Receiving failed. SocketException: ConnectionReset
Hello. I am showing a Unity Ads rewarded video ad in my game. When the ad is completed and I close it, I get the following log and photon is disconnected:
Please tell me how to fix it. Thanks.
Receiving failed. SocketException: ConnectionReset
ExitGames.Client.Photon.TPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update()
ExitGames.Client.Photon.TPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update()
Please tell me how to fix it. Thanks.
0
Best Answer
Answers
-
Hi @kashiftasneempro,
Thank you for choosing Photon!
What PUN version are you using?
On what platform did you get these errors? iOS I guess.
How long does a video ad take?0 -
@JohnTube , my PUN version is 1.81. Yes, I am getting these errors on iOS. Video ad takes about 30 seconds.0
-
@JohnTube Can you please explain what are the functions to call disconnect and reconnect to join same room?
And if i disconnect the signal will sent to opponent player also and It will result in winning the opponent when the player disconnected. Whats the solution?
In my case i used PhotonNetwork.ReconnectAndRejoin(). But it is not working because i can see a debug showing "Receiving failed. SocketException: ConnectionReset" resulting leave room also, So my opponent is winning in each case.
0 -
Hi @Avinash_Juego,
Thank you for choosing Photon!
You should handle the remote player disconnect event on opponents differently depending on the "type" of leave event/callback.
First, make sure you create rooms with PlayerTTL set in milliseconds to the period you want players to take to reconnect and rejoin same room.-1
orint.MaxValue
means infinity, the player can rejoin any time as long as the room can be re joinable.
When a player disconnects unexpectedly or leaves a room with the intention of coming back later, the others will get the callbackOnPhotonPlayerActivityChanged(PhotonPlayer otherPlayer)
then check theotherPlayer.IsInactive
.
If a player leaves the room for good (rage quit, abadon, etc.) you get:OnPhotonPlayerDisconnected (PhotonPlayer otherPlayer)
0