Handle join errors
How to verify your join implementation.
Read time 1 minuteLast updated 20 hours ago
To handle join channel errors, expand on the method created to check for a successful join from the Handling login errors. Check for success:
//success method above else if(evt->state == session_[media|text]_disconnected){ if (evt->status_code == VxErrorSuccess) { printf("Audio/Text Disconnected from %s\n", evt->session_handle); //evaluate the error, if the game client can adjust/respond, adjust and retry //otherwise capture via log for later analysis } else { printf("Audio/Text Disconnected from %s, error %d:%s\n", evt->session_handle,evt->status_code, vx_get_error_string(evt->status_code)); //evaluate the error, if the game client can adjust/respond, adjust and retry //otherwise capture via log for later analysis }}
Verify your join implementation
- Implement your channel name crafting code.
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Request a token from your token vendor service.
- Ensure the token matches the format described in Join token signature.
- Craft your issue request with the necessary parameters.
- Issue your request.
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Confirm with that your request is valid.
vx_resp_sessiongroup_add_session -
Confirm that the Vivox service responds with a successful join event by listening to:
vx_evt_media_stream_updatedvx_evt_text_stream_updated
- Process the event arguments to confirm success or failure and configure your game client to respond accordingly.