone(RoomEvent event) {
    if (event.getResult() == WarpResponseResultCode.SUCCESS) {
        ...
        warpClient.subscribeRoom(roomId);
    } else if (event.getResult() == WarpResponseResultCode.RESOURCE_NOT_FOUND) {
        ...
        warpClient.createRoom(&quot;game&quot;, &quot;owner&quot;, 2, properties);
    }
}

private void onRoomCreated(String roomId){
    ...
    warpClient.joinRoom(roomId);
}

private void onRoomSubscribed(String roomId) {
    ...
    warpClient.getLiveRoomInfo(roomId);
}

public void sendMessage(byte[] msgBuf) {
    warpClient.sendPrivateUpdate(opponentId, msgBuf);
}

public void leaveGame() {
    ...
    warpClient.unsubscribeRoom(roomId);
    warpClient.leaveRoom(roomId);
    warpClient.deleteRoom(roomId);
    warpClient.removeConnectionRequestListener(connectionListener);
    warpClient.removeRoomRequestListener(roomListener);
    warpClient.removeZoneRequestListener(zoneListener);
    warpClient.removeNotificationListener(notificationListener);
    warpClient.disconnect();
}&lt;/pre&gt;
		&lt;p&gt;
			What am I doing wrong? How do I reduce the number of messages?&amp;nbsp;Does&amp;nbsp;App Configuration (&lt;strong&gt;Auto Recover Time&lt;/strong&gt;, Default Zone) affect the number of messages?&lt;/p&gt;
	&lt;/div&gt;
	&lt;div&gt;
		This may be a problem when choosing AppWarp to implement multiplayer in the release version of the game. Since it is not profitable. It is still more profitable to pay for &lt;strong&gt;CCU&lt;/strong&gt; than for the number of &lt;strong&gt;messages&lt;/strong&gt; that are not clearly counted.&lt;/div&gt;
	&lt;div&gt;
		&amp;nbsp;&lt;/div&gt;
	&lt;div&gt;
		Thanks.&lt;/div&gt;
&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp;&lt;/div&gt;</description>
<category>Java</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11566/appwarp-multiplayer-game-a-lot-of-messages</guid>
<pubDate>Tue, 31 Mar 2020 21:02:16 +0000</pubDate>
</item>
<item>
<title>CONNECTION_ERROR CODE 5 on Android 9</title>
<link>http://forum.shephertz.com/?qa=11562/connection_error-code-5-on-android-9</link>
<description>&lt;p&gt;
	Hi.&lt;/p&gt;
&lt;div&gt;
	I successfully created a multiplayer demo game based on the example:&lt;br style=&quot;clear: both;&quot;&gt;
	&lt;div&gt;
		&lt;a href=&quot;http://appwarp.shephertz.com/game-development-center/java-multiplayer-libgdx-tutorial/&quot; rel=&quot;nofollow&quot;&gt;http://appwarp.shephertz.com/game-development-center/java-multiplayer-libgdx-tutorial/&lt;/a&gt;&lt;/div&gt;
	&lt;div&gt;
		The project is successfully running on desktop and Android versions 6.0 and 7.1.1. But the initialization doesn't work on the Xiaomi Redmi Note 5 Android 9:&lt;/div&gt;
	&lt;div&gt;
		CONNECTION_ERROR CODE 5 in&amp;nbsp;onConnectDone(ConnectEvent connectEvent)&lt;/div&gt;
	&lt;div&gt;
		&amp;nbsp;&lt;/div&gt;
	&lt;div&gt;
		&lt;span style=&quot;color: rgb(51, 51, 51); font-family: Helvetica, Arial, Sens-serif;&quot;&gt;App42MultiPlayerGamingSDK.jar (version 2.3)&lt;/span&gt;&lt;/div&gt;
	&lt;div&gt;
		In build.gradle&amp;nbsp;targetSdkVersion 29&lt;/div&gt;
&lt;/div&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;</description>
<category>Android</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11562/connection_error-code-5-on-android-9</guid>
<pubDate>Thu, 26 Mar 2020 17:21:52 +0000</pubDate>
</item>
<item>
<title>Setup Cocos2D-X and Appwarp for Android with cmake</title>
<link>http://forum.shephertz.com/?qa=11561/setup-cocos2d-x-and-appwarp-for-android-with-cmake</link>
<description>I am able to build my app for macOS with cocos2d-x and appwarp, I can also build cocos2d-x alone for Android but when I add appwarp I am not able to build. I am using Android Studio and tried the changes to Android.mk, but it didn't work. It seems cocos2d-x uses cmake now. I changed PROP_BUILD_TYPE from cmake to ndk-build in gradle.propreties but now I can't build anymore, I get   &quot;make: *** No rule to make target `MyGame'.  Stop&quot;. Building The Ninja Fight demo for Android was also unsuccessful, so I don't really know how to go from here, either try to make cocos2d-x 3.17.2 work with ndk, make appwarp work with cmake or maybe use an older version of cocos2d-x idk. Any one had this issue? Any pointers? Thanks.</description>
<category>Cocos2D-X</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11561/setup-cocos2d-x-and-appwarp-for-android-with-cmake</guid>
<pubDate>Sat, 07 Mar 2020 18:51:23 +0000</pubDate>
</item>
<item>
<title>UDP Initialization failing</title>
<link>http://forum.shephertz.com/?qa=11557/udp-initialization-failing</link>
<description>Every time i run warpClient.initUDP(), I always get result code 4, bad request. I'm pretty sure my NAT is fine, and allows UDP Packets. This is on Android. Thanks</description>
<category>Android</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11557/udp-initialization-failing</guid>
<pubDate>Fri, 21 Feb 2020 21:21:09 +0000</pubDate>
</item>
<item>
<title>Does the AppWarp API calls need to be done in the main unity thread only?</title>
<link>http://forum.shephertz.com/?qa=11553/does-the-appwarp-api-calls-need-done-the-main-unity-thread-only</link>
<description>I have implemented AppWarp for android game, android games when moved to background pauses. What I am trying to achieve is run all the AppWarp api  and register the the listerners in a different thread thread so that all the api calls can be done in a different thread when ever the app goes into the backgroun. for example creating room and getting the room id and room name.

