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Socket.io servers emit a "connect_error" event whenever there is a connection failure.
For example, connection middleware functions can be used to add functionality to the connection process (for authentication, logging, etc.). If a middleware function has a problem, it can fail by returning an error, in which case the connection attempt will fail.
Here is an example of a server code snippet where the middleware function fails and returns an error:
io.use((socket, next) => {
// Problem with authentication...return an error
next(new Error("ERROR_AUTHENTICATION_INVALID"));
});
The above code will cause the server to emit a "connect_error" message. In the Socket.io Javascript client, "connect_error" messages can be received as follows:
"connect_error" messages are not currently passed all the way through by the Unreal Engine client. They do, however, make it through to the underlying Socket.io protocol wrapper classes. In sio_socket.cpp, for example, these messages are received in the on_message_packet function, where they are identified as packet::type_error (see screenshot).
It would be great if the plugin could pass the "connect_error" messages through to the SocketIONative class via a new callback called "OnConnectError" or equivalent, as this would allow users of the Unreal Engine client to respond properly to connection errors.
The text was updated successfully, but these errors were encountered:
Socket.io servers emit a "connect_error" event whenever there is a connection failure.
For example, connection middleware functions can be used to add functionality to the connection process (for authentication, logging, etc.). If a middleware function has a problem, it can fail by returning an error, in which case the connection attempt will fail.
Here is an example of a server code snippet where the middleware function fails and returns an error:
The above code will cause the server to emit a "connect_error" message. In the Socket.io Javascript client, "connect_error" messages can be received as follows:
"connect_error" messages are not currently passed all the way through by the Unreal Engine client. They do, however, make it through to the underlying Socket.io protocol wrapper classes. In sio_socket.cpp, for example, these messages are received in the on_message_packet function, where they are identified as packet::type_error (see screenshot).
It would be great if the plugin could pass the "connect_error" messages through to the SocketIONative class via a new callback called "OnConnectError" or equivalent, as this would allow users of the Unreal Engine client to respond properly to connection errors.
The text was updated successfully, but these errors were encountered: