Error code 32748 when Rejoining Room
Options
Hey guys,
i looked basically everywhere. All i found is some variable that already has been deleted. i tested PUN on my android phone and had a lot of disconnects.
So i used ReconnectAndRejoin, periodically while the reconnect wasn't successful.
And the last error is the code 32748 or, that the user wasn't found.
I know there's some kind of UserID and AcftorID, but i don't know how to use them. When connecting i'm doing nothing else than calling CreateRoom or JoinRoom, so if i'm missng something, please tell me!
PS: In the Room Options all i have is MaxSize = 2, because i'm just creating a simple card game^^
so i initialize the Room Option in the constructor like CreateRoom(new RoomOptions(){ MaxSize = 2});
i looked basically everywhere. All i found is some variable that already has been deleted. i tested PUN on my android phone and had a lot of disconnects.
So i used ReconnectAndRejoin, periodically while the reconnect wasn't successful.
And the last error is the code 32748 or, that the user wasn't found.
I know there's some kind of UserID and AcftorID, but i don't know how to use them. When connecting i'm doing nothing else than calling CreateRoom or JoinRoom, so if i'm missng something, please tell me!
PS: In the Room Options all i have is MaxSize = 2, because i'm just creating a simple card game^^
so i initialize the Room Option in the constructor like CreateRoom(new RoomOptions(){ MaxSize = 2});
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Comments
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Hi @Kokujou,
Thank you for choosing Photon!
You are not setting a proper RoomOptions.PlayerTTL to allow for a quick rejoin.
Read more about quick rejoin here.0 -
awesome! thank you^^ i'd have never thought about that.
Okay the reconnect works, but it seems like this player is now treated as a new player and receives all BufferedRPC Calls.
Do i need to clear the buffer when a message is received or something? and is this even possible for a single player?0 -
receives all BufferedRPC CallsThis is expected. There is a discussion about this here.0
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well it should be expected for JOIN but not REJOIN. but well ^^
could you tell me what identifies the action exactly? i understood it like there is already some action identifier worked in the messaging system, or do i have to pass the message myself?
and is it possible to clear the Buffer for just one player or is it, as expected, not seperated by player0 -
that's the current line i added on the top of every RPC call:
if (info.SentServerTime >= Settings.LastTime) Settings.LastTime = info.SentServerTime; else return;
assuming people have more than 3 RPC calls like me this seems to be a little bit redundant, isn't there some kind of event that fires when any kind of rpc call is made?
And another little problem approached now... i don't know if this is even handleable...
I'm making a turn based card game. all thats synchronized is the random seed for the deck and the turn made as some string values. well.
Now my Code at least works, when i turn WLAN of while no turn is made, everything is OK.
But if I turn it off WHILE a Turn is Made everything gets messed up.
So what i want to ask: is it some PUN thing or is it my code? like is it possible that photon messes something up when disconnecting when in the middle of sending a message?0