Stuck on "ConnectingToMasterserver".

Options
Hi,

Whenever I try to contactUsingSettings, connectionStateDetailed value gets stuck at "ConnectingToMasterserver".

I've tried changing regions with no luck.

I've Set: PhotonNetwork.logLevel = PhotonLogLevel.Full; and PhotonNetwork.networkingPeer.DebugOut = DebugLevel.INFO; (before PhotonNetwork.ConnectUsingSettings call) and attached my log.

http://pastebin.com/iWXEfqFd

Comments

  • Aidin
    Options
    I've tried today and it's still the same bug.

    Anyone?
  • Aidin
    Options
    I've created a fresh project and imported PUN Free and same errors:

  • Aidin
    Options
    I've tried demo projects and they get stuck on the same "ConnectingToMasterserver" state.

    I've changed my local IP address, flushed my DNS cache with no result.
  • Aidin
    Options
    Also tried all regions, same error.
  • Aidin
    Options
    I've seen that WinMTR log to app-us.exitgamescloud.com was requested. So I did it and here it is:

    |------------------------------------------------------------------------------------------|
    | WinMTR statistics |
    | Host - % | Sent | Recv | Best | Avrg | Wrst | Last |
    |------------------------------------------------|------|------|------|------|------|------|
    | 192.168.99.1 - 0 | 28 | 28 | 0 | 0 | 2 | 0 |
    | 192.168.44.1 - 0 | 28 | 28 | 0 | 1 | 4 | 0 |
    | ae1.bbr02.tl01.nyc01.networklayer.com - 63 | 8 | 3 | 0 | 84 | 204 | 25 |
    | ae7.bbr01.tl01.nyc01.networklayer.com - 46 | 11 | 6 | 0 | 234 | 1027 | 66 |
    | 10.234.232.201 - 56 | 9 | 4 | 0 | 570 | 2025 | 27 |
    | 213.217.44.1.parsonline.net - 25 | 12 | 9 | 0 | 757 | 4180 | 80 |
    | 10.241.33.2 - 46 | 11 | 6 | 0 | 32 | 44 | 26 |
    | 10.10.53.206 - 63 | 8 | 3 | 0 | 1159 | 3422 | 29 |
    | 10.234.232.194 - 42 | 12 | 7 | 0 | 278 | 1029 | 31 |
    | 10.10.53.206 - 86 | 7 | 1 | 0 | 53 | 53 | 53 |
    | ae7.bbr01.tl01.nyc01.networklayer.com - 37 | 11 | 7 | 0 | 396 | 2393 | 227 |
    | 10.234.141.17 - 24 | 13 | 10 | 0 | 580 | 4448 | 29 |
    | 85.132.90.217 - 86 | 7 | 1 | 0 | 132 | 132 | 132 |
    | ae1.bbr01.eq01.wdc02.networklayer.com - 75 | 8 | 2 | 0 | 212 | 220 | 220 |
    | 213.217.44.1.parsonline.net - 20 | 15 | 12 | 0 | 360 | 2218 | 2 |
    | ae0.dar01.wdc01.networklayer.com - 24 | 13 | 10 | 0 | 643 | 4027 | 169 |
    | ae0.dar01.wdc01.networklayer.com - 75 | 8 | 2 | 0 | 214 | 225 | 225 |
    | 10.241.39.65 - 24 | 13 | 10 | 0 | 471 | 4024 | 69 |
    | No response from host - 100 | 6 | 0 | 0 | 0 | 0 | 0 |
    | No response from host - 100 | 6 | 0 | 0 | 0 | 0 | 0 |
    | 78.38.241.90 - 63 | 8 | 3 | 0 | 30 | 34 | 34 |
    | a5.76.2bd0.ip4.static.sl-reverse.com - 37 | 11 | 7 | 0 | 419 | 2055 | 137 |
    | No response from host - 100 | 6 | 0 | 0 | 0 | 0 | 0 |
    | No response from host - 100 | 6 | 0 | 0 | 0 | 0 | 0 |
    | 10.241.39.65 - 63 | 8 | 3 | 0 | 411 | 1026 | 202 |
    | 10.234.232.198 - 56 | 9 | 4 | 0 | 485 | 1046 | 191 |
    | No response from host - 100 | 6 | 0 | 0 | 0 | 0 | 0 |
    | 10.234.141.17 - 63 | 8 | 3 | 0 | 164 | 411 | 411 |
    | 10.234.141.17 - 56 | 9 | 4 | 0 | 44 | 51 | 32 |
    | ae7.bbr01.tl01.nyc01.networklayer.com - 37 | 11 | 7 | 0 | 627 | 2034 | 17 |
    |________________________________________________|______|______|______|______|______|______|
    WinMTR v0.92 GPL V2 by Appnor MSP - Fully Managed Hosting & Cloud Provider
  • Aidin
    Options
    Any help is appreciated. I've tried the project at home and it was the same getting stuck at ConenctingToMasterserver.
  • Tobias
    Options
    In your log I found this:
    "The appId this client sent is unknown on the server (Cloud). Check settings. If using the Cloud, check account."
    So doublecheck what you entered as AppId in the PhotonServerSettings.

