Self Hosted problem
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rokawar
✭✭
Hello,
Currently, in my game i use photon server in self hosted with the version: 3.4.1.2521 and everything run fine.
Today i have downloaded the version version: 3.4.8.2804 and just started it without any change.
I'm able to connect to the lobby but when i create a room, i got the following error and i got disconnected.
In unity :
In the server side "MSMaster.log" :
I have try with the last version of PUN and i got the same, so if someone can check the issue.
Thank you.
Currently, in my game i use photon server in self hosted with the version: 3.4.1.2521 and everything run fine.
Today i have downloaded the version version: 3.4.8.2804 and just started it without any change.
I'm able to connect to the lobby but when i create a room, i got the following error and i got disconnected.
In unity :
Receive issue. State: Connected Exception: System.Net.Sockets.SocketException: Une connexion existante a dû être fermée par l’hôte distant. at System.Net.Sockets.Socket.Receive (System.Byte[] buffer) [0x00000] in <filename unknown>:0 at ExitGames.Client.Photon.SocketUdp.ReceiveLoop () [0x00000] in <filename unknown>:0 UnityEngine.Debug:LogError(Object) PhotonHandler:DebugReturn(DebugLevel, String) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:160) NetworkingPeer:DebugReturn(DebugLevel, String) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1015) ExitGames.Client.Photon.<>c__DisplayClass2:<EnqueueDebugReturn>b__0() ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands() ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands() PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:83)
In the server side "MSMaster.log" :
2015-06-22 09:48:24,101 [19] DEBUG Photon.LoadBalancing.MasterServer.MasterApplication [(null)] - Received init request from game client on leader node 2015-06-22 09:48:24,273 [15] DEBUG Photon.LoadBalancing.MasterServer.MasterClientPeer [(null)] - OnOperationRequest: pid=5, op=230 2015-06-22 09:48:24,273 [15] DEBUG Photon.LoadBalancing.MasterServer.PlayerCache [(null)] - Player state changed: pid=Roka, master=True, gid= 2015-06-22 09:48:24,304 [12] DEBUG Photon.LoadBalancing.MasterServer.MasterClientPeer [(null)] - OnOperationRequest: pid=5, op=229 2015-06-22 09:48:24,304 [12] DEBUG Photon.LoadBalancing.MasterServer.MasterClientPeer [(null)] - Joined lobby: , 0 2015-06-22 09:48:26,566 [6] DEBUG Photon.LoadBalancing.MasterServer.MasterClientPeer [(null)] - OnOperationRequest: pid=5, op=227 2015-06-22 09:48:26,566 [6] DEBUG Photon.LoadBalancing.MasterServer.GameApplication [(null)] - Created game: gameId=ok140, appId={Default} 2015-06-22 09:48:26,566 [6] DEBUG Photon.LoadBalancing.MasterServer.Lobby.GameState [(null)] - Added peer: gameId=ok140, userId=Roka, joiningPeers=1 2015-06-22 09:48:26,566 [13] DEBUG Photon.LoadBalancing.MasterServer.PlayerCache [(null)] - Player state changed: pid=Roka, master=True, gid=ok140 2015-06-22 09:48:26,613 [14] DEBUG Photon.LoadBalancing.MasterServer.MasterClientPeer [(null)] - Disconnect: pid=5: reason=ClientDisconnect, detail= 2015-06-22 09:48:26,613 [14] DEBUG Photon.LoadBalancing.MasterServer.GameApplication [(null)] - OnClientDisconnect: peerId=5, appId={Default} 2015-06-22 09:48:34,070 [19] DEBUG Photon.LoadBalancing.MasterServer.Lobby.GameList [(null)] - Checked join timeouts: before=1, after=1 2015-06-22 09:48:41,573 [13] DEBUG Photon.LoadBalancing.MasterServer.GameApplication [(null)] - Removed game: gameId=ok140, appId={Default} 2015-06-22 09:48:41,573 [13] DEBUG Photon.LoadBalancing.MasterServer.Lobby.GameList [(null)] - RemoveGameState:id=ok140, peers=0, max=0, open=True, visible=True, peersJoining=0 2015-06-22 09:48:41,573 [13] DEBUG Photon.LoadBalancing.MasterServer.Lobby.GameList [(null)] - Checked join timeouts: before=1, after=0 2015-06-22 09:48:41,573 [14] DEBUG Photon.LoadBalancing.MasterServer.PlayerCache [(null)] - Player removed: pid=Roka, master=False, gid=
I have try with the last version of PUN and i got the same, so if someone can check the issue.
Thank you.
0
Comments
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As i can see, "RemoveGameState:id=ok140, peers=0, max=0, open=True, visible=True, peersJoining=0".
max is at "0" but in my game the max players is correctly set. seem to be origin of the problem that you need to check.0 -
Also i use Unity 5.1.0f30
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up0
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I guess you did not set your Game Server IP Config. Could that be?
Please follow this description (again) and let us know if that helped:
http://doc.exitgames.com/en/onpremise/c ... er-in-5min
> max is at "0" but in my game the max players is correctly set. seem to be origin of the problem that you need to check.
MaxPlayers being 0 just means "no limit". Is that matching your setting?0 -
Tobias,Tobias,Tobias , I love your "(again)" ^^ because it's true !
I feel stupid to have this error just because i have forgot to set an IP !
Thank You !0 -
Hehe.
Glad I could help. Saves us further debugging0