Photon.LoadBalancing.TestClient.exe Fail
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friuns
✭
On my pc server test runs fine.
My friend have server, when he runs "Photon.LoadBalancing.TestClient.exe" he get errors, what this means?
C:\Users\Kiba\Desktop\ExitGames-Photon-Server-SDK_v3-0-19-2868-RC8\deploy\bin_To
ols\loadbalancing.client\
[4168] Press Return to End
[4168] Started game KIBA-PC(4168)1 with 4 clients
[4168] Started game KIBA-PC(4168)2 with 4 clients
MASTER: Received error response: opCode=225, err=32760, msg=No match found
[4168] Started game KIBA-PC(4168)3 with 4 clients
MASTER: Received error response: opCode=225, err=32760, msg=No match found
[4168] Started game KIBA-PC(4168)4 with 4 clients
[4168] Started game KIBA-PC(4168)5 with 4 clients
My friend have server, when he runs "Photon.LoadBalancing.TestClient.exe" he get errors, what this means?
C:\Users\Kiba\Desktop\ExitGames-Photon-Server-SDK_v3-0-19-2868-RC8\deploy\bin_To
ols\loadbalancing.client\
[4168] Press Return to End
[4168] Started game KIBA-PC(4168)1 with 4 clients
[4168] Started game KIBA-PC(4168)2 with 4 clients
MASTER: Received error response: opCode=225, err=32760, msg=No match found
[4168] Started game KIBA-PC(4168)3 with 4 clients
MASTER: Received error response: opCode=225, err=32760, msg=No match found
[4168] Started game KIBA-PC(4168)4 with 4 clients
[4168] Started game KIBA-PC(4168)5 with 4 clients
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Comments
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So?0
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It's a bug in the implementation of the TestClient.exe.
In the current implementation it is possible that a test client is trying to join a game but there a not enough open games created allready.
The clients using the join random operation and if there is no open game the error message 'No match found' will be returned.0 -
no, the reason why i run testclient because same bug appears in unity demo worker 1.8 and in my game, its some times don't see game or sometimes when i join/create room i get disconnected from photon server.
So i think its bug in server.
This not happens on my pc and photon cloud, but it happens on second pc.0 -
demo worker 1.8, ExitGames-Photon-Server-SDK_v3-0-19-2868-RC8
locally it works but on remote pc those error happens
games are not visible to players
when i create game and try to join it its saysjoinGame failed, client stays on masterserver: OperationResponse 226: ReturnCode: 32758 (Game does not exist). Parameters: {}. State: JoinedLobby UnityEngine.Debug:LogError(Object) PhotonHandler:DebugReturn(DebugLevel, String) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:115) NetworkingPeer:DebugReturn(DebugLevel, String) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:655) NetworkingPeer:OnOperationResponse(OperationResponse) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:804) ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(Byte[]) ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands() ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands() PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:75)
when i try to create game with same name, it saysCreate failed on GameServer. Changing back to MasterServer. UnityEngine.Debug:LogError(Object) PhotonHandler:DebugReturn(DebugLevel, String) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:115) NetworkingPeer:DebugReturn(DebugLevel, String) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:655) NetworkingPeer:GameEnteredOnGameServer(OperationResponse) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:501) NetworkingPeer:OnOperationResponse(OperationResponse) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:788) ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(Byte[]) ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands() ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands() PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:75)
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"locally it works but on remote pc those error happens"
This is confusing, cause you say it does work on the Cloud.
Are you sure you run the correct server and instance for this on the other machine you use? You need to run Photon InstanceLoadBalancing from PhotonControl for PUN.
