exiting receive thread (inside loop) server wss://ns.photonengine error abnormal disconnection

Options

I am in the middle of a game jam and facing this issue.

Someone please help.


0.framework.js:1764 Exiting receive thread (inside loop). Server: wss://ns.photonengine.io:19093:0 Error: Abnormal disconnection.


_JS_Log_Dump @ 0.framework.js:1764

$WebGLPrintfConsolev(LogType, char const*, void*) @ 0.wasm:0x272ab9a

$InternalErrorConsole(char const*, ...) @ 0.wasm:0x272bad3

$DebugStringToFilePostprocessedStacktrace(DebugStringToFileData const&) @ 0.wasm:0x272b914

$DebugStringToFile(DebugStringToFileData const&) @ 0.wasm:0x272b0f4

$DebugLogHandler_CUSTOM_Internal_Log(LogType, LogOption, Il2CppString*, Il2CppObject*) @ 0.wasm:0x268c877

$dynCall_viiii @ 0.wasm:0x27482bf

(anonymous) @ 0.framework.js:1047

invoke_viiii @ 0.framework.js:15453

$DebugLogHandler_Internal_Log_mCDF82FF0477166C9DDB0ECEDB48EE4BCBBDB4F79 @ 0.wasm:0x10a17f6

$dynCall_viiiii @ 0.wasm:0x27482af

(anonymous) @ 0.framework.js:1047

invoke_viiiii @ 0.framework.js:15519

$DebugLogHandler_LogFormat_m216B169EF9B669F2ED4C59F6B9F326D4EBBDF821 @ 0.wasm:0x10a1997

$InterfaceActionInvoker4<Il2CppObject*, MemberDescriptor_t1CEA84A7BBAFDB04A9E6E23F2FBEED59F01172A7*, Il2CppObject*, Il2CppObject*>::Invoke(unsigned short, Il2CppClass*, Il2CppObject*, Il2CppObject*, MemberDescriptor_t1CEA84A7BBAFDB04A9E6E23F2FBEED59F01172A7*, Il2CppObject*, Il2CppObject*) @ 0.wasm:0x3c2f33

$dynCall_viiiiiii @ 0.wasm:0x274831f

(anonymous) @ 0.framework.js:1047

invoke_viiiiiii @ 0.framework.js:15541

$Logger_Log_mEA3D39763D610E92491AA479BA653ECFEE3E9E5C @ 0.wasm:0x10db713

$InterfaceActionInvoker2<Il2CppObject*, ObjRef_t4E22D31BD764E833A74F63D99F39E3238B243396*>::Invoke(unsigned short, Il2CppClass*, Il2CppObject*, Il2CppObject*, ObjRef_t4E22D31BD764E833A74F63D99F39E3238B243396*) @ 0.wasm:0x1ba522

$dynCall_viiiii @ 0.wasm:0x27482af

(anonymous) @ 0.framework.js:1047

invoke_viiiii @ 0.framework.js:15519

$Debug_LogError_m059825802BB6AF7EA9693FEBEEB0D85F59A3E38E @ 0.wasm:0x10a2758

$dynCall_vii @ 0.wasm:0x2748251

(anonymous) @ 0.framework.js:1047

invoke_vii @ 0.framework.js:15398

$LoadBalancingClient_DebugReturn_mE2EB396B9D6D4F6980E741463A3B9F96655BA30F @ 0.wasm:0xf308e0

$InterfaceActionInvoker2<Il2CppObject*, ObjRef_t4E22D31BD764E833A74F63D99F39E3238B243396*>::Invoke(unsigned short, Il2CppClass*, Il2CppObject*, Il2CppObject*, ObjRef_t4E22D31BD764E833A74F63D99F39E3238B243396*) @ 0.wasm:0x1ba522

$dynCall_viiiii @ 0.wasm:0x27482af

(anonymous) @ 0.framework.js:1047

invoke_viiiii @ 0.framework.js:15519

$U3CReceiveLoopU3Ed__12_MoveNext_mFBE1D928962C3CDB949BF34A773DD180018A036F @ 0.wasm:0x11d8565

