ErrorCode: 10038 SocketErrorCode

Hi
I'm constantly getting ErrorCode: 10038 SocketErrorCode only in Iphone builds.
It happens when playing multiplayer game and a ipad device disconnects with an exception
I'm using photon version 2.28.3 with UDP protocol in US EAST region and run in background is enabled.
This is the stack trace of the logs:

Error: Receive issue. State: Connected. Server: '92.223.82.67' ErrorCode: 10038 SocketErrorCode: NotSocket Message: The descriptor is not a socket System.Net.Sockets.SocketException (0x80004005): The descriptor is not a socket
at System.Net.Sockets.Socket.Receive (System.Byte[] buffer, System.Int32 offset, System.Int32 size, System.Net.Sockets.SocketFlags socketFlags) [0x00000] in <00000000000000000000000000000000>:0
at ExitGames.Client.Photon.SocketUdp.ReceiveLoop () [0x00000] in <00000000000000000000000000000000>:0
at System.Threading.ThreadStart.Invoke () [0x00000] in <00000000000000000000000000000000>:0
at System.Threading.ContextCallback.Invoke (System.Object state) [0x00000] in <00000000000000000000000000000000>:0
at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <00000000000000000000000000000000>:0
at System.Threading.ThreadStart.Invoke () [0x00000] in <00000000000000000000000000000000>:0
ExitGames.Client.Photon.MyAction:Invoke()
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
Photon.Pun.PhotonHandler:Dispatch()

Log: Reason: Exception
Shelem.Netcode:OnDisconnected(DisconnectCause)
Photon.Realtime.ConnectionCallbacksContainer:OnDisconnected(DisconnectCause)
Photon.Realtime.LoadBalancingClient:OnStatusChanged(StatusCode)
ExitGames.Client.Photon.MyAction:Invoke()
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
Photon.Pun.PhotonHandler:Dispatch()

Log: Client is disconnected!
Shelem.<MainReconnect>d__24:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
Shelem.Netcode:OnDisconnected(DisconnectCause)
Photon.Realtime.ConnectionCallbacksContainer:OnDisconnected(DisconnectCause)
Photon.Realtime.LoadBalancingClient:OnStatusChanged(StatusCode)
ExitGames.Client.Photon.MyAction:Invoke()
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
Photon.Pun.PhotonHandler:Dispatch()

Log: Socket got closed by the local system. Disconnecting from within Send with StatusCode.Disconnect.
ExitGames.Client.Photon.MyAction:Invoke()
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
Photon.Chat.ChatClient:Service()

Warning: Got a unexpected Disconnect in ChatState: ConnectedToFrontEnd. Server: chat-us.exitgames.com:5057 Trace:
Photon.Chat.ChatClient:ExitGames.Client.Photon.IPhotonPeerListener.OnStatusChanged(StatusCode)
ExitGames.Client.Photon.MyAction:Invoke()
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
Photon.Chat.ChatClient:Service()

Log: Disconnected from chat server ...
Shelem.PhotonChat:OnDisconnected()
Photon.Chat.ChatClient:ExitGames.Client.Photon.IPhotonPeerListener.OnStatusChanged(StatusCode)
ExitGames.Client.Photon.MyAction:Invoke()
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
Photon.Chat.ChatClient:Service()

Log: Yes Connected
Shelem.Netcode:OnConnected()
Photon.Realtime.ConnectionCallbacksContainer:OnConnected()
Photon.Realtime.LoadBalancingClient:OnStatusChanged(StatusCode)
ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(StreamBuffer)
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
Photon.Pun.PhotonHandler:Dispatch()

Log: Yes Connected and ready
Shelem.Netcode:OnConnectedToMaster()
Photon.Realtime.ConnectionCallbacksContainer:OnConnectedToMaster()
Photon.Realtime.LoadBalancingClient:OnOperationResponse(OperationResponse)
ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(StreamBuffer)
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
Photon.Pun.PhotonHandler:Dispatch()

Log: Joined Lobby
Shelem.Netcode:OnJoinedLobby()
Photon.Realtime.LobbyCallbacksContainer:OnJoinedLobby()
Photon.Realtime.LoadBalancingClient:OnOperationResponse(OperationResponse)
ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(StreamBuffer)
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
Photon.Pun.PhotonHandler:Dispatch()

Log: User: 23157fda-3032-4996-bf1b-eb43915a37bb join the room Table 3340 successfully
Shelem.Netcode:OnJoinedRoom()
Photon.Realtime.MatchMakingCallbacksContainer:OnJoinedRoom()
Photon.Realtime.LoadBalancingClient:OnEvent(EventData)
ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(StreamBuffer)
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
Photon.Pun.PhotonHandler:Dispatch()

Comments

  • Any Comment on this I'm still having this issue
  • I would recommend an update of PUN 2 and then check if you have to set "Internet" capabilities.
    Which version of Unity do you use?