Check the server log on that machine and look out for logs named "Photon-InstanceLoadBalancing*log". Zip and post them here. Make sure we understand which log is from which server, so we can help.0 -
Ports are open http://doc.exitgames.com/v3/overview/requirements
On new server can't even create room, i created room in worker demo and server disconnected meError trying to receive. Exception: System.Net.Sockets.SocketException: An existing connection was forcibly closed by the remote host. at System.Net.Sockets.Socket.Receive (System.Byte[] buffer) [0x00000] in <filename unknown>:0 at ExitGames.Client.Photon.NConnect.Run () [0x00000] in <filename unknown>:0 UnityEngine.Debug:LogError(Object) PhotonHandler:DebugReturn(DebugLevel, String) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:115) NetworkingPeer:DebugReturn(DebugLevel, String) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:655) ExitGames.Client.Photon.<>c__DisplayClass2:<EnqueueDebugReturn>b__0() ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands() ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands() PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:75) OnFailedToConnectToPhoton. StatusCode: Exception UnityEngine.Debug:Log(Object) MainMenu:OnFailedToConnectToPhoton(Object) (at Assets/Photon Unity Networking/DemoWorker/Scripts/Menu/MainMenu.cs:170) UnityEngine.Component:SendMessage(String, Object, SendMessageOptions) NetworkingPeer:SendMonoMessage(PhotonNetworkingMessage, Object[]) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1249) NetworkingPeer:OnStatusChanged(StatusCode) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:974) ExitGames.Client.Photon.<>c__DisplayClass6:<EnqueueStatusCallback>b__4() ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands() ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands() PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:75)
[7:42:54 AM] Tb7 Andro: 3080: 23:41:32.337 - --- 3080: 23:41:32.337 - Service: "Photon Socket Server" starting 3080: 23:41:32.337 - Config File: C:\Users\Morris\Desktop\ExitGames-Photon-Server-SDK_v3-0-19-2868-RC8\deploy\bin_Win64\PhotonServer.config 3080: 23:41:32.338 - Will NOT produce crash dumps 3080: 23:41:32.338 - Server Starting... 3080: 23:41:32.338 - Tick count: 31868227 (wraps in: 49.3414 days) 3080: 23:41:32.338 - Tick count 64: 31868227 3080: 23:41:32.338 - Photon Version: 3.0.11.1074 3080: 23:41:32.338 - PID: 5972 3080: 23:41:32.339 - Config File: C:\Users\Morris\Desktop\ExitGames-Photon-Server-SDK_v3-0-19-2868-RC8\deploy\bin_Win64\PhotonServer.config 3080: 23:41:32.341 - Not using performance counters as they are not currently installed. Run the service with /InstallCounters to install them. 3080: 23:41:32.343 - CanEnableSkipCompletionPortOnSuccess() - checking transport providers 3080: 23:41:32.343 - Checking "MSAFD Tcpip [TCP/IP]" - 0x20066 3080: 23:41:32.343 - Checking "MSAFD Tcpip [UDP/IP]" - 0x20609 3080: 23:41:32.343 - Checking "MSAFD Tcpip [RAW/IP]" - 0x20609 3080: 23:41:32.343 - Checking "MSAFD Tcpip [TCP/IPv6]" - 0x20066 3080: 23:41:32.343 - Checking "MSAFD Tcpip [UDP/IPv6]" - 0x20609 3080: 23:41:32.343 - Checking "MSAFD Tcpip [RAW/IPv6]" - 0x20609 3080: 23:41:32.343 - Checking "RSVP TCPv6 Service Provider" - 0x22066 3080: 23:41:32.343 - Checking "RSVP TCP Service Provider" - 0x22066 3080: 23:41:32.343 - Checking "RSVP UDPv6 Service Provider" - 0x22609 3080: 23:41:32.343 - Checking "RSVP UDP Service Provider" - 0x22609 3080: 23:41:32.343 - CanEnableSkipCompletionPortOnSuccess() - FILE_SKIP_COMPLETION_PORT_ON_SUCCESS CAN be enabled 3080: 23:41:32.343 - Max Reliable Data In Transit (awaiting ACKs) per peer : 16384 bytes 3080: 23:41:32.343 - Per peer bandwidth limit 3080: 23:41:32.343 - Transmit Rate Limit: 128 KB/Sec 3080: 23:41:32.343 - Limit period: 250ms 3080: 23:41:32.343 - Limit per period: 32768 bytes 3080: 23:41:32.343 - Max queued data for transmission per peer: 65536 bytes 3080: 23:41:32.343 - Minimum retransmit timeout: 200 3080: 23:41:32.343 - Minimum ENet timeout: 5000ms 3080: 23:41:32.343 - Maximum ENet timeout: 10000ms 3080: 23:41:32.351 - About to load runtime: PhotonHostRuntime.PhotonDomainManager from PhotonHostRuntime, Culture=neutral, PublicKeyToken=02C301B61B060C4D 3080: 23:41:32.351 - Optimising event broadcast for 20 or more peers 3080: 23:41:32.352 - About to load CLR - versions available: 3080: 23:41:32.352 - v2.0.50727 3080: 23:41:32.352 - v4.0.30319 3080: 23:41:32.352 - No preference in configuration file, will load latest. 