    If I read the WinMTR values correctly, you have horrible loss. Several servers that have ~50% loss? That could be the issue.

    If you imported again, use one of our demos to check if things work. Just setup a AppId on import.
    With that (a plain, fresh imported demo of ours), create another player log (as in the first post).
  • Aidin
    Aidin
    edited May 2016
    Options
    I've doublechecked the app-id, it should be correct.

    Done what you instructed with "DemoBoxes" demo and still get the same error. Here is the log: http://pastebin.com/ESxvfgWv
  • Tobias
    Options
    @Aidin: Thanks for the log. For the few messages sent overall, there are a lot of lines beginning with "Resending". It looks like the loss rate is so high, that PUN can't keep a reasonably fast communication.

    You can try another region. You should try to use another router/ISP, too, if possible (at a friend's place).
    Where are you based, by the way and which region do you set?
  • Aidin
    Options
    As mentioned before, I've tried all regions and get the same result. I've tried Unity's new networking, UNet, without any problem though.

    I also tried your other advice before and brought project to home and tested from there, which uses different ISP than my work's.
  • Aidin
    Options
    Can I increase the timeout time so PUN would wait more before disconnecting for example? Just an idea.
  • Tobias
    Options
    Unet is entirely different, because your test clients will connect directly, when running on the same machine or network. However, once players are more afar from each other, the connectivity is not guaranteed and Unity's Relay Service will kick in.

    We had another look at the WinMTR log and think your machine has trouble routing to our machines. It looks like you never reach our server in that log.
    This is something we can't help with. It's simply out of our reach.
    You should talk to your ISP and send them that log. Tell them you want to reach our servers and run into trouble. Ask if something could be done.
    As said, the loss is horrible and even with more timeout, this won't ever become smooth gameplay.

    In PUN you can also switch to TCP. Do that in the PhotonServerSettings.
    Maybe this makes a difference.
  • Aidin
    Options
    I've switched to TCP and it says:

    Connect() to '37.58.117.146' failed: System.Net.Sockets.SocketException: A connection attempt failed because the connected party did not properly respond after a period of time, or established connection failed because connected host has failed to respond.

    Here is the photo of the console log:


  • Aidin
    Options
    I'm not sure if it's our ISP's fault because I tried at a friend's house, tried my own house and got the same results on all three locations.
  • Aidin
    Options
    It's a very tough time, we have to deliver our prototype and I insisted on Photon instead of UNet and it will become troublesome for me. Any help is appreciated.
  • Aidin
    Options
    Re UNet, I've tried my prototype over the internet, not a local Lan game and it worked just fine.

    Also it's very strange that we have this problem with all regions, since they should've used different IP's and routs. I can be wrong if IP of master server is the same for all regions or something along those lines.
  • Markus
    Options
    @Aidin in which country are you based?
  • Aidin
    Options
    @Markus Iran and Turkey.
  • Markus
    Options
    Most likely you are hit by U.S. trade and economic sanctions - we use a US hosting company and they still seem to have IP blocking active for Iran.

    You can try to use Photon Server and host that yourselves. We cannot guarantee that will work, due to mandatory online license checks. We cannot give other recommendations, sorry.
  • Aidin
    Options
    @Markus I understand but:
    1) We are friends with another indie group that have a game done by Photon which works just fine. They host their own server but I assume it still calls back home.

    2) I've tried Photon couple months ago and it was working just fine.

    Can we investigate it a bit more? Maybe something helps. Really desperate here.
  • Markus
    Options
    1) yes, as said, this is an option you can try
    2) unfortunately, we cannot say, since when the IP blocking has been in place or how long it will last
    3) I am afraid, we cannot do much more about that. The logs state you cannot reach our cloud servers.
  • Markus
    Options
    for 1) you might want to look at https://doc.photonengine.com/en-us/pun/current/getting-started/initial-setup and use the self hosted option
  • Aidin
    Options
    in 1) I meant they hosted their own server but I think it still calls an outside server (perhaps in US?) for license check and whatnot. Am I right? I checked and their game works perfectly.

    3) It can reach but takes some time. In WinMTR and shows packet loss at first but it goes down. I've read in the forums that you cannot extend the timout wait, at least it was not possible a while ago but this may help.

    4) Would you check my AppID? Maybe something is wrong with it.
  • Markus
    Options
    1) yes, I understood. Our license server runs at a separate hoster.
    3) ok, but as Tobias already pointed out, that with that kind of connection issues a smooth gameplay is most likely impossible.
    4) we did, your appId is fine
  • Aidin
    Options
    1) So if I host my game on my sever, will I be OK with the license server checking things? Can I do a tracerout/WinMTR check on your license server to see how things go? (You can email me if it's sensitive information)
  • Markus
    Options
    1) we cannot guarantee that. You will have to check for yourself - see http://doc.photonengine.com/en-us/onpremise/current/operations/licenses .