{Details}
- Versions: Nakama {3.11.0}, {Docker}, {Unity SDK 3.3.0}
- Server Framework Runtime language {TS/JS}
Hello,
I am trying to send party data when a user takes an action from the Client to the other Clients in the same party. However, the RecevedPartyData is not triggering once I send the action to the party.
I am using the function Socket.ReceivedPartyData
, which looks like this:
var updateJson = "{\"test\": \"a test string\"}";
await gameConnection.Socket.SendPartyDataAsync(gameConnection.CurrentParty.Id,
1, updateJson);
and I am listening for the event on the Socket connection:
_gameConnection.Socket.ReceivedPartyData += ReceivedPartyData;
// defined elsewhere...
private void ReceivedPartyData(IPartyData partyData)
{
Debug.Log($"ReceivedPartyData: {partyData}");
switch (partyData.OpCode)
{
// ... do different things based on OpCode
}
}
However, I never see this Debug.Log($"ReceivedPartyData: {partyData}")
in the logs.
I see in the server logs that this is sent:
27T07:38:49.601Z","caller":"server/pipeline.go:65","msg":"Received *rtapi.Envelope_PartyDataSend message","uid":"abe0bf47-390a-43d2-aa56-df077ecce914","sid":"44fb6ab7-c5fc-11ec-a748-006100a0eb06","message":{"PartyDataSend":{"party_id":"2252411c-015c-46bd-b5f3-6308bcf453b6.nakama","op_code":1,"data":"eyJ1bWFTdHJpbmciOiJBQSp8UjpDaGliaUhlcm9HaXJsfFc6U2hvcnRIYWlyX1JlY2lwZSxHaXJsLk91dGZpdDAxX1JlY2lwZSx8QzpIYWlyLDM9MCxGRjhBMDAyRTt8QzpFeWVzLDM9MCxGRjQ4Q0JENjt8QzpTa2luLDM9MCxGRjk1NEU4RTt8QzpQYW50czEsMz0wLEZGNUE2QUEzO3xDOlRlZXRoQ2xhd3MsMz0wLEZGRkZGQUQzO3xDOklubmVyTW91dGgsMz0wLEZGOUIxOTE5O3xDOldlcmV3b2xmU2tpbiwzPTAsRkY1MjQwMTg7fEM6V2VyZXdvbGZFeWVzLDM9MCxGRkZGRjdENTt8RDp8In0="}}}
but my Unity Client does not hit the break point in ReceivedPartyData
.
What could be wrong?
Any help is appreciated
Thank you!