I successfully integrate nextpeer into my cocos 2d game.
Now i want to show other people playing online using nextpeer.
The problem is i dont know how to do that.The documentation for it is not opening and i even mail nextpeer and they have not respond more than 24 hrs have gone.Can someone give me some advice the steps involve in it.
Here is the link of an app showing it
https://itunes.apple.com/us/app/chasing-yello/id508314901?mt=8
The nextpeer link which is not opening -
http://developers.nextpeer.com/documentation/docs?page=iOS+Guide#PlayertoPlayerCommunication
Nextpeer document is moved to : https://developers.nextpeer.com/docs/view/ios
Scroll down for PlayertoPlayerCommunication.
These are the two active links for player to player communication now.
https://developers.nextpeer.com/docs/view/ios#PlayertoPlayerCommunication and https://developers.nextpeer.com/docs/view/bestpractice#PlayertoPlayercommunication(P2P).
If you have anymore specific question, feel free to email me directly at alexander#nextpeer.com.
Sorry for the confusion.
Related
We use the YouTube embedded player on a hybrid app based on Cordova. The app has a lot of traffic worldwide.
The player displays the message "Please click here to watch this video on YouTube" to some users when they try to play any video under unclearly circumstances.
We do not see a clear pattern, it doesn't seem to depend on the user's country nor the restrictions of the video.
We have seen in the player code (https://www.youtube.com/yts/jsbin/player_ias-vflrnurMS/en_US/base.js) that the message is assigned to a constant called "TOO_MANY_REQUESTS_WITH_LINK" but there is no high volume of requests per user and the quota cannot be configured as in other Google APIs.
We follow the iFrame API reference:
https://developers.google.com/youtube/iframe_api_reference?hl=en
<iframe id="player" src="https://www.youtube.com/embed/M7lc1UVf-VE?autoplay=1&cc_load_policy=0&controls=0&disablekb=1&enablejsapi=1&fs=0&iv_load_policy=3&loop=0&modestbranding=1&playsinline=1&rel=0&showinfo=0&wmode=transparent&origin=XXX" frameborder="0"></iframe>
<script type="text/javascript">
var player,
scriptTag = document.createElement('script'),
firstScriptTag = document.getElementsByTagName('script')[0];
scriptTag.src = "https://www.youtube.com/iframe_api";
firstScriptTag.parentNode.insertBefore(scriptTag, firstScriptTag);
function onYouTubeIframeAPIReady() {
var options = JSON.parse('{"autoplay":1,"cc_load_policy":0,"controls":0,"disablekb":1,"enablejsapi":1,"fs":0,"iv_load_policy":3,"loop":0,"modestbranding":1,"playsinline":1,"rel":0,"showinfo":0,"wmode":"transparent","origin":"XXX"}');
if (!options.origin) {
options.origin = location.origin ||
location.protocol + '//' + location.hostname + (location.port ? ':' + location.port : '');
}
player = new YTRemoteVPlayer('player', '<%-videoId%>', options);
}
</script>
Does anyone know what may be happening and how to fix it?
Me and my teammates managed to reproduce that behaviour locally.
To reproduce that behaviour, all you need to do is, under the same IP Address, to load the youtube JS multiple times and for different videos. Although I cannot clarify the exact amount of times it must be done (we left some devices aside doing it), the behavior certainly happened.
As an attempt of a workaround for that problem, we accessed the https://web.archive.org/web website and fetched an old YouTube JS script (https://www.youtube.com/iframe_api). We tried to use that old script, but with no success. The message continued to appear =/.
I really do not know if there is much we, developers, can do about it, but wait for an YouTube statement and/or revision of recent changes on their end.
Update
There is an issue opened on Google's issue tracker website:
https://issuetracker.google.com/issues/143091693
Update
It looks like that YouTube have resolved that problem on their end. We'll keep monitoring :)
Update (November 5th 2019)
The problem is happening again.
Update (November 7th 2019)
I have opened a new issue on issuetracker:
- https://issuetracker.google.com/issues/144057800
I don't have a fix for it, but I can add more information about the problem, this way maybe someone can help us with this issue.
I am getting the same error with some users, and like you said there is no a clear pattern. My devices are working properly, but I did some tests with the help of a user of my app that is getting this error. Following the results:
Demo used in my tests: https://developers.google.com/youtube/youtube_player_demo
Test 1 - Open the iframe player api demo on device's browser - WORKED
Test 2 - Open the iframe player api demo into a webview on my app - FAIL
Test 3 - Open the iframe player api demo into a webview on my app using a VPN connection - WORKED
So, it appears to be a combination of APP + IP is blocked. I don't know the reason, and it will be very helpful if someone repeat these tests. I am trying to confirm it with another user, but it's a little hard to find someone willing to help.