3080: 23:41:32.352 - About to load version: "v4.0.30319" 3080: 23:41:32.353 - Loaded version: "v4.0.30319" 3080: 23:41:36.713 - Photon host runtime loaded 3080: 23:41:36.731 - License is valid. 3080: 23:41:36.731 - Licensed for 100 concurrent connections. 3080: 23:41:36.731 - Max Reliable Data In Transit (awaiting ACKs) per peer : 16384 bytes 3080: 23:41:36.731 - Per peer bandwidth limit 3080: 23:41:36.731 - Transmit Rate Limit: 128 KB/Sec 3080: 23:41:36.731 - Limit period: 250ms 3080: 23:41:36.731 - Limit per period: 32768 bytes 3080: 23:41:36.731 - Max queued data for transmission per peer: 65536 bytes 3080: 23:41:36.731 - Minimum retransmit timeout: 200 3080: 23:41:36.731 - Minimum ENet timeout: 5000ms 3080: 23:41:36.731 - Maximum ENet timeout: 10000ms 3080: 23:41:36.731 - CENetHost: Using Timer Wheel 3080: 23:41:36.731 - About to load application: Master from Photon.LoadBalancing 3080: 23:41:36.731 - Auto restart is enabled for application 3080: 23:41:36.731 - Application will restart 10000ms after the last change detected 3080: 23:41:36.731 - Application will restart if files matching the following are changed: "dll;config" 3080: 23:41:36.731 - Application will NOT restart if files matching the following are changed: "log4net.config" 3080: 23:41:41.587 - Application: "Master" started in app domain: 2 3080: 23:41:41.587 - About to load application: Game1 from Photon.LoadBalancing 3080: 23:41:41.587 - Auto restart is enabled for application 3080: 23:41:41.587 - Application will restart 10000ms after the last change detected 3080: 23:41:41.587 - Application will restart if files matching the following are changed: "dll;config" 3080: 23:41:41.587 - Application will NOT restart if files matching the following are changed: "log4net.config" 3080: 23:41:45.925 - Application: "Game1" started in app domain: 3 3080: 23:41:45.925 - About to load application: Game2 from Photon.LoadBalancing 3080: 23:41:45.925 - Auto restart is enabled for application 3080: 23:41:45.925 - Application will restart 10000ms after the last change detected 3080: 23:41:45.925 - Application will restart if files matching the following are changed: "dll;config" 3080: 23:41:45.925 - Application will NOT restart if files matching the following are changed: "log4net.config" 3080: 23:41:50.312 - Application: "Game2" started in app domain: 4 3080: 23:41:50.312 - About to load application: Policy from Policy.Application 3080: 23:41:50.312 - Auto restart is enabled for application 3080: 23:41:50.312 - Application will restart 10000ms after the last change detected 3080: 23:41:50.312 - Application will restart if files matching the following are changed: "dll;config;xml" 3080: 23:41:50.312 - Application will NOT restart if files matching the following are changed: "log4net.config" 3080: 23:41:54.647 - Application: "Policy" started in app domain: 5 3080: 23:41:54.647 - About to load application: CounterPublisher from CounterPublisher 3080: 23:41:54.647 - Auto restart is enabled for application 3080: 23:41:54.647 - Application will restart 10000ms after the last change detected 3080: 23:41:54.647 - Application will restart if files matching the following are changed: "dll;config" 3080: 23:41:54.647 - Application will NOT restart if files matching the following are changed: "log4net.config" 3080: 23:41:58.839 - Application: "CounterPublisher" started in app domain: 6 3080: 23:41:58.839 - Adding TCP listener on :0.0.0.0: 4530 with a listen backlog of: 150 3080: 23:41:58.839 - Nagle disabled 3080: 23:41:58.839 - No TCP inactivity timeout 3080: 23:41:58.839 - Forcing all applications ids to: "Master" 3080: 23:41:58.840 - Adding TCP listener on :0.0.0.0: 4531 with a listen backlog of: 150 3080: 23:41:58.840 - Nagle disabled 3080: 23:41:58.840 - No TCP inactivity timeout 3080: 23:41:58.840 - Forcing all applications ids to: "Game1" 3080: 23:41:58.840 - Adding TCP listener on :0.0.0.0: 4532 with a listen backlog of: 150 3080: 23:41:58.840 - Nagle disabled 3080: 23:41:58.840 - No TCP inactivity timeout 3080: 23:41:58.840 - Forcing all applications ids