Japster
Member
Hi guys! - I'm having a pain of an issue trying to correctly get back info from a http_post_string() in the HTTP ASYNC events (Get scores etc)...
For windows target builds, it works *perfectly* - I get scores, can update player's name, etc, but in HTML5, I just get a "-1" back?- it's failing to get the scores, submit a player's name etc, basically all of the http_post events - they come back with a valid ID, but the result is always -1... ...and it's driving me crazy...
Any advice would be most appreciated!
The relevant code is here, and I just can't understand why it's not working when actually uploaded to the web, or testing on Mongoose or GMS2 dev env / HTML server?
I've tried both HTTPS and HTTP - both work for the Altervista domain / URL, for the Windows build, but not the HTML5 one?
objHighscoresPersistent - alarm 2 event that tries to get the scores:-
The scr_get_scores script:-
objHighscoresPersistent HTTP ASYNC event:-
I honestly cannot understand why it's returning -1 in the live environment, or itch.io, etc - on the HTML5 build!
It wouldn't be a browser security setting would it? - I'm clutching at straws here!
Cheers all!
For windows target builds, it works *perfectly* - I get scores, can update player's name, etc, but in HTML5, I just get a "-1" back?- it's failing to get the scores, submit a player's name etc, basically all of the http_post events - they come back with a valid ID, but the result is always -1... ...and it's driving me crazy...
Any advice would be most appreciated!
The relevant code is here, and I just can't understand why it's not working when actually uploaded to the web, or testing on Mongoose or GMS2 dev env / HTML server?
I've tried both HTTPS and HTTP - both work for the Altervista domain / URL, for the Windows build, but not the HTML5 one?
objHighscoresPersistent - alarm 2 event that tries to get the scores:-
GML:
if (text2 == "")
{
get_highscores = scr_get_scores(Unique_Player_ID, 10);
text1 = "Please check your internet connection...";
alarm[2] = room_speed * 5;
}
GML:
/// @description scr_get_scores(player_id,no_lines)
/// @param name ID of the player
/// @param no_lines the number of scores you want to display (generally 10 is fine)
//
// Script: Get the highscore list from the database in Altervista
// Date: 2020-01-18
// Copyright: Appsurd
var args = "id="+string(argument0)+"&no_lines="+string(argument1)+"&secret_key="+SecretKey;
return http_post_string(url + "/display.php", args);
GML:
if (ds_map_find_value(async_load, "id") == get_highscores)
{
// Wallet_No = "RETURNED HIGH";
if (ds_map_find_value(async_load, "status") == 0) // (THIS always returns -1 for HTML?!)
{
text2 = string(ds_map_find_value(async_load, "result"));
// Wallet_No = text2;
show_debug_message(text2);
if (text2 == "IOException" or text2 == "")
{
text1 = "Please check your internet connection...";
text2 = "";
}
else
{
text1 = "Ready";
// Wallet_No = text2;
Got_Scores = true;
alarm[2] = -1;
alarm[10] = 1;
}
}
else
{
// Wallet_No = "!! "+string(ds_map_find_value(async_load, "status"));
}
exit;
}
I honestly cannot understand why it's returning -1 in the live environment, or itch.io, etc - on the HTML5 build!
It wouldn't be a browser security setting would it? - I'm clutching at straws here!
Cheers all!