ReturnCode: 32767 (Authentication token is missing) When setting up SSL
jCan
✭✭
Hi, I get the following error once I follow the steps to setting up SSL for my self hosted server.
Any idea what's triggering it?
PS. Eveything works fine if I set it to UDP.
Notes:
Platform is set to WEBGL.
I am connecting to the domain name and not IP.
Server logged: Secured using certificate: "starhaven.io" from store: "MY" using machine store
Any idea what's triggering it?
PS. Eveything works fine if I set it to UDP.
Notes:
Platform is set to WEBGL.
I am connecting to the domain name and not IP.
Server logged: Secured using certificate: "starhaven.io" from store: "MY" using machine store
OperationResponse 230: ReturnCode: 32767 (Authentication token is missing). Parameters: {} Server: MasterServer Address: wss://starhaven.io:9091 0x00007FF70355D52C (Unity) StackWalker::GetCurrentCallstack 0x00007FF703560991 (Unity) StackWalker::ShowCallstack 0x00007FF701CA54D5 (Unity) GetStacktrace 0x00007FF7041C20CE (Unity) DebugStringToFile 0x00007FF7035C51E5 (Unity) DebugLogHandler_CUSTOM_Internal_Log 0x000001FF34032ABB (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object) 0x000001FF3403293B (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[]) 0x000001FF34031DBE (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object) 0x000001FF5B31920A (Mono JIT Code) UnityEngine.Debug:LogError (object) 0x000001FF34068C2B (Mono JIT Code) [LoadBalancingClient.cs:2304] Photon.Realtime.LoadBalancingClient:DebugReturn (ExitGames.Client.Photon.DebugLevel,string) 0x000001FF5B311755 (Mono JIT Code) [LoadBalancingClient.cs:2378] Photon.Realtime.LoadBalancingClient:OnOperationResponse (ExitGames.Client.Photon.OperationResponse) 0x000001FF5B2EDA94 (Mono JIT Code) ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback (ExitGames.Client.Photon.StreamBuffer) 0x000001FF33CE49CD (Mono JIT Code) ExitGames.Client.Photon.TPeer:DispatchIncomingCommands () 0x000001FF33CE3B96 (Mono JIT Code) ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands () 0x000001FF33CE36CF (Mono JIT Code) [PhotonHandler.cs:205] Photon.Pun.PhotonHandler:Dispatch () 0x000001FF33CE3463 (Mono JIT Code) [PhotonHandler.cs:139] Photon.Pun.PhotonHandler:FixedUpdate () 0x000001FF868E8C18 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr) 0x00007FFACFD1CBB0 (mono-2.0-bdwgc) [mini-runtime.c:2809] mono_jit_runtime_invoke 0x00007FFACFCA2122 (mono-2.0-bdwgc) [object.c:2921] do_runtime_invoke 0x00007FFACFCAB11F (mono-2.0-bdwgc) [object.c:2968] mono_runtime_invoke 0x00007FF7034DEFEE (Unity) scripting_method_invoke 0x00007FF7034D8D3D (Unity) ScriptingInvocation::Invoke 0x00007FF7034A2965 (Unity) MonoBehaviour::CallMethodIfAvailable 0x00007FF7034A2A76 (Unity) MonoBehaviour::CallUpdateMethod 0x00007FF702B50F78 (Unity) BaseBehaviourManager::CommonUpdate<FixedBehaviourManager> 0x00007FF702B5A134 (Unity) FixedBehaviourManager::Update 0x00007FF702F876CC (Unity) `InitPlayerLoopCallbacks'::`2'::FixedUpdateScriptRunBehaviourFixedUpdateRegistrator::Forward 0x00007FF702F713D8 (Unity) ExecutePlayerLoop 0x00007FF702F714AD (Unity) ExecutePlayerLoop 0x00007FF702F766F4 (Unity) PlayerLoop 0x00007FF7013860FB (Unity) PlayerLoopController::UpdateScene 0x00007FF701384038 (Unity) Application::TickTimer 0x00007FF701CC9740 (Unity) MainMessageLoop 0x00007FF701CD34DA (Unity) WinMain 0x00007FF704C5B012 (Unity) __scrt_common_main_seh 0x00007FFB49247BD4 (KERNEL32) BaseThreadInitThunk 0x00007FFB4A84CE51 (ntdll) RtlUserThreadStart
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Comments
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Well, I downgraded from PUN2 to pun classic and everything worked fine - so, not sure what was happening there.0
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cool, that you managed to resolve the issue
best,
ilya0 -
Do you use AuthOnce as auth type and WSS? If so, only the latest PUN 2 version works well with this.
Two questions would be:
Which PUN 2 version did you use exactly and which Server SDK version?0