to: "Game2" 3080: 23:41:58.840 - Adding TCP listener on :0.0.0.0: 4520 with a listen backlog of: 150 3080: 23:41:58.840 - Nagle disabled 3080: 23:41:58.840 - No TCP inactivity timeout 3080: 23:41:58.840 - Forcing all applications ids to: "Master" 3080: 23:41:58.840 - UDP address specified as:0.0.0.0 adding listener to each available IPv4 address 3080: 23:41:58.841 - Adding UDP listener on :192.168.1.10: 5055 with a listen backlog of: 500 3080: 23:41:58.841 - Adding UDP listener on :127.0.0.1: 5055 with a listen backlog of: 500 3080: 23:41:58.841 - Forcing all applications ids to: "Game1" 3080: 23:41:58.841 - UDP address specified as:0.0.0.0 adding listener to each available IPv4 address 3080: 23:41:58.841 - Adding UDP listener on :192.168.1.10: 5056 with a listen backlog of: 500 3080: 23:41:58.841 - Adding UDP listener on :127.0.0.1: 5056 with a listen backlog of: 500 3080: 23:41:58.841 - Forcing all applications ids to: "Game2" 3080: 23:41:58.841 - UDP address specified as:0.0.0.0 adding listener to each available IPv4 address 3080: 23:41:58.842 - Adding UDP listener on :192.168.1.10: 5057 with a listen backlog of: 500 3080: 23:41:58.842 - Adding UDP listener on :127.0.0.1: 5057 with a listen backlog of: 500 3080: 23:41:58.842 - Adding TCP Policy listener on :0.0.0.0: 843 with a listen backlog of: 150 and routing to application: "Policy" 3080: 23:41:58.842 - TCP inactivity timeout: 5000ms 3080: 23:41:58.875 - Service is running...
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so what the problem?0
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I have game with more than 1000 players online on cloud, please help me and i will buy your server.0
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Does your license cover this many CCUs?
Otherwise the force close is a consequence of having more users connected in parallel than your license allows you to have connected0 -
Have you changed the game server settings in the app config of the game server instanzes.
Per default the game servers register semself with their loopback adress (127.0.0.1). This address is of course not reachable from a remote computer.
You shoul change the follwing setting in the app.config to the public ip address of your computer.
<Photon.LoadBalancing.GameServer.GameServerSettings>
...
<setting name="PublicIPAddress" serializeAs="String">
<value>127.0.0.1</value>
</setting>0 -
BenStahl wrote:Have you changed the game server settings in the app config of the game server instanzes.
You can verify the game server address you get by adding a debug log to NetworkingPeer.OnOperationResponse() like so:case OperationCode.CreateGame: { this.DebugReturn(DebugLevel.ERROR, string.Format("CreateGame Response: {0}.", operationResponse.ToStringFull()));
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app.config is in source code? so those binaries that come with work only on localhost?0
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app.config is not in source code, its one of those config files that come along the application (standard way in .NET applications to transport configuration data which aren't meant to be hardcoded) which contains its configuration, similar to the photon config or the GameServer1 / GameServer2 config on the loadbalancing instance etc0
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i replaced all 127.0.0.1 in all files with notepad++, now its working at least with 2 players tested) thanks!
but master server refresh rate is much slower than on cloud, and sometimes it shows no games
what this can be?
Can i compile server for linux with monodevelop?0 -
Which version of the server SDK do you use ? There was a bug in the previous version which caused games to be updated in on master very slowly. This is resolved in the latest version.
Currently there is no way to run the server side code on linux systems because the connection handling was written in unmanaged code to provide higher performance.0 -
ExitGames-Photon-Server-SDK_v3-0-19-2868-RC80
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RC8 should have the fix, as far as I can tell.
friuns: Can you verify the slow updates are still an issue (compared to cloud)?! If so, it might be a setting or something that didn't carry over and we want to fix that.0