I believe connecting , subscribing and joining room needs to be in the main thread. What I am trying to achieve is it even possible? Please do let me know. I have been trying but any calls done from thread other than the main thread doesnt work</description>
<category>Android</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11553/does-the-appwarp-api-calls-need-done-the-main-unity-thread-only</guid>
<pubDate>Wed, 29 Jan 2020 07:18:50 +0000</pubDate>
</item>
<item>
<title>one player can't join room on second game.</title>
<link>http://forum.shephertz.com/?qa=11547/one-player-cant-join-room-on-second-game</link>
<description>&lt;p&gt;
	Good day, I'm new to AppWarp. After trying my game in two player mode. The two players was able to connect for the first game. But on the the second game, one player can join a room immediately while the other can't. returns an onConnectDone: false Your help would be appreciated. Thank you.&lt;/p&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;
&lt;pre class=&quot;brush:java;&quot;&gt;
            if (target.getY()&amp;lt;=0){
                if (Target.a1 == 1) healthGreenm -= 0.1f;
                else if (Target.a1 == 2) healthRedm -= 0.1f;
                else if (Target.a1 == 3) healthPinkm -= 0.1f;
                else if (Target.a1 == 4) healthBluem -= 0.1f;
                if (healthBluem&amp;lt;=0 &amp;amp;&amp;amp; healthGreenm&amp;lt;=0 &amp;amp;&amp;amp; healthPinkm&amp;lt;=0 &amp;amp;&amp;amp; healthRedm&amp;lt;=0){
                    //handleLeaveGame();
                    WarpController.getInstance().stopApp();
                    onGameFinished(WarpController.GAME_LOOSE, true);
                    return;
                }
            }&lt;/pre&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;
&lt;pre class=&quot;brush:java;&quot;&gt;
    public void onGameFinished(int code, boolean isRemote) {
        scorem = 0;
        if(isRemote){
            prevScreen.onGameFinished(code, true);
        }else{
            if(code==WarpController.GAME_WIN){
                //world.state = World.WORLD_STATE_NEXT_LEVEL;
            }else if(code==WarpController.GAME_LOOSE){
                //world.state = World.WORLD_STATE_GAME_OVER;
            }
        }
        //WarpController.getInstance().handleLeave();
        WarpController.getInstance().stopApp();
    }&lt;/pre&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;</description>
<category>Android</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11547/one-player-cant-join-room-on-second-game</guid>
<pubDate>Sun, 12 Jan 2020 06:48:32 +0000</pubDate>
</item>
<item>
<title>Can't Join the room I created. OnJoinRoomDone returns onJoinRoomDone: 2</title>
<link>http://forum.shephertz.com/?qa=11541/cant-join-created-onjoinroomdone-returns-onjoinroomdone</link>
<description>&lt;p&gt;
	Good day, I'm new to AppWarp. I've been trying to add a multiplayer mode to the game I created but seems like I can't join the room I created. Would certainly appreciate your help.&lt;/p&gt;
&lt;pre class=&quot;brush:java;&quot;&gt;
	public void onJoinRoomDone(RoomEvent event){
		log(&quot;onJoinRoomDone: &quot;+event.getResult());
		if(event.getResult()==WarpResponseResultCode.SUCCESS){// success case
			this.roomId = event.getData().getId();
			warpClient.subscribeRoom(roomId);
		}else if(event.getResult()==WarpResponseResultCode.RESOURCE_NOT_FOUND){// no such room found
			HashMap&amp;lt;String, Object&amp;gt; data = new HashMap&amp;lt;String, Object&amp;gt;();
			data.put(&quot;result&quot;, &quot;&quot;);
			warpClient.createRoom(&quot;superjumper&quot;, &quot;shephertz&quot;, 2, data);
		}else{
			warpClient.disconnect();
			handleError();
		}
	}&lt;/pre&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;</description>
<category>Android</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11541/cant-join-created-onjoinroomdone-returns-onjoinroomdone</guid>
<pubDate>Wed, 08 Jan 2020 20:05:53 +0000</pubDate>
</item>
<item>
<title>Does AppWarp work with VR?</title>
<link>http://forum.shephertz.com/?qa=11536/does-appwarp-work-with-vr</link>
<description>I tried modifying the example using the OVRPlayerController in Unity. I added a rigidbody to the rig and it seemed to work. It looks like it connects but when 2 connect they cannot see eachother in the game. Since a search on the forum produced no results for VR, I am guessing that either no one has tried or it simply will not work. Does anyone know the answer?</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11536/does-appwarp-work-with-vr</guid>
<pubDate>Thu, 02 Jan 2020 07:57:44 +0000</pubDate>
</item>
<item>
<title>OnCreateRoomDone() callback gets null reference for RoomData</title>
<link>http://forum.shephertz.com/?qa=11531/oncreateroomdone-callback-gets-null-reference-for-roomdata</link>
<description>&lt;p&gt;
	I am working on unity Engine: 2019.3.0f3&lt;/p&gt;
&lt;p&gt;
	Appwarp DLL version: 1.1.5774.35650&lt;/p&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;
&lt;p&gt;
	I have implemeted the OnCreateRoom Callback as such&lt;/p&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;
&lt;div&gt;
	//Callback on RoomCreated&lt;/div&gt;
&lt;div&gt;
	public void onCreateRoomDone (RoomEvent eventObj)&lt;/div&gt;
&lt;div&gt;
	{&lt;/div&gt;
&lt;div&gt;
	Debug.Log(&quot;onCreateRoomDone : &quot; + eventObj.getResult());&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp;&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp;&lt;/div&gt;
&lt;div&gt;
	if(eventObj.getData() == null)&lt;/div&gt;
&lt;div&gt;
	{&lt;/div&gt;
&lt;div&gt;
	Debug.LogError(&quot;[WarpNetworkManager] Room data null error&quot;);&lt;/div&gt;
&lt;div&gt;
	return;&lt;/div&gt;
&lt;div&gt;
	}&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp;&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp;&lt;/div&gt;
&lt;div&gt;
	Debug.LogError(&quot;[WarpNetworkManager] Room Name: &quot;+ eventObj.getData().getName());&lt;/div&gt;
&lt;div&gt;
	Debug.LogError(&quot;[WarpNetworkManager] Room ID: &quot;+ eventObj.getData().getId());&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp;&lt;/div&gt;
&lt;div&gt;
	//Setting the RoomName and RoomID&lt;/div&gt;
&lt;div&gt;
	EssentialDataManager.Instance.RoomName = eventObj.getData().getName();&lt;/div&gt;
&lt;div&gt;
	EssentialDataManager.Instance.RoomID = eventObj.getData().getId();&amp;nbsp;&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp;&lt;/div&gt;
&lt;div&gt;
	//Sending the Update Data back to Native App&lt;/div&gt;
&lt;div&gt;
	EventManager.Instance.TriggerEvent&amp;lt;EventSendBaseAppData&amp;gt;(new EventSendBaseAppData());&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp;&lt;/div&gt;
&lt;div&gt;
	//Subscribing to the Room that was created&lt;/div&gt;
&lt;div&gt;
	WarpNetworkManager.Instance.SubscribeRoom();&lt;/div&gt;
&lt;div&gt;
	}&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp;&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp;&lt;/div&gt;
&lt;div&gt;
	Result code &amp;nbsp;eventObj.getResult() shows&amp;nbsp;&lt;/div&gt;
&lt;div&gt;
	onCreateRoomDone : 4&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp;&lt;/div&gt;
&lt;div&gt;
	eventObj.getData() is always null. Is there any server issues currently? it was working fine until today.&amp;nbsp;&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp;&lt;/div&gt;</description>
<category>Android</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11531/oncreateroomdone-callback-gets-null-reference-for-roomdata</guid>
<pubDate>Thu, 19 Dec 2019 09:04:34 +0000</pubDate>
</item>
<item>
<title>When trying to make an Android build with Arm64 architecture having issue. Errors pointing to AppWarpUnityMobile</title>
<link>http://forum.shephertz.com/?qa=11514/android-architecture-errors-pointing-appwarpunitymobile</link>
<description>&lt;p&gt;
	I have been trying to export and build an android project after changing some settings in project settings&lt;/p&gt;
&lt;p&gt;
	-&amp;gt; Configuration section -&amp;gt; Scripting Backend = IL2CPP&amp;nbsp;&lt;/p&gt;
&lt;p&gt;
	-&amp;gt;&amp;nbsp;Configuration section -&amp;gt; Target Architecture = (Checked) ARMv7 and ARM64 OR just ARMv7 OR just ARM64 [same behaviour]&lt;/p&gt;
&lt;p&gt;
	I am not able to makes builds or export a gradle project, all the errors point to AppWarpUnityMobile.&lt;/p&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;
&lt;p&gt;
	When I changed&amp;nbsp;project settings&lt;/p&gt;
&lt;p&gt;
	-&amp;gt; Configuration section -&amp;gt; Scripting Backend = Mono&lt;/p&gt;
&lt;p&gt;
	This works. I need a 64bit architecture but I am unable due to AppWarpUnityMobile.dll&lt;/p&gt;
&lt;p&gt;
	&lt;strong&gt;Unity Version: 2019.3.0b11&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;
	&lt;strong&gt;dll version: 1.0.5774.33405 downloaded on 27/11/2019&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;
&lt;p&gt;
	I have also attached the call stack to this thread. Please do help me out as soon as possible.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;
	PS:&amp;nbsp;&lt;/p&gt;
&lt;p&gt;
	AppWarpUnity.dll settings&lt;/p&gt;
&lt;p&gt;
	Include Platform: Editor and Standalone&lt;/p&gt;
&lt;p&gt;
	Auto Reference: true&lt;/p&gt;
&lt;p&gt;
	Validate Reference: true&lt;/p&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;
&lt;p&gt;
	AppWarpUnityMobile.dll Settings&lt;/p&gt;
&lt;p&gt;
	Include Platform Android&lt;/p&gt;
&lt;p&gt;
	Auto Reference: true&lt;/p&gt;
&lt;p&gt;
	Validate Reference: true&lt;/p&gt;</description>
<category>Android</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11514/android-architecture-errors-pointing-appwarpunitymobile</guid>
<pubDate>Wed, 27 Nov 2019 07:45:36 +0000</pubDate>
</item>
<item>
<title>unity CONNECTION_ERR CODE 5 in onConnectDone(ConnectEvent eventObj)</title>
<link>http://forum.shephertz.com/?qa=11510/unity-connection_err-onconnectdone-connectevent-eventobj</link>
<description>Hello, 