$InterfaceFuncInvoker0<StringU5BU5D_t7674CD946EC0CE7B3AE0BE70E6EE85F2ECD9F248*>::Invoke(unsigned short, Il2CppClass*, Il2CppObject*) @ 0.wasm:0x1b2298

$dynCall_iiii @ 0.wasm:0x274825f

(anonymous) @ 0.framework.js:1047

invoke_iiii @ 0.framework.js:15464

$SetupCoroutine_InvokeMoveNext_m4C8B79D8A35F69EEECAA16C82793525E74D75CE9 @ 0.wasm:0x186b8f2

$RuntimeInvoker_FalseVoid_t4861ACF8F4594C3437BB48B6E56783494B843915_VoidU2A_t104EAEFBD2D237A8C29618913DA9B4D99355E965_Int32_t680FF22E76F6EFAD4375103CBBFFA0421349384C(void (*)(), MethodInfo const*, void*, void**, void*) @ 0.wasm:0x1c52ebb

$il2cpp::vm::Runtime::InvokeWithThrow(MethodInfo const*, void*, void**) @ 0.wasm:0x1c67fdf

$dynCall_iiii @ 0.wasm:0x274825f

(anonymous) @ 0.framework.js:1047

invoke_iiii @ 0.framework.js:15464

$il2cpp::vm::Runtime::Invoke(MethodInfo const*, void*, void**, Il2CppException**) @ 0.wasm:0x1c675b2

$il2cpp_runtime_invoke @ 0.wasm:0x1c69524

$ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool) @ 0.wasm:0x26640bc

$Coroutine::Run(bool*) @ 0.wasm:0x26fd01c

$Coroutine::Run(bool*) @ 0.wasm:0x26fd0cf

$Coroutine::ContinueCoroutine(Object*, void*) @ 0.wasm:0x26fcf46

$DelayedCallManager::Update(int) @ 0.wasm:0x1d0acc6

$InitPlayerLoopCallbacks()::UpdateScriptRunDelayedDynamicFrameRateRegistrator::Forward() @ 0.wasm:0x263bd5f

$ExecutePlayerLoop(NativePlayerLoopSystem*) @ 0.wasm:0x1cfc932

$ExecutePlayerLoop(NativePlayerLoopSystem*) @ 0.wasm:0x1cfc9ce

$MainLoop() @ 0.wasm:0x24eec3b

$MainLoopUpdateFromBackground(void*) @ 0.wasm:0x24e9b10

$dynCall_vi @ 0.wasm:0x2748289

(anonymous) @ 0.framework.js:1047

(anonymous) @ 0.framework.js:9739

(anonymous) @ 0.framework.js:9740

setInterval (async)

_emscripten_set_interval @ 0.framework.js:9737

$main @ 0.wasm:0x25116ca

(anonymous) @ 0.framework.js:1047

callMain @ 0.framework.js:21073

doRun @ 0.framework.js:21116

run @ 0.framework.js:21128

runCaller @ 0.framework.js:21056

removeRunDependency @ 0.framework.js:1002

(anonymous) @ 0.loader.js:1074

Comments

  • Rohit
    Options

    Hi, I am also facing similar issue.

    Did you get anything for this?

  • Tobias
    Options

    Which PUN version, Unity version and browser are you using? Can we somehow reproduce the issue?

  • chaarmi
    Options

    For anyone experiencing this issue => Exiting receive thread (inside loop). Server: XXXXX

    Here is the solutions that have worked for our team:

    1. Check to see if the scene that you are loading is not MASSIVE in size.
    2. Check to see if the scene being loaded is not sending/receiving data in the first frame (Wait a while before sending/receiving sync information with Photon).

    TO TEST AND SEE IF THIS IS THE CASE:

    1. Create a FULLY EMPTY dummy scene in unity and add it to the build settings
    2. Connect to Photon and try and use that EMPTY scene to see if works (Which it most likely should). This will alert you that your issue lies in the scene you were trying to load (Due to one of the above items OR something else in that specific scene).

    Hope the above solution helps out others going through the same issues!

    Nav Gupta => Former Unity 3D Live Help Expert Team Member and now Founder and CEO of Chaarmi Worlds Inc. making the future metaverse!! Check us out at Chaarmi.com!