Why am I disconnecting from Photon Chat immediately after Connecting?

Hi I am experiencing a rather weird problem wherein which I am disconnecting from Photon Chat immediately after I am connecting to it. Here is the code I am using for Photon Chat.
using ExitGames.Client.Photon;
using Photon.Chat;
using Photon.Chat.Demo;
using Photon.Pun;
using System;
using UnityEngine;
using UnityEngine.UI;
public class PhotonChatController : MonoBehaviour, IChatClientListener
{
[SerializeField] private string nickname;
[SerializeField] private Text Status;
private ChatClient chatclient;
private void Awake()
{
nickname = PlayerPrefs.GetString("USERNAME");
FriendBoxManager.SendInviteEvent += SendInvite;
}
void Start()
{
chatclient = new ChatClient(this);
ConnectToPhotonChat();
}
private void OnDestroy()
{
FriendBoxManager.SendInviteEvent -= SendInvite;
}
private void SendInvite(string recepientFriend)
{
chatclient.SendPrivateMessage(recepientFriend, "INVITE");
}
private void ConnectToPhotonChat()
{
Debug.Log("Connect to Photon Chat");
chatclient.AuthValues = new Photon.Chat.AuthenticationValues(nickname);
ChatAppSettings chatSettings = PhotonNetwork.PhotonServerSettings.AppSettings.GetChatSettings();
chatclient.ConnectUsingSettings(chatSettings);
}
void Update()
{
chatclient.Service();//in the update so that I constantly is connected and receiving messages
}
public void SendDirectMessage(string recepient, string message)
{
chatclient.SendPrivateMessage(recepient, message);
}
public void DebugReturn(DebugLevel level, string message)
{
}
public void OnDisconnected()
{
Debug.Log("You have disconnected from the Photon Chat........");
}
public void OnConnected()
{
Debug.Log("You have connected to the Photon Chat.......");
// SendDirectMessage("chethan123", "Hi Chethan 123");
}
public void OnChatStateChange(ChatState state)
{
}
public void OnGetMessages(string channelName, string[] senders, object[] messages)
{
}
public void OnPrivateMessage(string sender, object message, string channelName)//callback when somebody sends another player a private message
{
if (!string.IsNullOrEmpty(message.ToString()))
{
//channel name is the format [sender : recepient]
string[] splitnames = channelName.Split(new char[] { ':' });//here you are seperatign the sender and receiver names
string senderName = splitnames[0];
if (!sender.Equals(senderName, StringComparison.OrdinalIgnoreCase))
{
Debug.Log($"{sender}:{message}");
Status.text=$"{sender}:{message}";
}
}
}
public void OnSubscribed(string[] channels, bool[] results)
{
}
public void OnUnsubscribed(string[] channels)
{
}
public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
{
}
public void OnUserSubscribed(string channel, string user)
{
}
public void OnUserUnsubscribed(string channel, string user)
{
}
}
Also I am connecting to PUN in another game object using the following code:
public class PhotonConnector : MonoBehaviourPunCallbacks
{
public static Action GetPhotonFriends = delegate { };
private string Username;
//public Text MyName;
public Text StatusText;
private PhotonView PV;
private int maxPlayers;
[SerializeField] private GameObject MessageWindow;
[SerializeField] private float faderTimeforWindow = 0.3f;//see inspector for final values
//username and room name is dynamic in future
void Start()
{
Username = PlayerPrefs.GetString("USERNAME");
// MyName.text = Username;
ConnectToPhoton(Username);
maxPlayers = 2;
PV = GetComponent<PhotonView>();
}
private void ConnectToPhoton(string nickName)//username and nickname is the same.,photon uses nickname terminolgy
{
Debug.Log($"Connected to Photon as {nickName}");
Status("Connecting to \n server.....");//message display on the matchMaking Screen
PhotonNetwork.AuthValues = new AuthenticationValues(nickName);//just does a basic authetication as such
PhotonNetwork.AutomaticallySyncScene = true;
PhotonNetwork.NickName = nickName;
PhotonNetwork.ConnectUsingSettings();
}
private void CreatePhotonRoom(string RoomName)
{
RoomOptions roomOptions = new RoomOptions();
roomOptions.IsOpen = true;//room is open for others to join
roomOptions.IsVisible = true;
roomOptions.MaxPlayers = (byte)maxPlayers;
PhotonNetwork.CreateRoom(RoomName, roomOptions, TypedLobby.Default);
}
public override void OnConnectedToMaster()//checking whether u r connected to master photon server
{
base.OnConnectedToMaster();
Debug.Log("You have connected to photon Master server");
Status("Connected to \nServer!");
if (!PhotonNetwork.InLobby)//if after connected to server if ur not in lobby ,connect to lobby
{
PhotonNetwork.JoinLobby();
}
}
public override void OnJoinedLobby()//to verify whether u have joined a lobby
{
base.OnJoinedLobby();
Debug.Log("You have connected to photon Lobby");
Status(" ");
// GetPhotonFriends?.Invoke();
}
public override void OnCreatedRoom()//called when the first person has joined the room or created it
{
base.OnCreatedRoom();
Debug.Log($"You have created a Photon Room Named {PhotonNetwork.CurrentRoom.Name}");
}
public override void OnJoinedRoom()
{
base.OnJoinedRoom();
Debug.Log($"You have Joined a Photon Room Named {PhotonNetwork.CurrentRoom.Name}");
}
public override void OnLeftRoom()//when current player left the room
{
base.OnLeftRoom();
Debug.Log("You have left a photon room");
}
public override void OnJoinRoomFailed(short returnCode, string message)
{
base.OnJoinRoomFailed(returnCode, message);
Debug.Log($"You failed to join a Photon Room : {message}");
}
public override void OnJoinRandomFailed(short returnCode, string message)
{
base.OnJoinRandomFailed(returnCode, message);
Debug.Log($"You failed to join a random Photon Room : {message}");
}
public override void OnPlayerEnteredRoom(Player newPlayer)//when another player enters the room
{
base.OnPlayerEnteredRoom(newPlayer);
Debug.Log($"Another player has joined the room->{newPlayer.UserId} and nick name->{newPlayer.NickName}");
}
public override void OnPlayerLeftRoom(Player otherPlayer)//when other player leaves the current room ur in
{
base.OnPlayerLeftRoom(otherPlayer);
Debug.Log($"Player has left the room->: {otherPlayer.UserId} and nick name -> {otherPlayer.NickName}");
}
public override void OnMasterClientSwitched(Player newMasterClient)//called when the master client in the room leaves
{
base.OnMasterClientSwitched(newMasterClient);
PhotonNetwork.Disconnect();//so that unwanted stuff doesnt happen
Debug.Log($"New master client is {newMasterClient.NickName}");
}
public override void OnDisconnected(DisconnectCause cause)
{
base.OnDisconnected(cause);
Status("Disconnected from \nserver");
}
Also this is what I am getting the error as in the debug .I have attached a screenshot for the same
Can we be connected to Photon Pun and Photon Chat at the same time?