 

I don't know What I'm doing wrong 

 

I always receive in unity the error after I call 

WarpClient.GetInstance().Connect(username);

 

the error is:

CONNECTION_ERR CODE 5

in onConnectDone(ConnectEvent eventObj)</description>
<category>Android</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11510/unity-connection_err-onconnectdone-connectevent-eventobj</guid>
<pubDate>Wed, 23 Oct 2019 23:15:08 +0000</pubDate>
</item>
<item>
<title>Can not setGeo to EU</title>
<link>http://forum.shephertz.com/?qa=11501/can-not-setgeo-to-eu</link>
<description>Hi,

According to the docs, I should be able to setGeo to EU or US. But, I can not. This is my code

[[WarpClient getInstance]setRecoveryAllowance:60];
    
    [[WarpClient getInstance] enableTrace:YES];
    [[WarpClient getInstance] setGeo:@&quot;EU&quot;];

 

And here are the logs:

AppWarp Version:2.1
AppWarpTrace: -[WarpClient connectWithUserName:]..connectionState=2
AppWarpTrace: -[WarpClient connectWithUserName:]..Doing look up
AppWarpTrace: -[WarpClient lookUpForTheHostServer]
AppWarpTrace: Geo=EU
AppWarpTrace: urlString=&lt;a href=&quot;https://control.appwarp.shephertz.com/lookup_dns?api=c03d1b9e0214b0d514f13ad2ee1ac800ffe0c26cd2bdc913a58c5b101e4b0a93&amp;amp;geo=EU&quot; rel=&quot;nofollow&quot;&gt;https://control.appwarp.shephertz.com/lookup_dns?api=c03d1b9e0214b0d514f13ad2ee1ac800ffe0c26cd2bdc913a58c5b101e4b0a93&amp;amp;geo=EU&lt;/a&gt;
AppWarpTrace: didReceiveResponse= { URL: &lt;a href=&quot;https://control.appwarp.shephertz.com/lookup_dns?api=c03d1b9e0214b0d514f13ad2ee1ac800ffe0c26cd2bdc913a58c5b101e4b0a93&amp;amp;geo=EU&quot; rel=&quot;nofollow&quot;&gt;https://control.appwarp.shephertz.com/lookup_dns?api=c03d1b9e0214b0d514f13ad2ee1ac800ffe0c26cd2bdc913a58c5b101e4b0a93&amp;amp;geo=EU&lt;/a&gt; } { Status Code: 404, Headers {
AppWarpTrace: -[WarpClient connection:didReceiveData:]= { request:  { URL: &lt;a href=&quot;https://control.appwarp.shephertz.com/lookup_dns?api=c03d1b9e0214b0d514f13ad2ee1ac800ffe0c26cd2bdc913a58c5b101e4b0a93&amp;amp;geo=EU&quot; rel=&quot;nofollow&quot;&gt;https://control.appwarp.shephertz.com/lookup_dns?api=c03d1b9e0214b0d514f13ad2ee1ac800ffe0c26cd2bdc913a58c5b101e4b0a93&amp;amp;geo=EU&lt;/a&gt; } }
AppWarpTrace: -[WarpClient raiseConnectionListenerWithResult:]..result=5
AppWarpTrace: -[WarpClient connectionDidFinishLoading:]={
AppWarpTrace: -[WarpClient connectWithUserName:]..connectionState=2
AppWarpTrace: -[WarpClient connectWithUserName:]..Doing look up
AppWarpTrace: -[WarpClient lookUpForTheHostServer]
AppWarpTrace: Geo=EU

 

This error goes for ever. Why is that?

Thank you</description>
<category>iOS</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11501/can-not-setgeo-to-eu</guid>
<pubDate>Thu, 03 Oct 2019 09:24:31 +0000</pubDate>
</item>
<item>
<title>iOS 13 issues</title>
<link>http://forum.shephertz.com/?qa=11498/ios-13-issues</link>
<description>Hello, is the iOS SDK compatible with the new iOS 13 version? I am getting complains from my users who can not play an online. I did run some tests and I found out that I can not connect on your server when I run iOS 13. Are you testing it? Thank you</description>
<category>iOS</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11498/ios-13-issues</guid>
<pubDate>Mon, 30 Sep 2019 09:33:48 +0000</pubDate>
</item>
<item>
<title>Max size of custom user data</title>
<link>http://forum.shephertz.com/?qa=11494/max-size-of-custom-user-data</link>
<description>&lt;p&gt;
	Hi,&lt;/p&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;
&lt;p&gt;
	Is there a limit in the max size of custom user data? In order to avoid confusion, I am talking about the following method&lt;/p&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;
&lt;ol class=&quot;dp-j&quot;&gt;
	&lt;li class=&quot;alt&quot;&gt;
		&lt;span&gt;&lt;span&gt;-&amp;nbsp;(&amp;nbsp;&lt;/span&gt;&lt;span class=&quot;keyword&quot;&gt;void&lt;/span&gt;&lt;span&gt;&amp;nbsp;)&amp;nbsp;setCustomUserData&amp;nbsp;:&amp;nbsp;(&amp;nbsp;NSString&amp;nbsp;*&amp;nbsp;)&amp;nbsp;username&amp;nbsp;customData&amp;nbsp;:&amp;nbsp;(&amp;nbsp;NSString&amp;nbsp;*&amp;nbsp;)&amp;nbsp;customData&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/li&gt;
&lt;/ol&gt;
&lt;p class=&quot;alt&quot;&gt;
	Thank you&lt;/p&gt;</description>
<category>iOS</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11494/max-size-of-custom-user-data</guid>
<pubDate>Thu, 05 Sep 2019 20:00:06 +0000</pubDate>
</item>
<item>
<title>How to terminate AppWarp thread after it's initialized?</title>
<link>http://forum.shephertz.com/?qa=11470/how-to-terminate-appwarp-thread-after-its-initialized</link>
<description>&lt;p&gt;
	Hi,&lt;/p&gt;
&lt;p&gt;
	Calling AppWarp.initialize creates a new thread:&lt;/p&gt;
&lt;pre class=&quot;brush:java;&quot;&gt;
            _instance.dispatcher = new MessageDispatchThread(_instance);
            _instance.dispatcher.start();&lt;/pre&gt;
&lt;p&gt;
	Is there a way to terminate this thread manually?&lt;/p&gt;
&lt;p&gt;
	Or when it should go down automatically, after disconnection perhaps?&lt;/p&gt;</description>
<category>Java</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11470/how-to-terminate-appwarp-thread-after-its-initialized</guid>
<pubDate>Fri, 31 May 2019 18:01:15 +0000</pubDate>
</item>
<item>
<title>How to set different positions of players at start multiplayerGameScreen?</title>
<link>http://forum.shephertz.com/?qa=11466/different-positions-players-start-multiplayergamescreen</link>
<description>I Hi! I develop game by example &amp;quot;Java Multiplayer libgdx tutorial&amp;quot; SuperJumper game. I want to set different start position of players on the game screen? How do it? Thank you)</description>
<category>Java</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11466/different-positions-players-start-multiplayergamescreen</guid>
<pubDate>Wed, 22 May 2019 19:28:15 +0000</pubDate>
</item>
<item>
<title>JNI error while disconnecting from internet</title>
<link>http://forum.shephertz.com/?qa=11433/jni-error-while-disconnecting-from-internet</link>
<description>&lt;p&gt;
	Hi, I am calling Connect() and after connecting , i am manually disconnecting from the internet. At this point of time i am getting error and app is getting crashed. How to handle this ?&lt;/p&gt;
&lt;pre class=&quot;brush:java;&quot;&gt;
JNI ERROR (app bug): accessed stale Local 0x200001  (index 0 in a table of size 0)
 JNI DETECTED ERROR IN APPLICATION: use of deleted local reference 0x200001
 &quot;Thread-93&quot; prio=5 tid=18 Runnable
   | group=&quot;main&quot; sCount=0 dsCount=0 obj=0x12fc6f70 self=0x6a6c4600
   | sysTid=23403 nice=0 cgrp=default sched=0/0 handle=0x631c2920
   | state=R schedstat=( 35061145 37977398 42 ) utm=3 stm=0 core=2 HZ=100
   | stack=0x630c4000-0x630c6000 stackSize=1022KB
   | held mutexes= &quot;mutator lock&quot;(shared held)&lt;/pre&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;</description>
<category>Android</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11433/jni-error-while-disconnecting-from-internet</guid>
<pubDate>Wed, 20 Mar 2019 14:00:51 +0000</pubDate>
</item>
<item>
<title>Getting JNI error while disconnecting from Internet on device.</title>
<link>http://forum.shephertz.com/?qa=11431/getting-jni-error-while-disconnecting-from-internet-device</link>
<description>Hi,

