1 What's the proper way to quit a session? Do I call `BoltNetwork.ShutdownImmediate();` directly or is there any recommended way to let server and clients get notification properly?
2 After ending in question1, are all the players in the room not counted as CCU?
3 What's the callback links for ending session? I need to design a strategy to judge win/lose and prevent quitting game on purpose, so I need to know all the ending game related Bolt behaviors. I know `BoltShutdownBegin` on both sides will get called if the server call `BoltNetwork.ShutdownImmediate();`. What about other following cases?
- a - A client calls `BoltNetwork.ShutdownImmediate();`
- b - Server lose internet connection or app is killed by player.
- c - A client does `b`.
1 It seems `SessionListUpdated` can fulfill my goal. But what about `JoinRandomSession`? Is `JoinRandomSession` a one time try or does it keep trying joining any new sessions available until it get canceled or timed out?
2 If there're several users trying to join the same session, some might fail due to the max players limit. What's the safe way to handle Joining sessions failure(for both `JoinRandomSession` and `JoinSession`)? I haven't found session fail related callbacks.
MethodInfo myMethods = type.GetMethods(BindingFlags.DeclaredOnly | BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance );
MethodInfo myMethods = type.GetMethods(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance );
foreach (PhotonView view in PhotonNetwork.PhotonViewCollection)
var iterator = PhotonNetwork.PhotonViewCollection;
Tobias wrote: »
PUN v1.91 is outdated even for PUN Classic.
For question about the Photon Server setup, you have to ask in the server subforum or mail us: [url="mailt://[email protected]"][email protected][/url].
Apple will reject multiplayer games frequently. The only known approach is to involve developer support. They usually get things tested properly and they pass. But do make sure your app passes the tests that are linked-to on the first page of this discussion. Setup a Mac with a WiFi, which only has IPv6 addresses for mobiles (but does support DNS64/NAT64, as described by Apple).How to use the Alternative Ports is described on the docs.