Handling errors

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Hello,

I successfully implemented multiplayer in my game (thanks for your great library!), but I'm not able to implement error cases.

I'm trying the simple case where user is not connected to the internet.
I'm getting an exception but from PUN's core instead of my own code (see below), so I have no idea how to handle it.

This is the exception:
DNS.GetHostEntry() failed for: ns.exitgames.com. Exception: System.Net.Sockets.SocketException (0x80004005): Could not resolve host 'ns.exitgames.com'
  at System.Net.Dns.Error_11001 (System.String hostName) [0x00015] in <ae22a4e8f83c41d69684ae7f557133d9>:0 
  at System.Net.Dns.GetHostByName (System.String hostName) [0x00021] in <ae22a4e8f83c41d69684ae7f557133d9>:0 
  at System.Net.Dns.GetHostEntry (System.String hostNameOrAddress) [0x00052] in <ae22a4e8f83c41d69684ae7f557133d9>:0 
  at ExitGames.Client.Photon.IPhotonSocket.GetIpAddresses (System.String hostname) [0x00029] in <11e9abbca912444aa80ed58a280369fc>:0 
UnityEngine.Debug:LogError(Object)
Photon.Realtime.LoadBalancingClient:DebugReturn(DebugLevel, String) (at Assets/Libs/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2304)
ExitGames.Client.Photon.<>c__DisplayClass108_0:<EnqueueDebugReturn>b__0()
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
Photon.Pun.PhotonHandler:Dispatch() (at Assets/Libs/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs:205)
Photon.Pun.PhotonHandler:FixedUpdate() (at Assets/Libs/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs:139)

Can you please help me or give me a piece of documentation?
I googled everywhere but weirdly didn't find anything useful. It's

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