Room list shows up on unity editor (ios player) and don't show up on ios ipad 2

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Hi, every body i've been working with photon Pun for quite a while now, and in my last test build i couldn't see the rooms on my ios device nor in my unity editor this used to work fine (autojoin loby dosen't apply because i join the laby from code as soon as i join the master server ) please help here is a snipped of code of the master server join, lobby join, room creation, room join and room listing thanks (btw i use pun+ not pun)



master server:

private TypedLobby lobby = TypedLobby.Default;


public new void OnConnectedToMaster()
{

infomsg = PhotonNetwork.connectionState.ToString();

Debug.Log("joined master +" + PhotonNetwork.connectionState);
PhotonNetwork.JoinLobby(lobby);

}

lobby:

public new void OnJoinedLobby()
{

infomsg = PhotonNetwork.connectionState.ToString();

Debug.Log("on joined lobby " + PhotonNetwork.connectionState);
Debug.Log("on joined lobby rooms open = " + PhotonNetwork.countOfRooms);


InLobby = true;
InRoom = false;
ActivePHO();
}

room creation:

public void CreateRoom(string roomname, bool visible, bool open, int maxplayers, string map, string mode, int roundtime)
{


roomdata = this.gameObject.AddComponent();

roomdata.Init(roomname, mode, map, maxplayers, roundtime, false, true);


Debug.Log("from pho, " + roomdata.mapname);
Debug.Log("from pho, " + roomdata.mode);
Debug.Log("from pho, " + roomdata.servername);
Debug.Log("from pho, " + roomdata.maxplayers);

Debug.Log("from pho, " + roomdata.roundtime);
Debug.Log("from pho, " + roomdata.playersinside);

if (PhotonNetwork.connectedAndReady)
{

Debug.Log(roomdata.servername + roomdata.roomoptions);
PhotonNetwork.CreateRoom(roomdata.servername, roomdata.roomoptions, lobby);
Debug.Log("join or create");


}
else
{
Debug.Log(" not connected not ready reconnecting now");
Connect();
CreateRoom(roomname, visible, open, maxplayers, map, mode, roundtime);
}


}
room join:


public void JoinRoom(RoomData rd)
{


Debug.Log("from pho, " + rd.mapname);
Debug.Log("from pho, " + rd.mode);
Debug.Log("from pho, " + rd.servername);
Debug.Log("from pho, " + rd.maxplayers);

Debug.Log("from pho, " + rd.roundtime);
Debug.Log("from pho, " + rd.playersinside);



if (PhotonNetwork.connectedAndReady)
{

PhotonNetwork.JoinRoom(roomdata.roominfo.Name);

Debug.Log("join room " + roomdata.roominfo.Name);
connectingToRoom = true;

}
else
{
Debug.Log(" not connected not ready reconnecting now");
Connect();
JoinRoom(rd);
}

room listing:

void GetRoomList()
{
Debug.Log("browse get room list");
itemsholder.GetComponent().repositionNow = true;
itemsholder.GetComponent().Reposition();
Utilities.ClearContainer(itemsholder);

foreach (RoomInfo room in allrooms)
{

GameObject roomitem = Instantiate(Resources.Load("RoomItem", typeof(GameObject))) as GameObject;
Debug.Log("Instantiate room " + room.Name);
roomitem.name = room.Name;
Transform t = roomitem.transform;
t.parent = itemsholder.transform;
t.localPosition = Vector3.zero;
t.localRotation = Quaternion.identity;
t.localScale = Vector3.one;
roomitem.layer = itemsholder.layer;

itemsholder.GetComponent().AddChild(t);
itemsholder.GetComponent().repositionNow = true;
itemsholder.GetComponent().Reposition();
RoomData roomdata = roomitem.GetComponent();
{


roomdata.roominfo = room;
roomdata.Init(roomdata.roominfo.Name, roomdata.roominfo.CustomProperties["GM"].ToString(), roomdata.roominfo.CustomProperties["MN"].ToString(), int.Parse(roomdata.roominfo.CustomProperties["MP"].ToString()), int.Parse(roomdata.roominfo.CustomProperties["RT"].ToString()), true, false);


roomdata.uimapname.text = room.CustomProperties["MN"].ToString();

roomdata.uimode.text = room.CustomProperties["GM"].ToString();


roomdata.uimaxplayers.text = room.CustomProperties["MP"].ToString();


roomdata.uiservername.text = room.Name.ToString();


roomdata.uiroundtime.text = room.CustomProperties["RT"].ToString();


roomdata.uiplayersinside.text = room.PlayerCount.ToString();



itemsholder.GetComponent().repositionNow = true;
itemsholder.GetComponent().Reposition();

}



}
}

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