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();
}
}
}
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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