Why is it timeout?
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?
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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
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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.
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Answers
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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.
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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.
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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.
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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?
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