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Vivox Core SDK

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

  1. Implement your channel name crafting code.
  2. Request a token from your token vendor service.
    1. Ensure the token matches the format described in Join token signature.
  3. Craft your issue request with the necessary parameters.
  4. Issue your request.
  5. Confirm with
    vx_resp_sessiongroup_add_session
    that your request is valid.
  6. Confirm that the Vivox service responds with a successful join event by listening to:
    1. vx_evt_media_stream_updated
    2. vx_evt_text_stream_updated
  7. Process the event arguments to confirm success or failure and configure your game client to respond accordingly.
With your join process verified you can now have users log in to your application, join a voice channel and communicate with other players. To continue to build out your communication system, refer to the documentation and guides in the Vivox Core Developer Guide.