Applications that use Internet communication must comply with all the guidelines listed in this chapter.
6.3.1 Displaying Errors During Internet Communication
If an error occurs while the system is connected to the Internet (from start of connection until the disconnection is complete), display the error code and a message on-screen. However, you do not need to display this if the application automatically retries and successfully completes the task. You also do not need to display an error during (background) processes that do not involve active user interaction if there is no adverse effect on game progress. The following are a few examples.
- Data is obtained in the background, but your game does not necessarily need the latest data because whenever the latest data fails to be obtained, some earlier data can be used instead.
- An event flag failed to be received in the background but your game does not necessarily require events to occur.
■ Display Methods
You can display errors in one of the following two ways.
- Pass the error code to the error/EULA applet.
-
Use your own method to display the error code and message.
When doing so, you must show the error code returned by the library in the format "XXX-YYYY", where "XXX" indicates the upper three digits and "YYYY" indicates the lower four digits. Error messages must comply with the Error Code List.
However, for Parental Controls-related errors it is acceptable to omit display of the error code.
Use the most up-to-date version of the Error Code List possible. You can get the latest list from Nintendo Developer Portal.
■ Priority of Message Display
A connection to the Internet (from start of connection until the disconnection is complete) consists of two stages. First, you connect to the Internet using the Automatic Connection (AC) Library; and then, you communicate with a server (such as the friend server). For example, if you are disconnected from the network while communicating with a server, you will receive error codes from both the AC Library and the communication library (such as NEX, Pia or BOSS). In this case, the disconnection occurred after a successful Internet connection, so you should generally display the error code and error message from the communication library (such as NEX, Pia or BOSS).
If an error occurs while connecting to the Internet, show the error code and error message returned by the AC Library.
Even if the disconnection occurs after you successfully connect to the Internet, however, it is permissible to display the error code and error message from the AC Library, in order to communicate the error to the user in a way that is easy to understand. (If you do so, you do not need to display the error from the NEX, Pia, BOSS, or other library.)
■ Displaying Application-Specific Errors
Nintendo recommends displaying application-specific error messages on the screen so that you can provide accurate support to your users. However, it is prohibited to create and display your own error codes. If you will be using your own server and require application-specific network error codes, contact Nintendo at support@noa.com and we will issue the necessary codes. This prevents any possible duplicate error codes. Do not use any error codes not issued by Nintendo. If you are not using an independent server, note that Nintendo cannot issue you any error codes.
If you would like error codes to be assigned, submit a list with the numbers, messages, and descriptions of the errors.
This procedure is to avoid duplicate error codes; Nintendo does not provide any support services.
See and comply with chapter 6.7 Independent Servers: NEX if your application uses independent servers.
6.3.1.1 Display Methods for Errors During Internet Communication
Guideline Item |
The application must display the error code and error message in the determined format if an error occurs during Internet communication. |
---|---|
Software to Be Tested |
Applications that support Internet communication. |
Exceptions |
|
Test Method |
Generate errors by referring to the Error Code List and Network Error Simulation Manual, and check the error codes and error messages. |
Pass/Fail Determination |
Passes if errors are displayed correctly using all of the below criteria.
Note: It is not necessary to check the messages if the application uses the error/EULA applet. (In this case, checking the messages is only necessary if the messages are modified.) |
6.3.1.2 Using Application-Specific Network Error Codes
Guideline Item |
The application must use error codes issued by Nintendo when displaying any application-specific network error codes. |
---|---|
Software to Be Tested |
Applications that use application-specific network error codes. |
Test Method |
Check the source code. |
Pass/Fail Determination |
Passes if the application uses error codes issued by Nintendo. |