TCP Peer max reached ?
I've been building out a prototype application based on the Lite game server in Unity. I haven't altered the server side code yet (although that is likely the next step).
A problem I keep running into is that the server locks me out after 100 clients have entered and left games on the server. These clients are not connected simultaneously.
When I review the server data it shows that the TCP Peer max is reached ? (temp license ...). but nobody is connected to the server.
I set the LitePeer game communication to UDP unreliable [not TCP] -- (so im thinking this probably has something to do with my initial connection to the server and my disconnect ). I typically leave my test app by simply stopping the game in the IDE or closing the browser it is running on (as a player would).
Any thoughts on how I should handle this issue...
A problem I keep running into is that the server locks me out after 100 clients have entered and left games on the server. These clients are not connected simultaneously.
When I review the server data it shows that the TCP Peer max is reached ? (temp license ...). but nobody is connected to the server.
I set the LitePeer game communication to UDP unreliable [not TCP] -- (so im thinking this probably has something to do with my initial connection to the server and my disconnect ). I typically leave my test app by simply stopping the game in the IDE or closing the browser it is running on (as a player would).
Any thoughts on how I should handle this issue...
0
Comments
-
Sorry for the inconvenience. This is a known bug with peers which don't actively close their policy-request connection.
We fixed this and will release the respective server SDK today. I'll message you about it.0 -
Please update to Server SDK v2.6.0:
http://www.exitgames.com/Download/Photon0