I am calling Connect() and after connecting , i am manually disconnecting from the internet. At this point of time i am getting error and app is getting crashed.

art/runtime/indirect_reference_table.cc:80] JNI ERROR (app bug): accessed stale Local 0x200001  (index 0 in a table of size 0

How to handle this ??</description>
<category>Android</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11431/getting-jni-error-while-disconnecting-from-internet-device</guid>
<pubDate>Wed, 20 Mar 2019 10:37:51 +0000</pubDate>
</item>
<item>
<title>Communication between players.</title>
<link>http://forum.shephertz.com/?qa=11424/communication-between-players</link>
<description>Hi,

 

I am creating tournament kind of game. Where there will be 5 players, how do Player A send a msg to Player B directly ? So others should not receive that msg in EventListeners. Whats the function to use?</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11424/communication-between-players</guid>
<pubDate>Sat, 09 Mar 2019 07:05:56 +0000</pubDate>
</item>
<item>
<title>Cannot initialize a parameter of type 'AppWarp::ConnectionRequestListener *' with an rvalue of type 'HelloWorldScene *'</title>
<link>http://forum.shephertz.com/?qa=11418/initialize-connectionrequestlistener-helloworldscene</link>
<description></description>
<category>Cocos2D-X</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11418/initialize-connectionrequestlistener-helloworldscene</guid>
<pubDate>Wed, 06 Mar 2019 12:19:12 +0000</pubDate>
</item>
<item>
<title>Undefined symbols for architecture i386:</title>
<link>http://forum.shephertz.com/?qa=11417/undefined-symbols-for-architecture-i386</link>
<description>&lt;p&gt;
	&lt;span style=&quot;color: rgba(0, 0, 0, 0.85098); font-family: Menlo; font-size: 11px; text-indent: -12px;&quot;&gt;Undefined symbols for architecture i386:&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot;margin: 0px 0px 0px 12px; text-indent: -12px; font-stretch: normal; font-size: 11px; line-height: normal; font-family: Menlo; color: rgba(0, 0, 0, 0.85098);&quot;&gt;
	&amp;nbsp; &quot;_curl_easy_perform&quot;, referenced from:&lt;/p&gt;
&lt;p style=&quot;margin: 0px 0px 0px 12px; text-indent: -12px; font-stretch: normal; font-size: 11px; line-height: normal; font-family: Menlo; color: rgba(0, 0, 0, 0.85098);&quot;&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp; AppWarp::Client::lookup() in appwarp.o&lt;/p&gt;
&lt;p style=&quot;margin: 0px 0px 0px 12px; text-indent: -12px; font-stretch: normal; font-size: 11px; line-height: normal; font-family: Menlo; color: rgba(0, 0, 0, 0.85098);&quot;&gt;
	&amp;nbsp; &quot;_curl_easy_init&quot;, referenced from:&lt;/p&gt;
&lt;p style=&quot;margin: 0px 0px 0px 12px; text-indent: -12px; font-stretch: normal; font-size: 11px; line-height: normal; font-family: Menlo; color: rgba(0, 0, 0, 0.85098);&quot;&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp; AppWarp::Client::lookup() in appwarp.o&lt;/p&gt;
&lt;p style=&quot;margin: 0px 0px 0px 12px; text-indent: -12px; font-stretch: normal; font-size: 11px; line-height: normal; font-family: Menlo; color: rgba(0, 0, 0, 0.85098);&quot;&gt;
	&amp;nbsp; &quot;_curl_easy_setopt&quot;, referenced from:&lt;/p&gt;
&lt;p style=&quot;margin: 0px 0px 0px 12px; text-indent: -12px; font-stretch: normal; font-size: 11px; line-height: normal; font-family: Menlo; color: rgba(0, 0, 0, 0.85098);&quot;&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp; AppWarp::Client::lookup() in appwarp.o&lt;/p&gt;
&lt;p style=&quot;margin: 0px 0px 0px 12px; text-indent: -12px; font-stretch: normal; font-size: 11px; line-height: normal; font-family: Menlo; color: rgba(0, 0, 0, 0.85098);&quot;&gt;
	&amp;nbsp; &quot;_curl_easy_getinfo&quot;, referenced from:&lt;/p&gt;
&lt;p style=&quot;margin: 0px 0px 0px 12px; text-indent: -12px; font-stretch: normal; font-size: 11px; line-height: normal; font-family: Menlo; color: rgba(0, 0, 0, 0.85098);&quot;&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp; AppWarp::Client::lookup() in appwarp.o&lt;/p&gt;
&lt;p style=&quot;margin: 0px 0px 0px 12px; text-indent: -12px; font-stretch: normal; font-size: 11px; line-height: normal; font-family: Menlo; color: rgba(0, 0, 0, 0.85098);&quot;&gt;
	&amp;nbsp; &quot;_curl_easy_cleanup&quot;, referenced from:&lt;/p&gt;
&lt;p style=&quot;margin: 0px 0px 0px 12px; text-indent: -12px; font-stretch: normal; font-size: 11px; line-height: normal; font-family: Menlo; color: rgba(0, 0, 0, 0.85098);&quot;&gt;
	&amp;nbsp; &amp;nbsp; &amp;nbsp; AppWarp::Client::lookup() in appwarp.o&lt;/p&gt;
&lt;p style=&quot;margin: 0px 0px 0px 12px; text-indent: -12px; font-stretch: normal; font-size: 11px; line-height: normal; font-family: Menlo; color: rgba(0, 0, 0, 0.85098);&quot;&gt;
	ld: symbol(s) not found for architecture i386&lt;/p&gt;
&lt;p style=&quot;margin: 0px 0px 0px 12px; text-indent: -12px; font-stretch: normal; font-size: 11px; line-height: normal; font-family: Menlo; color: rgba(0, 0, 0, 0.85098);&quot;&gt;
	clang: error: linker command failed with exit code 1 (use -v to see invocation)&lt;br&gt;
	&lt;br&gt;
	When i build the Demo that time occuring this error&lt;/p&gt;</description>
<category>Cocos2D-X</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11417/undefined-symbols-for-architecture-i386</guid>
<pubDate>Wed, 06 Mar 2019 10:29:20 +0000</pubDate>
</item>
<item>
<title>AppWarp connectWithUserName() -&gt; CONNECTION_ERROR</title>
<link>http://forum.shephertz.com/?qa=11338/appwarp-connectwithusername-connection_error</link>
<description>&lt;div&gt;
	Hello,&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp;&lt;/div&gt;
&lt;div&gt;
	since a few days I get the error message &quot;CONNECTION_ERROR&quot; when I call the method connectWithUserName().&lt;/div&gt;
&lt;div&gt;
	Unfortunately I can't find any explanation what exactly the error message means, how it is caused and how to fix it.&amp;nbsp;&lt;/div&gt;
&lt;div&gt;
	Before that, I never had a problem with the connection.&lt;/div&gt;
&lt;div&gt;
	I hope you can help me.&lt;/div&gt;
&lt;div&gt;
	&amp;nbsp;&lt;/div&gt;
&lt;div&gt;
	Edit:&lt;/div&gt;
&lt;div&gt;
	I forgot to mention that I get the same error message via the dashboard when I try to connect a user there.&lt;/div&gt;</description>
<category>Android</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11338/appwarp-connectwithusername-connection_error</guid>
<pubDate>Fri, 19 Oct 2018 11:45:35 +0000</pubDate>
</item>
<item>
<title>Ghost user in lobby</title>
<link>http://forum.shephertz.com/?qa=11337/ghost-user-in-lobby</link>
<description>&lt;p&gt;
	&lt;span style=&quot;caret-color: rgb(0, 0, 0); color: rgb(0, 0, 0); font-family: Helvetica; text-size-adjust: auto;&quot;&gt;It seems that I have an persistent ghost user in my lobby, for several weeks now. How can I unsubscribe him? Don’t you have something like a is-alive ping? How can this happen?&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;
	&lt;span style=&quot;caret-color: rgb(0, 0, 0); color: rgb(0, 0, 0); font-family: Helvetica; text-size-adjust: auto;&quot;&gt;I implemented a lobby where you see subscribed online users to invite them for a private game.&lt;/span&gt;&lt;/p&gt;</description>
