Why is it timeout?

Atti
Atti
edited December 2021 in Photon Server

I am sorry that I am not good at English.


I try PUN stress test.

25 players connected in one room.

Players are disconnected sequentially a few minutes later. then 2-3 users left.

Server log is recorded as a timeout. (GameClientPeer - Auth Timeout Checker stopped)

but, I was watching to synchronize character movement.


why was server log recorded timeout message?


------------------------------


Client

  • Disconnect case = DisconnectByDisconnectMessage,


Server Log

2021-12-08 09:55:53,429 [42] DEBUG Photon.LoadBalancing.GameServer.GameClientPeer - Auth Timeout Checker stopped. authTimeout:20000 p:GameClientPeer: PID: 2, IsConnected: False, IsDisposed: False, Last Activity: Operation 252 at UTC 2021-12-08T00:55:53, in Room 'RSupOffice', IP 10.1.102.56:56968, NetworkProtocol WebSocket, Protocol GpBinaryV18, JoinStage: 12 

2021-12-08 09:55:53,461 [42] DEBUG Photon.Hive.HivePeer - OnDisconnect: conId=2, reason=0, reasonDetail=

2021-12-08 09:55:53,462 [42] DEBUG Photon.Hive.HivePeer - RemovePeerFromCurrentRoom: Removing peer from room. p:GameClientPeer: PID: 2, IsConnected: False, IsDisposed: False, Last Activity: Operation 252 at UTC 2021-12-08T00:55:53, in Room 'RSupOffice', IP 10.1.102.56:56968, NetworkProtocol WebSocket, Protocol GpBinaryV18, JoinStage: 12 

2021-12-08 09:55:53,463 [42] DEBUG Photon.Hive.Caching.RoomCacheBase - Removed room instance reference: roomName=RSupOffice, referenceCount=22

2021-12-08 09:55:53,460 [101] DEBUG Photon.Hive.HiveGame - Broadcasting: Recipients selected basing receiver group: Others

Best Answer

  • JohnTube
    JohnTube ✭✭✭✭✭
    Answer ✓

    Hi @Atti,

    In the first post (here), you said

    Disconnect case = DisconnectByDisconnectMessage

    So my colleague Ilya told me to help you get more info and see what disconnect message the client received.

    Which I did.

    Now you are getting a different disconnect cause.

    Disconnect messages is not sent in all cases of disconnection.

    When it's sent, the client will be disconnected with DisconnectCause = DisconnectByDisconnectMessage.

    ClientTimeout is a different DisconnectCause.

    Check our documentation about it.

    On another note: I don't think PUN is suitable for 100 players in one room or even 30.

Answers

  • hi, @Atti

    Auth Timeout Checker stopped - means that we stopped to wait for auth request from client.

    disconnect message on client contains explanation why client was disconnected.


    best,

    ilya

  • thank you, @ChichoRD


    How can I check on the client other than 'Disconnect case'?

  • @JohnTube could you help with client question?

  • JohnTube
    JohnTube ✭✭✭✭✭
    edited December 2021

    Hi @Atti,

    Thank you for choosing Photon!

    Please enable SupportLogger from PhotonServerSettings and check logs you should see received DisconnectMessage with details.

    Alternatively you could subscribe to it using PhotonNetwork.NetworkingClient.LoadBalancingPeer.OnDisconnectMessage.

  • Hi @JohnTube,

    'PhotonNetwork.NetworkingClient.LoadBalancingPeer.OnDisconnectMessage' is not working.

    I added the code and checked it again, but I can't see any logs.

    • I changed DebugLevel = Info
    • WebGL Platform - master client also
    • Using Photon Server ( On Premise )
    • More than 30 players enter one room
    • Finally, the purpose is to have more than 100 players connect the room.


  • JohnTube
    JohnTube ✭✭✭✭✭
    Answer ✓

    Hi @Atti,

    In the first post (here), you said

    Disconnect case = DisconnectByDisconnectMessage

    So my colleague Ilya told me to help you get more info and see what disconnect message the client received.

    Which I did.

    Now you are getting a different disconnect cause.

    Disconnect messages is not sent in all cases of disconnection.

    When it's sent, the client will be disconnected with DisconnectCause = DisconnectByDisconnectMessage.

    ClientTimeout is a different DisconnectCause.

    Check our documentation about it.

    On another note: I don't think PUN is suitable for 100 players in one room or even 30.

  • @JohnTube

    Sorry, The results are different because a new project is created and tested.

    I'll check the document and other project's log.


    Can I ask one more question?

    how can i make more than 100 players in one room?


    I saw photon server v4 mmorpg tutorial and Albion Online (in photon server showcase).

    [Albion Online - https://www.youtube.com/watch?v=q7HyM5p9s-I]

    Isn't using PUN?