DNS.GetHostEntry() failed

I have a problem with the connection with the eu server.

DNS.GetHostEntry() failed for: 92.38.154.80. Exception: System.Net.Sockets.SocketException (0x80004005): Could not resolve host '92.38.154.80'
at System.Net.Dns.Error_11001 (System.String hostName) [0x00015] in <ef151b6abb5d474cb2c1cb8906a8b5a4>:0
at System.Net.Dns.GetHostByAddressFromString (System.String address, System.Boolean parse) [0x00034] in <ef151b6abb5d474cb2c1cb8906a8b5a4>:0
at System.Net.Dns.GetHostEntry (System.Net.IPAddress address) [0x00014] in <ef151b6abb5d474cb2c1cb8906a8b5a4>:0
at System.Net.Dns.GetHostEntry (System.String hostNameOrAddress) [0x0004b] in <ef151b6abb5d474cb2c1cb8906a8b5a4>:0
at ExitGames.Client.Photon.IPhotonSocket.GetIpAddresses (System.String hostname) [0x00002] in C:\Dev\photon-sdk-dotnet\PhotonDotnet\IPhotonSocket.cs:260
UnityEngine.Debug:LogError(Object)
Photon.Realtime.LoadBalancingClient:DebugReturn(DebugLevel, String) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2081)
ExitGames.Client.Photon.<>c__DisplayClass104_0:<EnqueueDebugReturn>b__0() (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/PeerBase.cs:899)
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands() (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/EnetPeer.cs:431)
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands() (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/PhotonPeer.cs:1596)
Photon.Pun.PhotonHandler:Dispatch() (at Assets/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs:205)
Photon.Pun.PhotonHandler:FixedUpdate() (at Assets/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs:139)


Using PUN 2 (v. 2.15, lib 4.1.2.18).
Unity version 2019.4.16f1

I have a specific application and trying to connect to the server from multiple devices from one router. This trouble happens when I'm trying to connect the 3rd device.

Answers

  • This is really odd. This means you could connect 2x already and the third client fails?? Crazy.

    I recently changed the DNS lookup code and IP handling. Assuming the IP is what is being looked up, the new version should not do this anymore (and just use the IP as intended).
    So, you could update to v2.28 (out today) and have a go. Does it change anything?

    Which sort of clients do you run? Windows IL2CPP? Or Mono?