Exception: Socket::Bind() The requested address is not valid in its context

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Hi guys! I got some issue with my app in Unity using Photon Server, I got multiplayer strategy for mobile, My server workes fine if i set local IP on PCs. But i'm new in server programming, so i'm not sure how should it works with mobile, if i use local ip, i got no connection, and if i use public ip there is no connection too, maybe i should set my IP in PhotonServer.xml, but if i do that i gor exeption:
Exception: Socket::Bind() 89.21.67.107:5055 The requested address is not valid in its context
also here is my client code in Unity:

using System.Collections.Generic;
using ExitGames.Client.Photon;
using RagingRealms.Common.Logs;

public interface IOperationListener
{
void OnOperationResponse(OperationResponse operationResponse);
void Update();
}

public class PhotonClient : IPhotonPeerListener
{
private const string ServerAddress = "89.21.67.107:5055";
private const string ServerApplicationName = "RagingServer";

#region Singleton
private static PhotonClient _instance;
public static PhotonClient Instance
{
get
{
if (_instance == null)
_instance = new PhotonClient();
return _instance;
}
}

private PhotonClient()
{
Status = "Disconnected";
Peer = new PhotonPeer(this, ConnectionProtocol.Udp);
Peer.Connect(ServerAddress, ServerApplicationName);
CustomTypes.RegisterCustomTypes();
Update();
Log.Debug("Start connecting...");
}
#endregion

#region Public Properties
public string Status { get; private set; }

public bool IsConnected
{
get { return Peer != null && Peer.PeerState == PeerStateValue.Connected; }
}

public PhotonPeer Peer { get; private set; }
#endregion

#region IPhotonPeerListener implementation
public void DebugReturn(DebugLevel level, string message)
{
}

public void OnEvent(EventData eventData)
{
}

public void OnOperationResponse(OperationResponse operationResponse)
{
if (_listeners.Count > 0)
{
for (int i = _listeners.Count - 1; i >= 0; i--)
{
_listeners[i].OnOperationResponse(operationResponse);
}
}
}

public void OnStatusChanged(StatusCode statusCode)
{
Log.Debug("PhotonClient status changed: " + statusCode);

Status = statusCode.ToString();

}
#endregion

#region Public Inteface
private readonly List _listeners = new List();
public void AddOperationListener(IOperationListener listener)
{
if (_listeners.Contains(listener))
return;
_listeners.Add(listener);
}

public void RemoveOperationListener(IOperationListener listener)
{
if (_listeners.Contains(listener))
_listeners.Remove(listener);
}

public void Disconnect()
{
if (Peer == null) return;
Peer.Disconnect();
}

public void Update()
{
if (Peer != null)
Peer.Service();

if (_listeners.Count > 0)
{
for (int i = _listeners.Count - 1; i >= 0; i--)
{
_listeners[i].Update();
}
}
}
#endregion
}


So any help will be good, because i didn't find any solutions or examples for mobile with using public ip
P.S. sorry about bad Eglish; :)


Comments

  • chvetsov
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    we always glad to help, but sorry we can not teach you basics. you need to find and study info about basics in this area: what is Ip addresses, which one you have, which one your sever has. all what you can find should be carefully read.
    and that please come back with quiestion about photon. Do not get me wrong. Photon and PUN is simple, but you still should understand some basics