If Config.useArgumentCallbackOnly is false, when Request() or other API calls are made with Callback as an argument, the callback passed as an argument and the pre-registered listener will be called simultaneously (this is how it worked in previous versions).
ConnectionAgent
If you send a request while not connected to the server, you will receive the error "Not connected. Connect before call XXX." error
If you send a request while not authenticated, you will receive the error "Not authenticated. Authenticate before call XXX." error occurs
PauseClientStateCheck() and ResumeClientStateCheck() are excluded.
Removed LoginedUserInfo.payload
Added GetAllChannelInfo()
Added GetChannelCountInfo()
Added GetAllChannelCountInfo()
UserAgent
Error "Not loggedIn. Login before call XXX()." error occurs
Removed LoginInfo.message
Added GetChannelInfo()
Added GetAllChannelInfo()
Added GetChannelCountInfo()
Added GetAllChannelCountInfo()
Added matchingGroup parameter to CreateRoom()
Added matchingUserCategory parameter to JoinRoom()
Added matchingGroup, matchingUserCategory parameters to MatchRoom().
Added a matchingGroup parameter to MatchUserStart()
Added a matchingGroup parameter to MatchPartyStart()
Added IsUserMatchInProgress(), IsPartyMatchInProgress(), and IsMatchInProgress()
Error "MatchUser is in progress. MatchUserCancel before call XXX." on API calls except UserMatchCancel during UserMatch
Error "MatchUser is not in progress." when calling UserMatchCancel when not in the middle of a UserMatch
Error "MatchParty is in progress. MatchPartyCancel before call XXX." when calling API except PartyMatchCancel during PartyMatch
"MatchParty is not in progress." error when calling UserMatchCancel when not in PartyMatch
Fixed a bug in CodeInserter that caused index values to be pushed back from the next message if a .proto had nested message declarations inside the message.
There is currently an issue with FORCE_CLOSE_DUPLICATE_LOGIN case being overridden by FORCE_CLOSE_BY_NEW_CONNECTION.
This will be fixed in the next release.
LOGIN_FAIL_LOGINED_OTHER_USER_TYPE : A different UserType is logged in with the same Account ID.
LOGIN_FAIL_LOGINED_OTHER_DEVICE : Another DeviceId is logged in with the same Account ID.
ResultCodeMatchRoom
Removals
MATCH_ROOM_FAIL_UNKNOWN_ERROR
ResultCodeMatchUserStart
Removals
MATCH_USER_START_FAIL_MATCH_UNKNOWN_ERROR
ResultCodeMatchUserCancel
Removals
MATCH_USER_CANCEL_FAIL_MATCH_UNKNOWN_ERROR
ResultCodeMatchPartyStart
Removals
MATCH_PARTY_START_FAIL_MATCH_UNKNOWN_ERROR
ResultCodeMatchPartyCancel
Removals
MATCH_PARTY_CANCEL_FAIL_MATCH_UNKNOWN_ERROR
ResultCodeNamedRoom
Add
NAMED_ROOM_FAIL_INVALID_ROOM_NAME: If you sent an invalid room name.
ResultCodeDisconnect
Rename
FORCE_CLOSE_SYSTEM -> FORCE_CLOSE_SYSTEM_ERROR
force_close_content ->
FORCE_CLOSE_BASE_CONNECTION : Call close() of BaseConnection on server
FORCE_CLOSE_BASE_USER : Call closeConnection() of BaseUser on the server
Add
FORCE_CLOSE_INVALID_NODE: If a GameNode has changed to an invalid state.
FORCE_CLOSE_USER_TRANSFER_FAIL: If the user transporter failed.
FORCE_CLOSE_USER_TRANSFER_ERROR: If a system error occurred during user transfer.
added, but the client cannot receive it.
The server expects the client to have already disconnected and uses the code below while forcing the connection to close.
The client shouldn't receive this code because the client is still connected.
If you do receive this code, please report it to the GameAnvil development team.
FORCE_CLOSE_BY_NEW_CONNECTION: If a new login request comes in with the same account information.
There is currently an issue with this code being passed to the FORCE_CLOSE_DUPLICATE_LOGIN case.
Will be fixed in the next release.
FORCE_CLOSE_DISCONNECT_ALARM: If the client has not responded to the server's status check.
FORCE_CLOSE_CHECK_CLIENT_STATE_FAIL: If the client did not respond to the server's health check.
FORCE_CLOSE_GHOST_USER: If you are a ghost user.
1.0.0-EA3 (2020.07.27)
Change
Added IsReconnecting() to ConnectionAgent.
FIX
Fixed isLogin() returning true when UserAgent is disconnected after being logged in
When using multiple UserAgents and disconnecting without receiving a response to a request, the callback passed along with the request is not deleted and remains, causing the callback to be called twice in the next request.