Handle login errors
Reference the handle login errors.
Read time 1 minuteLast updated 20 hours ago
When your game client receives an event from the Vivox SDK, evaluate if it was successful. For login, this is stored in the
status_codeFor a more detailed login process flow, refer to Sign in to a game. If login is unsuccessful, follow these steps:void HandleLoginResponse(vx_resp_account_anonymous_login *resp){ if (resp->base.return_code == 1) { printf(U, resp->base.status_code, vx_get_error_string(resp->base.status_code)); return; } vx_req_account_anonymous_login *req = reinterpret_cast<vx_req_account_anonymous_login *>(req->base.request); printf("login succeeded for account %s\n", req->acct_name);}
- Print an error to the debug log or the client event capture location.
-
Attempt to retry the login:
- Craft and submit a new Login Token on each retry.
- Wait for 10 seconds between retries.
- After 5 failed retries, inform the user that voice chat services are not available.
- Retry on the next match or party invite or in 15 minutes, whichever comes first.
- Write the failure to a client log or a server log. Include the .
status_code
Verify your login implementation
- Verify the username transmitted to Vivox does not contain any Personally Identifiable Information (PII). For example, any actual Names, XBox/PSN User ID’s, etc.
- Account name format is unique and properly formatted for individual player.
- Account name is set up to be reused every time the player logs in.
vx_resp_account_anonymous_loginis zero.status_code- state is
vx_evt_account_login_state_change.login_state_logged_in - The handler for detects when the state field is
vx_evt_account_login_state_changeand initiates a re-login if the client did not initiate the logout.login_state_logged_out - The client submits a request before the client application exits.
vx_req_account_logout