System.Exception: Native socket has receive error or is disconnected: 5
Hello !
Recently, we have released our title for the Nintendo Switch. We're using Unity3D 5.6.5p1 and PUN v1.88. When testing the game online, a few weeks and months ago, everything was working perfectly. However, as of recently, we started getting this error, when calling the ConnectToNameServer() method:
"Receive issue. State: Connected. Server: 'nameserver-eu.cloudapp.net' Exception: System.Exception: Native socket has receive error or is disconnected: 5
at ExitGames.Client.Photon.SocketUdpNativeStatic.ReceiveLoop () [0x00000] in :0
at System.Threading.ThreadStart.Invoke () [0x00000] in :0
For some reason, this issue doesn't happen in the Steam version, it connects just fine. I spent the whole day trying to figure out was causing this issue, but was unable to find a solution. I tried changing PhotonServerSettings from UDP to TCP, to Websocket/Websocket secure, but nothing happened. I also tried commenting some platform-specific verifications in the code, to test if they were influencing anything, but to no success.
Any tips on how to solve this ? I really have no idea what is causing this issue. Our game was released 2 weeks ago in Japan, and the online mode was working fine, but now, players aren't even able to connect to the online mode.
Kind regards,
Eduardo Silveira
Recently, we have released our title for the Nintendo Switch. We're using Unity3D 5.6.5p1 and PUN v1.88. When testing the game online, a few weeks and months ago, everything was working perfectly. However, as of recently, we started getting this error, when calling the ConnectToNameServer() method:
"Receive issue. State: Connected. Server: 'nameserver-eu.cloudapp.net' Exception: System.Exception: Native socket has receive error or is disconnected: 5
at ExitGames.Client.Photon.SocketUdpNativeStatic.ReceiveLoop () [0x00000] in :0
at System.Threading.ThreadStart.Invoke () [0x00000] in :0
For some reason, this issue doesn't happen in the Steam version, it connects just fine. I spent the whole day trying to figure out was causing this issue, but was unable to find a solution. I tried changing PhotonServerSettings from UDP to TCP, to Websocket/Websocket secure, but nothing happened. I also tried commenting some platform-specific verifications in the code, to test if they were influencing anything, but to no success.
Any tips on how to solve this ? I really have no idea what is causing this issue. Our game was released 2 weeks ago in Japan, and the online mode was working fine, but now, players aren't even able to connect to the online mode.
Kind regards,
Eduardo Silveira
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I'm sorry for double posting, but I didn't find an Edit functionality, but here's more info:
We're using the platform-specific add-ons (the .a files), which are only avaiable to users who have the platform license. When I searched for those files again, today, in the SDK section of the site, I didn't find them anymore. (The PUN Switch add-ons). Would the solution be removing them from the project ?0
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