LoadLevel Times out in Editor Play Mode
I saw this thread from 2015 for PUN1: https://forum.photonengine.com/discussion/6750/server-timeoutdisconnect-when-in-unity-editor-mode
I'm using PUN2, and every time I load my game scene in editor, I get DisconnectByServer. Is there something special I need to do while PhotonNetwork.LoadLevel is going? During this time
I must have missed something... what am I supposed to do to be able to play/test my PUN2 integration in Editor?
I'm using PUN2, and every time I load my game scene in editor, I get DisconnectByServer. Is there something special I need to do while PhotonNetwork.LoadLevel is going? During this time
PhotonNetwork.IsMessageQueueRunning
is set to false and loadingLevelAndPausedNetwork
is set to true... I would expect these conditions to provide some safeguards to message processing acknowledgements back to the server; but nevertheless, LoadLevel in editor results in DisconnectByServer every time.I must have missed something... what am I supposed to do to be able to play/test my PUN2 integration in Editor?
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So in order to get my game scene to load without disconnecting the Editor player, I actually commented out the calls in PhotonNetwork that were setting
PhotonNetwork.IsMessageQueueRunning = false
andloadingLevelAndPausedNetwork = true
. Then, I used another custom propertyHOST_LOADED_LEVEL_PROP_NAME
that once clients receive, they can start to load the level. And, finally, only after all clients have loaded the level can I then spawn the GamePlayer prefabs.
This does not seem like what I should have to do... there must be a better way.0 -
I'm also seeing the above issue. I have some more info that might be useful.
It seems setting IsMessageQueueRunning = false does work, it keeps the connection alive indefinitely.
The disconnect always happens upon setting IsMessageQueueRunning = true.
In the logs, I always see a bunch of these:
incoming command CMD(6 c#:0 r/u: 4/0 st/r#/rt:0/0/0) is old (not saving it)
Might be related?
This is the disconnect log I get:
Server 37.58.117.146:5056 sent disconnect. PeerId: 33407 RTT/Variance:15/23 reason byte: 2
This issue is reproducible 100% when loading a large scene with 10+ PhotonViews in it.
I have a smaller scene that loads very fast (also with 10 PhotonViews), and I do not see the issue.0 -
So after a bit more testing, it seems that IsMessageQueueRunning is not working at all.
This is easy to test:IEnumerator TestRoutine() { PhotonNetwork.IsMessageQueueRunning = true; yield return new WaitForSeconds(10.0f); PhotonNetwork.IsMessageQueueRunning = true; }
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