Huh, interesting.
Have you tried setting the protocol when instantiating the client to use TCP instead of websockets (the default behavior is websockets)? Using 3.2.0:
class Program
{
private static TwitchLib.Client.TwitchClient client;
static void Main(string[] args)
{
client = new TwitchLib.Client.TwitchClient(protocol: TwitchLib.Client.Enums.ClientProtocol.TCP);
client.Initialize(new TwitchLib.Client.Models.ConnectionCredentials("swiftyspiffy", "<auth token>"), "swiftyspiffy");
client.OnConnected += Client_OnConnected;
client.OnJoinedChannel += Client_OnJoinedChannel;
client.OnLog += Client_OnLog;
client.Connect();
Console.ReadLine();
}
private static void Client_OnLog(object sender, TwitchLib.Client.Events.OnLogArgs e)
{
Console.WriteLine($"[LOG] {e.Data}");
}
private static void Client_OnJoinedChannel(object sender, TwitchLib.Client.Events.OnJoinedChannelArgs e)
{
Console.WriteLine($"Joined channel {e.Channel}");
}
private static void Client_OnConnected(object sender, TwitchLib.Client.Events.OnConnectedArgs e)
{
Console.WriteLine($"Connected!");
}
}