Operation SetProperties (252) not allowed on current server (MasterServer)
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Hi , I am getting this error in PUN basic Demo scene. What exactly i am doing is i connected to photon network by setting nickname, level loads i quit the room and again i'm trying to join using different name while setting photonnetwork.nickname=(some value) in this code the error comes could any one please tell what is this?
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Best Answer
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Hi @muthu,
Thank you for choosing Photon!
This issue will be fixed in the next PUN 2 update (v2.18) which is coming soon (next week probably).
We already suggested a fix on the forum here and here.
However, the fix that we applied is different:
in "Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs" inside OnStatusChanged method:
move one line (this.ChangeLocalID(-1)) after (this.CurrentRoom = null):
before:case StatusCode.Disconnect: // disconnect due to connection exception is handled below (don't connect to GS or master in that case) this.ChangeLocalID(-1); this.friendListRequested = null; bool wasInRoom = this.CurrentRoom != null; this.CurrentRoom = null; // players get cleaned up inside this, too, except LocalPlayer (which we keep)
after:case StatusCode.Disconnect: // disconnect due to connection exception is handled below (don't connect to GS or master in that case) this.friendListRequested = null; bool wasInRoom = this.CurrentRoom != null; this.CurrentRoom = null; // players get cleaned up inside this, too, except LocalPlayer (which we keep) this.ChangeLocalID(-1);
5
Answers
-
Hi @muthu,
Thank you for choosing Photon!
This issue will be fixed in the next PUN 2 update (v2.18) which is coming soon (next week probably).
We already suggested a fix on the forum here and here.
However, the fix that we applied is different:
in "Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs" inside OnStatusChanged method:
move one line (this.ChangeLocalID(-1)) after (this.CurrentRoom = null):
before:case StatusCode.Disconnect: // disconnect due to connection exception is handled below (don't connect to GS or master in that case) this.ChangeLocalID(-1); this.friendListRequested = null; bool wasInRoom = this.CurrentRoom != null; this.CurrentRoom = null; // players get cleaned up inside this, too, except LocalPlayer (which we keep)
after:case StatusCode.Disconnect: // disconnect due to connection exception is handled below (don't connect to GS or master in that case) this.friendListRequested = null; bool wasInRoom = this.CurrentRoom != null; this.CurrentRoom = null; // players get cleaned up inside this, too, except LocalPlayer (which we keep) this.ChangeLocalID(-1);
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Really thanks its working0