<category>Java</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11337/ghost-user-in-lobby</guid>
<pubDate>Thu, 18 Oct 2018 20:51:42 +0000</pubDate>
</item>
<item>
<title>I can't create a room in appwarp</title>
<link>http://forum.shephertz.com/?qa=11323/i-cant-create-a-room-in-appwarp</link>
<description>I am trying to create a room but I keep getting the same error and then it just keeps loading forever. I have attached a screenshot of the error &quot;This service does not belongs to appWarp :&quot;</description>
<category>Android</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11323/i-cant-create-a-room-in-appwarp</guid>
<pubDate>Fri, 28 Sep 2018 16:41:40 +0000</pubDate>
</item>
<item>
<title>Setting time limit or timeout on joinroom() and joinroomwithproperties()</title>
<link>http://forum.shephertz.com/?qa=11298/setting-time-limit-timeout-joinroom-joinroomwithproperties</link>
<description>Is there a fixed or settable time limit for how long joinroom and joinroomwithproperties will hunt?</description>
<category>Adobe Air</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11298/setting-time-limit-timeout-joinroom-joinroomwithproperties</guid>
<pubDate>Tue, 11 Sep 2018 04:55:31 +0000</pubDate>
</item>
<item>
<title>Pls help with the implementation</title>
<link>http://forum.shephertz.com/?qa=11269/pls-help-with-the-implementation</link>
<description>&lt;div&gt;
	Hello!&lt;/div&gt;
&lt;div&gt;
	Could you help with the question. I create an online game and want to choose a online service.&lt;/div&gt;
&lt;div&gt;
	Can I implement in AppWarp the following algorithm:&lt;/div&gt;
&lt;div&gt;
	&lt;div&gt;
		There are:&lt;/div&gt;
	&lt;div&gt;
		1) When start the application, permanent table creates with the characteristics of the character&lt;/div&gt;
	&lt;div&gt;
		2) In a certain scene, the player clicks on the &quot;find an opponent&quot;&lt;/div&gt;
	&lt;div&gt;
		3) Creates search &quot;to find an opponent&quot; by certain criteria&lt;/div&gt;
	&lt;div&gt;
		4) The battle begins.&lt;/div&gt;
	&lt;div&gt;
		5) Each player has his own ui module with buttons&amp;nbsp;&lt;/div&gt;
	&lt;div&gt;
		Example scenario: the battle begins, the timer starts for each player. Player one pressed button A, another player pressed button B.&lt;/div&gt;
	&lt;div&gt;
		7) the following module takes values ​​that were used by both players (for example: the character pressing the button A, inflicted damage and robbing the health of another player) and sends them to the server&lt;/div&gt;
	&lt;div&gt;
		8) Continues until the health of one of the players terminates&lt;/div&gt;
	&lt;div&gt;
		&amp;nbsp;&lt;/div&gt;
	&lt;div&gt;
		Is it possible to implement this with Appwarp?&lt;/div&gt;
	&lt;div&gt;
		And if you do not complicate from what should you start from the beginning?&lt;/div&gt;
	&lt;div&gt;
		Thank you&lt;/div&gt;
	&lt;div&gt;
		&amp;nbsp;&lt;/div&gt;
	&lt;div&gt;
		Claus W.&lt;/div&gt;
&lt;/div&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;</description>
<category>Corona</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11269/pls-help-with-the-implementation</guid>
<pubDate>Tue, 14 Aug 2018 21:13:37 +0000</pubDate>
</item>
<item>
<title>How to create room using code? - Corona SDK</title>
<link>http://forum.shephertz.com/?qa=11252/how-to-create-room-using-code-corona-sdk</link>
<description>Im new here. I am having a challenge how to create a room using the corona code. All the sample codes have pre-created rooms on the console  (appHQ). Can you please show me a sample project that will create a room using code which will return room id and name. Thanks!</description>
<category>Corona</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11252/how-to-create-room-using-code-corona-sdk</guid>
<pubDate>Sat, 04 Aug 2018 04:56:05 +0000</pubDate>
</item>
<item>
<title>Missing clean up time in Java SDK</title>
<link>http://forum.shephertz.com/?qa=11251/missing-clean-up-time-in-java-sdk</link>
<description>The C# Client API, supports cleanupTime, this is exactly what I am looking for! Unfortunately Java SDK does not support this feature. Since cleanup should be handled on the server and not on the client. I am really wondering why it is not available for Java. Please help!</description>
<category>Java</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11251/missing-clean-up-time-in-java-sdk</guid>
<pubDate>Sat, 04 Aug 2018 03:16:29 +0000</pubDate>
</item>
<item>
<title>connectWithUser fails after disconnect</title>
<link>http://forum.shephertz.com/?qa=11238/connectwithuser-fails-after-disconnect</link>
<description>&lt;p&gt;
	The first match works fine, using&amp;nbsp;&lt;span style=&quot;font-size: 9pt; caret-color: rgb(0, 0, 0); color: rgb(0, 0, 0); font-family: Menlo;&quot;&gt;connectWithUserName()&lt;/span&gt;&amp;nbsp;but whenevaer I try to connect after a disconnect() I get an error wit reasonCode = 5 in&amp;nbsp;&lt;span style=&quot;font-size: 9pt; caret-color: rgb(0, 0, 0); color: rgb(0, 0, 0); font-family: Menlo;&quot;&gt;onConnectDone()&lt;/span&gt;. It &amp;nbsp;works again after 1-2 minutes or after restarting the app?&lt;/p&gt;
&lt;p&gt;
	Strange is that, this is only the case with Android while I do not see this on desktop. (Both uses the Java SDK).&amp;nbsp;&lt;/p&gt;
&lt;p&gt;
	Any ideas what could be the problem?&lt;/p&gt;</description>
<category>Android</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11238/connectwithuser-fails-after-disconnect</guid>
<pubDate>Thu, 26 Jul 2018 08:29:44 +0000</pubDate>
</item>
<item>
<title>How enable debug logging for app42 and appWarp?</title>
<link>http://forum.shephertz.com/?qa=11237/how-enable-debug-logging-for-app42-and-appwarp</link>
<description>How can I enable debug logging for app42 and appWarp on my client?</description>
<category>Java</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11237/how-enable-debug-logging-for-app42-and-appwarp</guid>
<pubDate>Thu, 26 Jul 2018 07:30:46 +0000</pubDate>
</item>
<item>
<title>onDisconnectDone - Can only be called from the main thread...</title>
<link>http://forum.shephertz.com/?qa=11230/ondisconnectdone-can-only-be-called-from-the-main-thread</link>
<description>&lt;p&gt;
	&lt;span id=&quot;result_box&quot; lang=&quot;en&quot;&gt;&lt;span&gt;I can not call methods (for example SendMessage) from onDisconnectDone.&lt;/span&gt; &lt;span&gt;I always get an exception like this: Can only be called from the main thread ... There is no such problem on onConnectDone.&lt;/span&gt; &lt;span class=&quot;short_text&quot; lang=&quot;en&quot;&gt;&lt;span&gt;A small sample code&lt;/span&gt;&lt;/span&gt;&lt;span&gt; (Unity 2017.4.0f1):&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;pre class=&quot;brush:csharp;&quot;&gt;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using com.shephertz.app42.gaming.multiplayer.client;
using com.shephertz.app42.gaming.multiplayer.client.events;
using com.shephertz.app42.gaming.multiplayer.client.command;
using com.shephertz.app42.gaming.multiplayer.client.listener;

