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When a session is lost we're not resetting the current message ids and message list on the client. This is a problem as the backend will begin counting at 1 again. So all messages from 1 to current counter will be ignored and then start processing after the current message.
Although generally we restart the client when we lose a session, we should still handle this for any use cases we may have.
Something we already agreed on with the C# client
// Start transport client when session is acquiredmage.eventManager.on("session.set",(objectsender,JObjectsession)=>{_sessionKey=UnityEngine.WWW.EscapeURL(session["key"].ToString());transportClient.start();});// Stop the message client when session is lostmage.eventManager.on("session.unset",(objectsender,JObjectsession)=>{transportClient.stop();currentMessageId=-1;largestMessageId=-1;messageQueue=newDictionary<int,JToken>();confirmIds=newList<string>();_sessionKey=null;});
The text was updated successfully, but these errors were encountered:
Originally reported by @AlmirKadric
When a session is lost we're not resetting the current message ids and message list on the client. This is a problem as the backend will begin counting at 1 again. So all messages from 1 to current counter will be ignored and then start processing after the current message.
Although generally we restart the client when we lose a session, we should still handle this for any use cases we may have.
Something we already agreed on with the C# client
The text was updated successfully, but these errors were encountered: