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godotphoenixchannels's Issues

"on_join_result" signal not getting correctly fired after join

I might be very wrong about this, so please school me if I need it! :D

This signal:

_error = channel.connect("on_join_result", self, "_on_Channel_join_result")

Doesn't seem to be firing at all.
I've been able to work around it by manually triggering from the on_channel_event signal.

I believe it has something to do with the _join_ref.
I wonder if the join is called multiple times, redefining the _join_ref and then it fails to match when the first call responds?

My network implementation:

https://github.com/Comyune/game-drifter/blob/b5cc26a024d460ccfd47d0bc351051fb26fcea7e/godot-project/Network.gd

Here is some context from my live streams of the issue:

Godot demo

  • Socket
  • Channel
  • Presence
  • Push event
  • Free channel and socket node
  • Remove old demo

Publish to AssetLib

What do you think is required before this can be published to the Godot AssetLib?

I'm happy to help if you'd like someone to add unit tests to what is already there perhaps... or additional testing & docs!

Game demo

The demo implemented with #16 showcases the features of the library, but not exactly a game.

Demo not connecting

I am unable to get the demo to connect: _on_Socket_error: {message:connection error}

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