Leaving a room problem.
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I have players in a room and call PhotonNetwork.LeaveRoom(); expecting the call back to OnPlayerLeftRoom. It never gets called. I built the asteroids demo and that seems to be working fine.
I have no idea what to try next. Any ideas ?
This is the logs from photon :
I have no idea what to try next. Any ideas ?
internal void leaveRoom() { PhotonNetwork.LeaveRoom(); } public override void OnLeftRoom() { Debug.Log("OnLeftRoom()"); PhotonNetwork.Disconnect(); }
This is the logs from photon :
(Filename: Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs Line: 2130) Resending: CMD(5 ch#/sq#/usq#: 255/33/0 r#/st/tt:7/48713/53804). times out after: 4400 sent: 48713 now: 53126 rtt/var: 247/7 last recv: 9928 UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Photon.Realtime.LoadBalancingClient:DebugReturn(DebugLevel, String) (at Assets\Photon\PhotonRealtime\Code\LoadBalancingClient.cs:2130) ExitGames.Client.Photon.EnetPeer:SendOutgoingCommands() (at C:\Dev\photon-sdk-dotnet\PhotonDotnet\EnetPeer.cs:808) ExitGames.Client.Photon.PhotonPeer:SendOutgoingCommands() (at C:\Dev\photon-sdk-dotnet\PhotonDotnet\PhotonPeer.cs:1555) Photon.Pun.PhotonHandler:LateUpdate() (at Assets\Photon\PhotonUnityNetworking\Code\PhotonHandler.cs:170) (Filename: Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs Line: 2130) Timeout-disconnect! Command: CMD(5 ch#/sq#/usq#: 255/33/0 r#/st/tt:8/53127/53804) now: 61959 challenge: 1c906944 UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Photon.Realtime.LoadBalancingClient:DebugReturn(DebugLevel, String) (at Assets\Photon\PhotonRealtime\Code\LoadBalancingClient.cs:2126) ExitGames.Client.Photon.EnetPeer:SendOutgoingCommands() (at C:\Dev\photon-sdk-dotnet\PhotonDotnet\EnetPeer.cs:775) ExitGames.Client.Photon.PhotonPeer:SendOutgoingCommands() (at C:\Dev\photon-sdk-dotnet\PhotonDotnet\PhotonPeer.cs:1555) Photon.Pun.PhotonHandler:LateUpdate() (at Assets\Photon\PhotonUnityNetworking\Code\PhotonHandler.cs:170) (Filename: Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs Line: 2126)
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Comments
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OnPlayerLeftRoom is "Called when a remote player left the room or became inactive".
OnLeftRoom() should be called when you leave.
Make sure the script / instance is registering for callbacks (in PUN 2). If you use MonoBehaviourPunCallbacks, make sure to not simply override OnEnable and OnDisable, as those methods register for callbacks.
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The timeout from the logs looks as if you lost connection before properly disconnecting. This should not happen every time. If it does, we could use a repro case.
Do any of our demos fail this way, too?0