Photon server keeps kicking me off from room
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Hi guys,
I'm quite new to Unity and Photon, my problem is whenever I joined a room, I get kicked out from the room after one or two minutes. I saw some threads saying this behaviour is due to too many messages are transferred in a short period of time. I tried removing all the photonViews and networking related components, the result is still the same, I still get kicked out from the room by server. I have no idea where is the error come from, even I open the Windows task manager, it shows no network transmission is occurring.
Here is my code:
Btw I'm using PUN2 version 2.12, Unity 2018.3.8f1
I'm quite new to Unity and Photon, my problem is whenever I joined a room, I get kicked out from the room after one or two minutes. I saw some threads saying this behaviour is due to too many messages are transferred in a short period of time. I tried removing all the photonViews and networking related components, the result is still the same, I still get kicked out from the room by server. I have no idea where is the error come from, even I open the Windows task manager, it shows no network transmission is occurring.
Here is my code:
using UnityEngine; using Photon.Pun; using Photon.Realtime; using System.Collections; using System.Collections.Generic; using UnityEngine.SceneManagement; using Hashtable = ExitGames.Client.Photon.Hashtable; using ExitGames.Client.Photon; public class NetworkManager : MonoBehaviourPunCallbacks { public static NetworkManager Instance { get; private set; } void Awake() { if(Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } } void Start() { PhotonNetwork.ConnectUsingSettings(); } public void JoinLobby() { //===== check if the client is connected to master server before joining lobby if(PhotonNetwork.NetworkClientState == ClientState.ConnectedToMasterServer) { PhotonNetwork.JoinLobby(); } } public void JoinOrCreateRoom(string roomName, string roomType) { PhotonNetwork.SetPlayerCustomProperties(UserInfo.localUserInfo.GetCustomProperties()); Hashtable customPropertise = new Hashtable { { "RT", roomType } }; RoomOptions roomOptions = new RoomOptions() { IsVisible = true, IsOpen = true, CustomRoomProperties = customPropertise, CustomRoomPropertiesForLobby = new string[] { "RT" }, MaxPlayers = 0 }; PhotonNetwork.JoinOrCreateRoom(roomName, roomOptions, TypedLobby.Default); } public void JoinRoom(string roomName) { PhotonNetwork.SetPlayerCustomProperties(UserInfo.localUserInfo.GetCustomProperties()); PhotonNetwork.JoinRoom(roomName); } public void LeaveRoom() { PhotonNetwork.LeaveRoom(); } #region Pun Callbacks public override void OnConnectedToMaster() { base.OnConnectedToMaster(); Debug.Log("connected to master"); this.JoinLobby(); } public override void OnJoinedLobby() { base.OnJoinedLobby(); Debug.Log("joined lobby"); } public override void OnLeftLobby() { base.OnLeftLobby(); Debug.Log("left lobby"); } public override void OnRoomListUpdate(List<RoomInfo> updatedRoomList) { base.OnRoomListUpdate(updatedRoomList); } public override void OnCreateRoomFailed(short returnCode, string message) { base.OnCreateRoomFailed(returnCode, message); Debug.Log("fail to create room"); } public override void OnJoinedRoom() { base.OnJoinedRoom(); Debug.Log("Joined room >>>>> " + PhotonNetwork.CurrentRoom.Name); //load in room scene PhotonNetwork.LoadLevel(PhotonNetwork.CurrentRoom.CustomProperties["RT"].ToString() + " Room"); //RT => Room Type } public override void OnLeftRoom() { base.OnLeftRoom(); Debug.Log("OnLeftRoom"); //load main screen PhotonNetwork.LoadLevel("MainScene"); } public override void OnPlayerPropertiesUpdate(Player target, Hashtable changedProps) { base.OnPlayerPropertiesUpdate(target, changedProps); if (target.IsLocal) { UserInfo.localUserInfo.UpdateUserInfo(changedProps); } else { for(int i = 0; i < UsersInRoom.Count; i++) { if (target.NickName == UsersInRoom[i].Username) { UsersInRoom[i].UpdateUserInfo(changedProps); } } } } #endregion }Can someone help? I don't mind to share my project if needed.
Btw I'm using PUN2 version 2.12, Unity 2018.3.8f1
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