Web RPC is not working after build of Plugin
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Hello
we are trying to build our Plugin and also we are using WebRPC for getting like scores,bonus things, so all things are running well with running Visual studio. we just want to build plugin exe then we can run it in our server, currently we are using live visual studio which we are running LoadBalancing and LoadBalancing has Plugin and WebRPC so please let me know how would i use only EXE of my whole LoadBalancing.
We are getting this error log while using EXE May be WebRPC is not working with Plugin Exe :::
ConnectUsingSettings() failed. Can only connect while in state Disconnected. Current state: InitializingApplication
UnityEngine.Debug:LogWarning(Object)
PhotonNetwork:ConnectUsingSettings(String) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonNetwork.cs:1205)
AssemblyCSharp.PhotonManager:Connect2Server() (at Assets/game_scripts/__photon/PhotonManager.cs:48)
AssemblyCSharp.GameController:ConnectToServer() (at Assets/game_scripts/__game_logic/GameController.cs:60)
c__Iterator1:MoveNext() (at Assets/game_scripts/__splash_scene/SplashSceneScript.cs:82)
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
DisconnectByServer while connecting to: api.latestteenpatti.com:5055. Check if the server is available.
UnityEngine.Debug:LogWarning (Object)
NetworkingPeer:OnStatusChanged(StatusCode) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:2129)
ExitGames.Client.Photon.EnetPeer:ExecuteCommand(NCommand)
ExitGames.Client.Photon.<>c__DisplayClass57_0:b__0()
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:156)
Thanks,
Omprakash Amarwal
we are trying to build our Plugin and also we are using WebRPC for getting like scores,bonus things, so all things are running well with running Visual studio. we just want to build plugin exe then we can run it in our server, currently we are using live visual studio which we are running LoadBalancing and LoadBalancing has Plugin and WebRPC so please let me know how would i use only EXE of my whole LoadBalancing.
We are getting this error log while using EXE May be WebRPC is not working with Plugin Exe :::
ConnectUsingSettings() failed. Can only connect while in state Disconnected. Current state: InitializingApplication
UnityEngine.Debug:LogWarning(Object)
PhotonNetwork:ConnectUsingSettings(String) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonNetwork.cs:1205)
AssemblyCSharp.PhotonManager:Connect2Server() (at Assets/game_scripts/__photon/PhotonManager.cs:48)
AssemblyCSharp.GameController:ConnectToServer() (at Assets/game_scripts/__game_logic/GameController.cs:60)
c__Iterator1:MoveNext() (at Assets/game_scripts/__splash_scene/SplashSceneScript.cs:82)
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
DisconnectByServer while connecting to: api.latestteenpatti.com:5055. Check if the server is available.
UnityEngine.Debug:LogWarning (Object)
NetworkingPeer:OnStatusChanged(StatusCode) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:2129)
ExitGames.Client.Photon.EnetPeer:ExecuteCommand(NCommand)
ExitGames.Client.Photon.<>c__DisplayClass57_0:b__0()
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:156)
Thanks,
Omprakash Amarwal
0
Comments
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Sometime We are getting this error while running plugin in server ::::
ConnectUsingSettings() failed. Can only connect while in state Disconnected. Current state: InitializingApplication
UnityEngine.Debug:LogWarning(Object)
PhotonNetwork:ConnectUsingSettings(String) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonNetwork.cs:1205)
AssemblyCSharp.PhotonManager:Connect2Server() (at Assets/game_scripts/__photon/PhotonManager.cs:48)
AssemblyCSharp.GameController:ConnectToServer() (at Assets/game_scripts/__game_logic/GameController.cs:60)
c__Iterator1:MoveNext() (at Assets/game_scripts/__splash_scene/SplashSceneScript.cs:82)
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
DisconnectByServer while connecting to: api.latestteenpatti.com:5055. Check if the server is available.
UnityEngine.Debug:LogWarning (Object)
NetworkingPeer:OnStatusChanged(StatusCode) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:2129)
ExitGames.Client.Photon.EnetPeer:ExecuteCommand(NCommand)
ExitGames.Client.Photon.<>c__DisplayClass57_0:b__0()
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:156)0 -
hi, @OmiAmarwal
it is difficult to say what is going on on your server without seeing the logs from it. Client logs totaly confusing.
please attach also your loadbalancing config and deploy folder structure. i would like to see where you deploy your plugins and your server code
best,
ilya0 -
Hi @OmiAmarwal,
WebRPC needs to be properly configure to work (see here) and it should not interfere or be affected with your own custom plugin
Maybe you meant webhooks? in this case webhooks are a plugin and you can only setup one at a time so you need to choose or add webhooks features to your own custom plugin (or extend webhooks plugin, source code is available in plugins SDK).
And I think you mean "dll" and not "exe" for plugin extension. At least we support only library type assemblies.
Maybe you are trying to launch an "exe" from plugin? In this case please describe what you are trying to do as we should not allow this.
About the stacktrace and errors you posted, I think there is something wrong with your client or server.
Read about the disconnect cause,DisconnectByServer
:It indicates low level protocol error which can be caused by data corruption.This means that an exception in Photon Server caused the client to disconnect.
if you use self hosted you should see exception details in the unmanaged Photon Socket Server log ("/bin_WinXXX/log/Photon-(InstanceName)-Timestamp.log")0