public class WarpTest : MonoBehaviour, ConnectionRequestListener
{

	public string apiKey = &quot;&amp;lt;apiKey&amp;gt;&quot;;
	public string pvtKey = &quot;&amp;lt;pvtKey&amp;gt;&quot;;

	void OnWarpConnect ()
	{
		print (&quot;Warp Connect!&quot;);
	}

	void OnWarpDisconnect ()
	{
		print (&quot;Warp Disconnect!&quot;);
	}
	
	public void onConnectDone (ConnectEvent eventObj) 
	{
		this.SendMessage (&quot;OnWarpConnect&quot;, null, SendMessageOptions.DontRequireReceiver);
	}

	public void onDisconnectDone (ConnectEvent eventObj)
	{
		this.SendMessage (&quot;OnWarpDisconnect&quot;, null, SendMessageOptions.DontRequireReceiver);
		// ERROR!
	}

	public void onInitUDPDone (byte resultCode) { }

	// Use this for initialization
	void Awake () {
		WarpClient.initialize (this.apiKey, this.pvtKey);
		WarpClient.GetInstance ().AddConnectionRequestListener (this);
	}
	
	// Update is called once per frame
	void Update () {
		if (Input.GetKeyDown (KeyCode.C)) WarpClient.GetInstance ().Connect (&quot;Player&quot;);
		if (Input.GetKeyDown (KeyCode.D)) WarpClient.GetInstance ().Disconnect ();
	}
}
&lt;/pre&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11230/ondisconnectdone-can-only-be-called-from-the-main-thread</guid>
<pubDate>Sun, 22 Jul 2018 12:54:57 +0000</pubDate>
</item>
<item>
<title>Get approximate matching time</title>
<link>http://forum.shephertz.com/?qa=11204/get-approximate-matching-time</link>
<description>Would be nice if there was a request to get the aproximate waiting time for a match.</description>
<category>Android</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11204/get-approximate-matching-time</guid>
<pubDate>Sat, 07 Jul 2018 03:14:54 +0000</pubDate>
</item>
<item>
<title>Making a live multiplayer game with Corona</title>
<link>http://forum.shephertz.com/?qa=11163/making-a-live-multiplayer-game-with-corona</link>
<description>Hey forums,

I feel like this gets asked quite a lot, but I am also finding that with related questions to mine, I'm not finding the answer I need exactly.

essentially, the color move tutorial is the closest app regarding what I want to accomplish...

However, I don't want all the colored squares to be generated client side, I want for a user to be able to join and subscribe to a room and then have their character to be spawned/ created, however I am not entirely sure what the best means of accomplishing this would be and I haven't found a great ordeal of success with implementing APIs related to Corona.

Thanks,

Jarrad T.</description>
<category>Corona</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11163/making-a-live-multiplayer-game-with-corona</guid>
<pubDate>Sat, 16 Jun 2018 02:54:35 +0000</pubDate>
</item>
<item>
<title>App42 and AppWarp not support IPv6</title>
<link>http://forum.shephertz.com/?qa=11154/app42-and-appwarp-not-support-ipv6</link>
<description>&lt;p&gt;
	Hello Shephertz,&lt;/p&gt;
&lt;div style=&quot;color: rgb(34, 34, 34); font-family: arial, sans-serif; font-size: 12.8px; font-style: normal; font-variant-ligatures: normal; font-variant-caps: normal; font-weight: 400; letter-spacing: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: rgb(255, 255, 255); text-decoration-style: initial; text-decoration-color: initial;&quot;&gt;
	I am using your service App42 and AppWarp in my iOS game, and I can't pass the Apple's Review because they can't connect my game to your service by using device with IPv6.&lt;/div&gt;
&lt;div style=&quot;color: rgb(34, 34, 34); font-family: arial, sans-serif; font-size: 12.8px; font-style: normal; font-variant-ligatures: normal; font-variant-caps: normal; font-weight: 400; letter-spacing: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: rgb(255, 255, 255); text-decoration-style: initial; text-decoration-color: initial;&quot;&gt;
	&amp;nbsp;&lt;/div&gt;
&lt;div style=&quot;color: rgb(34, 34, 34); font-family: arial, sans-serif; font-size: 12.8px; font-style: normal; font-variant-ligatures: normal; font-variant-caps: normal; font-weight: 400; letter-spacing: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: rgb(255, 255, 255); text-decoration-style: initial; text-decoration-color: initial;&quot;&gt;
	Could you help me please, how can I change to make it work through ?&lt;/div&gt;
&lt;div style=&quot;color: rgb(34, 34, 34); font-family: arial, sans-serif; font-size: 12.8px; font-style: normal; font-variant-ligatures: normal; font-variant-caps: normal; font-weight: 400; letter-spacing: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: rgb(255, 255, 255); text-decoration-style: initial; text-decoration-color: initial;&quot;&gt;
	&amp;nbsp;&lt;/div&gt;
&lt;div style=&quot;color: rgb(34, 34, 34); font-family: arial, sans-serif; font-size: 12.8px; font-style: normal; font-variant-ligatures: normal; font-variant-caps: normal; font-weight: 400; letter-spacing: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: rgb(255, 255, 255); text-decoration-style: initial; text-decoration-color: initial;&quot;&gt;
	I am using the latest version of App42 and AppWarp on platform Cocos2dx.&lt;/div&gt;
&lt;div style=&quot;color: rgb(34, 34, 34); font-family: arial, sans-serif; font-size: 12.8px; font-style: normal; font-variant-ligatures: normal; font-variant-caps: normal; font-weight: 400; letter-spacing: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: rgb(255, 255, 255); text-decoration-style: initial; text-decoration-color: initial;&quot;&gt;
	&amp;nbsp;&lt;/div&gt;
&lt;div style=&quot;color: rgb(34, 34, 34); font-family: arial, sans-serif; font-size: 12.8px; font-style: normal; font-variant-ligatures: normal; font-variant-caps: normal; font-weight: 400; letter-spacing: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: rgb(255, 255, 255); text-decoration-style: initial; text-decoration-color: initial;&quot;&gt;
	Thanks,&lt;/div&gt;</description>
<category>Cocos2D-X</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11154/app42-and-appwarp-not-support-ipv6</guid>
<pubDate>Tue, 12 Jun 2018 21:47:08 +0000</pubDate>
</item>
<item>
<title>Room is not created in apphq.shephertz.com</title>
<link>http://forum.shephertz.com/?qa=11150/room-is-not-created-in-apphq-shephertz-com</link>
<description>when i try to create room in apphq.shephertz.com that time i am not able to create room. i am attaching screen shot with this you can check it.