UPDATE: a second user tried to use a VPN and it worked to him too.
UPDATE 2: a user with this problem told me that the videos are working properly again now. It appears to be a temporary block by Youtube on server side.
I'm adding V4VC ads from AdColony into my game and trying to change the default popup window.
Right now, it says:
"Watch a sponsored video to earn 1 Coin?"
I need it to say:
"Watch a sponsored video to earn 25 Diamonds?"
I looked on their support page and followed their instructions for setting up the app and currency on my account. However, the required code was in Objective-C. I need to convert this or find the correct code for V4VC ads in Swift:
NSString*currencyName=[AdColonygetVirtualCurrencyNameForZone:/*zoneID*/]; intcurrencyAmount=[AdColonygetVirtualCurrencyRewardAmountForZone:/*zoneID*/]; intremaining=[AdColonyPublicgetVideosPerReward:currencyName]‐[AdColonyPublicgetVideoCreditBalance:currencyName];
I am also using Sprite Kit. Help is greatly appreciated!
When you log into our dashboard at https://clients.adcolony.com/ you can update the settings for your zone to show the name of your in game currency and the proper amount to award.
If you do have questions on this set up, email support#adcolony.com for more help on this process.
I'm trying to link to the iOS VLC app via its URL scheme. I need to open a FLV file(preferably as a stream, rather than downloading). I have tried vlc://http://domain.com/path/to/video.flv which opens VLC with a popup asking if I would like to play or download. Tapping download works, however play doesn't do anything except close the popup(I can get it to eventually work if I tap Play in the popup -> Play in Control Centre -> tap back in VLC). Is there a way to get it to play by directly through the URL?
Bonus points if you figure out how to select the "Scan for Subtitles" option in the "Open Network Stream" section of VLC. ;)
I've looked all over Google and can't find any documentation of the URL scheme. Any help is greatly appreciated.
the vlc:// pseudo protocol is broken in the current 2.6.4 release - it is fixed in 2.6.5 which is currently waiting for review by Apple. I hope that it will be out this week but this is beyond our control.
Generally speaking, I recommend to use another protocol though based on x-callback-url, documented on our wiki: https://wiki.videolan.org/Documentation:IOS/#x-callback-url
Regarding an extra subtitles URL, this is currently not supported. We could add it though, it's just that nobody asked for it so far.
For those who want to add subtitle it has been added in this commit and can be used like this:
vlc-x-callback://x-callback-url/stream?url=http://example.com/dogs.mp4&sub=https://example.com/dogs.srt
i have a website where there is a radio ad being played - and a FB "like" box - if someone clicks on a video within the FB stream it goes to FB and the website with the radio ad keeps playing. I NEED to figure out how to make the website close.
I am a graphic designer, not a web expert - but i try, please don't bash me for not knowing the correct lingo. I use adobe dreamweaver and am aware of the "target" preference but that only applies to something that is linked.. OH I'm using IFrame when asking for the code in FB for the like box. please please help me!
I'm just doing some initial research into creating iAds with iAd Producer, but we'd like to link the ad to an external website, rather than an iTunes listing.
Is this possible, if so, how would you go about it? Ideally clicking on the ad would open the link in Safari, but if there is a UIWebView equivalent that would be fine too (The WebGL view control confusingly seems to be for displaying 3d objects).
Many thanks in advance.
Ted
I'm not familiar with iAds, what does it look like when specified in HTML?
According to this http://developer.apple.com/library/ios/#featuredarticles/iPhoneURLScheme_Reference/Introduction/Introduction.html
it looks like it won't be recognized.
(This is s useful reference in this area: http://wiki.akosma.com/IPhone_URL_Schemes)
But if you load the page in a UIWebView you can intercept the iAds link within shouldStartLoadWithRequest: and launch Safari yourself from there.
Ah, I've realised now I was overcomplicating things somewhat / missed the easy answer.
The iAds produced by iAd Producer are all HTML, with Javascript added to handle page / control events. This should have given me the clue that they themselves are executing in some sort of UIWebView control.
Hence, when I added the following Javascript, on a button click event, the user is warned they are leaving the app (well they were when leaving the iAd Tester app) and then thrown out into Safari to view the website, as I wanted all along. Simple. I guess it's not really what Apple want people to do with iAds (it's not driving them to the appstore), hence it's not that well documented.
this.onViewTouchUpInside = function (event) {
document.location = "http://www.google.co.uk";
};