OnRemoteAppLoaded
After testing on various computers and not finding any bugs, I submitted my application.
I recieved a response saying that the application was just "sitting there" on a particular screen and not advancing. The person who contacted me refuses to give any detail and won't even tell me if both clients have the same problem. However from what little description he gave me, it seems as if either Channel_OnRemoteAppLoaded or Channel.Initialize are not triggering on his machine.
Has anyone had a similar or problem? Any help at all would be greatly appreciated.
My app is working without any problem...on event window.onload - call window.external.Channel.Initialize();
and catch event Channel_OnRemoteAppLoaded()
Did you tested it on 2 machines?
I have run my app simultaneously on two computers, each having MSN Messenger with different users loaded. One machine is my home computer, and another is office computer, located in domain. So, it's vpn, 2 routers, cable modem, switch - and no any problems with connection.
Yes I've tested on three different computers, with different versions of windows, explorer, and messenger.
I googled the subject of this topic and found another message board where someone posted a similar problem. They were thinking that perhaps only computers on the subnet of the server thats hosting the app would execute properly. Unfortunaly it seems just an assumption and they haven't posted anyting about a solution.
I've had similar problems with unreliability of OnRemoteAppLoaded, the only solution i've found is to not rely on this event 100%. My systems use the onload trigger locally to start a timer which checks every few seconds to see if the other side has connected yet. If I recieve a OnRemoteAppLoaded event call then great, the system has to do less work, but by all means it doesnt rely on it all the time.
I implemented a timer like you mentions zero, and they are still reporting the same problem. I've tried launching it from the site on my computers, but I get "the page cannot be displayed" on the server that is hosting the app, and "action canceled" on the others.
This is pretty frustrating.. Does anyone have any ideas?
Duh!
I just realized I can't load it on those computers because of loopbacking....
I set up a proxy and it is indeed behaving exactly as previously stated, despite the timer I implemented.
Basically, it will now send data to the other client saying that its loaded.
Its seems as if my app isn't accessing the channel object at all...