Thanks in advance</description>
<category>Android</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11150/room-is-not-created-in-apphq-shephertz-com</guid>
<pubDate>Tue, 12 Jun 2018 05:25:42 +0000</pubDate>
</item>
<item>
<title>error indicating connection recoverable from onConnectDone() never triggered if keep calling sendUpdate() to room peers</title>
<link>http://forum.shephertz.com/?qa=11091/indicating-connection-recoverable-onconnectdone-sendupdate</link>
<description>Hello, I'm using Starling SDK and I find that if I keep calling sendUpdate() to room peers in game loop, even if wifi's turned off. the error of connection recoverable will never get triggered. but soon after the loop stops, the recoverable error will accour...</description>
<category>Android</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11091/indicating-connection-recoverable-onconnectdone-sendupdate</guid>
<pubDate>Mon, 07 May 2018 14:35:03 +0000</pubDate>
</item>
<item>
<title>ConcurrentModificationException causing app crashes</title>
<link>http://forum.shephertz.com/?qa=11075/concurrentmodificationexception-causing-app-crashes</link>
<description>&lt;p&gt;
	We are getting &lt;span style=&quot;font-family:courier new,courier,monospace;&quot;&gt;ConcurrentModificationException &lt;/span&gt;in different parts of AppWarp code which is causing app crashes and with decompiled files it doesn't seem possible to figure out where exactly the issue is. Please find screenshots attached for the logs with exact line numbers.&lt;/p&gt;
&lt;p&gt;
	&lt;a href=&quot;http://forum.shephertz.com/?qa=blob&amp;amp;qa_blobid=9797701153369828856&quot; rel=&quot;nofollow&quot;&gt;http://forum.shephertz.com/?qa=blob&amp;amp;qa_blobid=9797701153369828856&lt;/a&gt;&lt;/p&gt;</description>
<category>Android</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11075/concurrentmodificationexception-causing-app-crashes</guid>
<pubDate>Tue, 24 Apr 2018 11:21:59 +0000</pubDate>
</item>
<item>
<title>can user Pause and Resume be caused programmatically?</title>
<link>http://forum.shephertz.com/?qa=11039/can-user-pause-and-resume-be-caused-programmatically</link>
<description>&lt;p&gt;
	I need to test network recovery scenarios, and would like to programmatically force the API to&lt;/p&gt;
&lt;ol&gt;
	&lt;li&gt;
		&quot;pause&quot; and &quot;resume&quot;, such that NotificationListener.onUserPaused and .onUserResumed are called&lt;/li&gt;
	&lt;li&gt;
		&quot;lose connectivity&quot; such that ConnectionRequestListener.onConnectDone can be called with the various result codes.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;
	#1 is more important than #2, because it seems that there are always connectivity issues with the service anyway that I can test against.&lt;/p&gt;</description>
<category>Flash</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11039/can-user-pause-and-resume-be-caused-programmatically</guid>
<pubDate>Fri, 30 Mar 2018 23:07:34 +0000</pubDate>
</item>
<item>
<title>Realtime multiplayer game, not turn based, demo example. (Adobe Air)</title>
<link>http://forum.shephertz.com/?qa=11034/realtime-multiplayer-game-turn-based-demo-example-adobe-air</link>
<description>Hi, I would like to get my hands on a demo of a realtime multiplayer game, not a turn based message based demo that I already have, to test a game I'm developing for Windows Desktop Adobe Air.

Could you point me to the right direction?.

 

Thanks.</description>
<category>Adobe Air</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=11034/realtime-multiplayer-game-turn-based-demo-example-adobe-air</guid>
<pubDate>Sun, 25 Mar 2018 14:03:46 +0000</pubDate>
</item>
<item>
<title>Unwanted shot of second player</title>
<link>http://forum.shephertz.com/?qa=10927/unwanted-shot-of-second-player</link>
<description>&lt;p&gt;
	&lt;span style=&quot;vertical-align: inherit;&quot;&gt;&lt;span style=&quot;vertical-align: inherit;&quot;&gt;Good evening, I have a problem that when my player shoots the other player fires without the player wanting&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;
	&lt;span style=&quot;vertical-align: inherit;&quot;&gt;&lt;span style=&quot;vertical-align: inherit;&quot;&gt;appwarp.cs:&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;pre class=&quot;brush:csharp;&quot;&gt;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;

using com.shephertz.app42.gaming.multiplayer.client;
using com.shephertz.app42.gaming.multiplayer.client.events;
using com.shephertz.app42.gaming.multiplayer.client.listener;
using com.shephertz.app42.gaming.multiplayer.client.command;
using com.shephertz.app42.gaming.multiplayer.client.message;
using com.shephertz.app42.gaming.multiplayer.client.transformer;

//using UnityEditor;

using AssemblyCSharp;

public class appwarp : MonoBehaviour 
{    
	public string apiKey = &quot;api Key&quot;;
	public string secretKey = &quot;secret Key&quot;;
	public string roomid = &quot;Room ID&quot;;
	public static string username = &quot;&quot;;
	
	public bool useUDP = true;
	private UserInput userInput;

	
	Listener listen;
	
	public Transform remotePrefab;
	private Animator anim; //added
	
	void Start () {
		anim = GetComponent&amp;lt;Animator&amp;gt; (); //added

		WarpClient.initialize(apiKey,secretKey);  //initializing the SDK

		listen = GetComponent&amp;lt;Listener&amp;gt;(); /*In Order to receive notification,connection &amp;amp; join/leave callbacks, you need 
		                                     to add corresponding listners as defined in listner class*/
		WarpClient.GetInstance().AddConnectionRequestListener(listen);
		WarpClient.GetInstance().AddChatRequestListener(listen);
		WarpClient.GetInstance().AddLobbyRequestListener(listen);
		WarpClient.GetInstance().AddNotificationListener(listen);
		WarpClient.GetInstance().AddRoomRequestListener(listen);
		WarpClient.GetInstance().AddUpdateRequestListener(listen);
		WarpClient.GetInstance().AddZoneRequestListener(listen);
		
		// join with a unique name (current time stamp)
		/* username = System.DateTime.UtcNow.Ticks.ToString(); //Unique username is generated
			WarpClient.GetInstance().Connect(username); */
		
		//EditorApplication.playmodeStateChanged += OnEditorStateChanged;

		username = NickManager.PlayerNick;          //Carrega o nome Ao lado do player no menu e seta ao jogador
		WarpClient.GetInstance().Connect(username);

		userInput = GetComponent&amp;lt;UserInput&amp;gt;();
	}
	
	public float interval = 0.1f;
	float timer = 0;
	
	void Update () {
		timer -= Time.deltaTime;
		if(timer &amp;lt; 0)
		{
			
			float[] data_f = new float[11];
			bool[] data_b = new bool[4];
			data_f[0] = transform.position.x;
			data_f[1] = transform.position.y;
			data_f[2] = transform.position.z;
			data_f[3] = transform.rotation.eulerAngles.x;
			data_f[4] = transform.rotation.eulerAngles.y;
			data_f[5] = transform.rotation.eulerAngles.z;
			data_f[6] = userInput.aimLookPos.x;
			data_f[7] = userInput.aimLookPos.y;
			data_f[8] = userInput.aimLookPos.z;
			data_f[9] = anim.GetFloat(&quot;Forward&quot;);
			data_f[10] = anim.GetFloat(&quot;Turn&quot;);



			data_b[0] = userInput.aim;
			data_b[1] = userInput.fire;
			data_b[2] = true;
			data_b[3] = true;
			int data_len = (sizeof(float)*11) +  (sizeof(bool)*4) + (username.Length*sizeof(char));
			byte[] data = new byte[data_len];
			System.Buffer.BlockCopy(data_f,0,data,0,sizeof(float)*11);
			System.Buffer.BlockCopy(data_b,0,data,sizeof(float)*11,sizeof(bool)*4);
			System.Buffer.BlockCopy(username.ToCharArray(),0,data,(sizeof(float)*11 +sizeof(bool)*4),username.Length*sizeof(char));
			
			listen.sendBytes(data, useUDP);
			
			timer = interval;
		}
		
		if (Input.GetKeyDown(KeyCode.Escape)) {
			Application.Quit();
		}
		WarpClient.GetInstance().Update();
	}
	
	void OnGUI()
	{
		GUI.contentColor = Color.black;
		GUI.Label(new Rect(10,10,500,100), listen.getDebug());
	}
	
