Last time i checked i had the impression that the unipipe to unipipe
communication was broken or failed to worked as spected.

No one ever confirmed it but seing people in this board creating a separate
channel for user to user communication as work around kinda of did.

During my test back in july 2011, i found out that while sending a message
from an unipipe to an unipipe the server actually sent/route it to the
right client/node but the JS framework failed to trigger any kind of event
so it went un-noticed.

But that was a year ago so im not sure if this might still be the case.

Sent from my iPhone

On Jul 6, 2012, at 7:10 AM, Louis Charette <[email protected]> wrote:

Show us the complete code for your server side JS, how you get the user
object etc.

  - Louis

Envoyé de mon iPhone

Le 2012-07-06 à 02:57, RonnieV <[email protected]> a écrit :

Hi,

I am using APE in a multichannel mode this work perfect, however i am
facing a problem which I don't know how to solve.

Currently I have on my server side JS a line like this:
chan.pipe.sendRaw('achievement', { content: params.data, 'pipe':
chan.pipe.toObject()});

And in my client side:
pipe.onRaw('achievement', function(msg, pipe) {
     // do something
}

This works, however every user on this channel is getting a message that
they made it to a new achievement but it only counts to 1 user. So I
thought by changing the following I could fix it:
user.pipe.sendRaw('achievement', { content: params.data, 'pipe':
chan.pipe.toObject()});

I changed chan to user but then nothing is received. Ofcourse I can do a
check in my client side JS but it would be much nicer if APE can send the
raw to only the user who has made it to the new achievement.

How would my client side js would look like for picking up the raw?

Thanks in advance.

Ronnie

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