	/*void OnEditorStateChanged()
	{
    	if(EditorApplication.isPlaying == false) 
		{
			WarpClient.GetInstance().Disconnect();
    	}
	}*/
	
	void OnApplicationQuit()
	{
		WarpClient.GetInstance().Disconnect();
	}
	
	public void onMsg(string sender, string msg)
	{
		/*
		if(sender != username)
		{
			
		}
		*/
	}
	
	public void onBytes(byte[] msg)
	{	
		float[] data_f = new float[11];
		bool[] data_b = new bool[4];
		char[] data_c = new char[(msg.Length - ((sizeof(float)*11) + (sizeof(bool)*4)))/sizeof(char)];
		
		System.Buffer.BlockCopy(msg,0,data_f,0,sizeof(float)*11);
		System.Buffer.BlockCopy(msg,sizeof(float)*11,data_b,0,sizeof(bool)*4);
		System.Buffer.BlockCopy(msg,sizeof(float)*11+sizeof(bool)*4,data_c,0,msg.Length-(sizeof(bool)*4+ sizeof(float)*11));
		
		string sender = new string(data_c);

	
		if(sender != username)
		{
		

			GameObject remote;
			remote = GameObject.Find(sender);
			if(remote == null)
			{
				Object newRemote = Instantiate(remotePrefab, new Vector3(7.88f,0.42f,1f) ,Quaternion.identity);
				newRemote.name = sender;

			}
			else
			{


				RemotePlayer rp = remote.GetComponent&amp;lt;RemotePlayer&amp;gt;();
				rp.Set(new Vector3(data_f[0],data_f[1],data_f[2]),new Vector3(data_f[3],data_f[4],data_f[5]),new Vector3(data_f[6],data_f[7],data_f[8]),data_f[9],data_f[10],data_b[0],data_b[1]);
			

			}		
		}
	}
	
	public void onUserLeft(string user)
	{
		GameObject remote;
		remote = GameObject.Find(user);
		
		if(remote != null)
		{
			Destroy(remote);
		}
	}
	
}
&lt;/pre&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;</description>
<category>Windows</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=10927/unwanted-shot-of-second-player</guid>
<pubDate>Fri, 19 Jan 2018 04:13:55 +0000</pubDate>
</item>
<item>
<title>Synchronize death</title>
<link>http://forum.shephertz.com/?qa=10893/synchronize-death</link>
<description>&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;
&lt;p&gt;
	&lt;span style=&quot;color: rgb(33, 33, 33); font-family: arial, sans-serif; font-size: 16px; white-space: pre-wrap;&quot;&gt;how can I synchronize a death animation by the example of multiplayer channel shooter?&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;
&lt;p&gt;
	&lt;span style=&quot;font-family: arial, sans-serif; color: #212121;&quot;&gt;&lt;span style=&quot;font-size: 16px; white-space: pre-wrap;&quot;&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=j3WX_s4jBds&quot; rel=&quot;nofollow&quot;&gt;https://www.youtube.com/watch?v=j3WX_s4jBds&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;
&lt;p&gt;
	&amp;nbsp;&lt;/p&gt;
&lt;p&gt;
	&lt;span style=&quot;color: rgb(33, 33, 33); font-family: arial, sans-serif; font-size: 16px; white-space: pre-wrap;&quot;&gt;how can I synchronize a death animation by the example of multiplayer channel shooter?&lt;/span&gt;&lt;/p&gt;</description>
<category>Unity</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=10893/synchronize-death</guid>
<pubDate>Thu, 04 Jan 2018 00:27:35 +0000</pubDate>
</item>
<item>
<title>Numerous network errors</title>
<link>http://forum.shephertz.com/?qa=10847/numerous-network-errors</link>
<description>Hi Support team, I enabled Trace, and I see numerous connection errors when the app starts. As a matter of fact, I am getting network errors when I try to download the SDK from your site. Is this something that you are working on? Due to these errors I can not play a game. Here is a sample of logs AppWarpTrace: +[WarpMessageDecoder decode:]...updateType=1 AppWarpTrace: -[WarpClient onNotify:]...WarpNotifyMessage AppWarpTrace: +[WarpMessageDecoder decode:]...updateType=1 AppWarpTrace: -[WarpClient onNotify:]...WarpNotifyMessage AppWarpTrace: +[WarpMessageDecoder decode:]...updateType=14 AppWarpTrace: -[WarpClient onNotify:]...WarpNotifyMessage AppWarpTrace: +[WarpMessageDecoder decode:]...updateType=14 AppWarpTrace: -[WarpClient onNotify:]...WarpNotifyMessage AppWarpTrace: NSStreamEventEndEncountered : 5 AppWarpTrace: Error 0: (null) AppWarpTrace: -[WarpClient onConnect:]..value=0...connectionState=0..sessionId=122185326 AppWarpTrace: Network issue..... AppWarpTrace: -[WarpClient raiseConnectionListenerWithResult:]..result=9 2017-12-11 22:46:08.940090+0200 iTavli[10003:211372] onConnectDone = 9 AppWarpTrace: -[WarpClient recoverConnection] AppWarpTrace: -[WarpClient recoverConnection]..Connecting AppWarpTrace: -[ClientChannel initNetworkCommunication]..warpServerHost=eu.appwarp.shephertz.com AppWarpTrace: Stream opened AppWarpTrace: Stream opened AppWarpTrace: -[WarpClient onConnect:]..value=1...connectionState=4..sessionId=122185326 AppWarpTrace: -[WarpClient sendAuthenticationRequestForUser:withSessionId:]..user=497A7F52-1409-46B8-8585-0EBF84297938...sessionId=122185326 AppWarpTrace: +[WarpMessageDecoder decode:]...updateType=15 AppWarpTrace: -[WarpClient onNotify:]...WarpNotifyMessage AppWarpTrace: -[WarpClient handleAuthResponse:]...result=0..type=1 AppWarpTrace: sessionIdString=1852196871,,,json={ autoRecover = 0; recoveryTime = 60; sessionid = 1852196871; }..connectionState=4 AppWarpTrace: sessionId=122185326,,,json={ autoRecover = 0; recoveryTime = 60; sessionid = 1852196871; }..connectionState=4 AppWarpTrace: -[WarpClient raiseConnectionListenerWithResult:]..result=8 2017-12-11 22:46:09.381945+0200 iTavli[10003:211372] onConnectDone = 8 2017-12-11 22:46:09.382227+0200 iTavli[10003:211372] connected AppWarpTrace: +[WarpMessageDecoder decode:]...updateType=15 AppWarpTrace: -[WarpClient onNotify:]...WarpNotifyMessage AppWarpTrace: +[WarpMessageDecoder decode:]...updateType=14 AppWarpTrace: -[WarpClient onNotify:]...WarpNotifyMessage AppWarpTrace: +[WarpMessageDecoder decode:]...updateType=15 AppWarpTrace: -[WarpClient onNotify:]...WarpNotifyMessage AppWarpTrace: +[WarpMessageDecoder decode:]...updateType=1 AppWarpTrace: -[WarpClient onNotify:]...WarpNotifyMessage AppWarpTrace: +[WarpMessageDecoder decode:]...updateType=9 AppWarpTrace: -[WarpClient onNotify:]...WarpNotifyMessage Please reply, because I need to have a working version before the holidays. Thank you, Vasilis</description>
<category>iOS</category>
<guid isPermaLink="true">http://forum.shephertz.com/?qa=10847/numerous-network-errors</guid>
<pubDate>Mon, 11 Dec 2017 20:56:21 +0000</pubDate>
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