Marco Polo suddenly fails??
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I'm unable to get a room with a brand-new default Photon install (after entering application id). It silently fails. However, DemoWorker is still able to create a room. I checked out the difference.
It does not... the only difference is 4 instead of 10, but that can't be it. (because I checked that too.)
What gives? How did Marco Polo break overnight?
I've started over with a completely minimal set of code:
OnJoinedRoom is never called; and I've not the foggiest idea why.
PhotonNetwork.CreateRoom(this.roomName, true, true, 10);vs.
PhotonNetwork.CreateRoom(null, true, true, 4);So to sanity check, I swap this.roomName for null, to see if it fails too.
It does not... the only difference is 4 instead of 10, but that can't be it. (because I checked that too.)
What gives? How did Marco Polo break overnight?
I've started over with a completely minimal set of code:
using UnityEngine; using System.Collections; public class Connect : Photon.MonoBehaviour { // Use this for initialization void Start() { Debug.Log("Connecting to Photon cloud..."); PhotonNetwork.ConnectUsingSettings("dev"); } void OnJoinedLobby() { Debug.Log("I got in the lobby! Looking for a room..."); PhotonNetwork.JoinRandomRoom(); } void OnPhotonRandomJoinFailed() { Debug.Log("No rooms available. Making a new one..."); PhotonNetwork.CreateRoom(""); } void OnJoinedRoom() { Debug.Log("something worked for a change."); } }
OnJoinedRoom is never called; and I've not the foggiest idea why.
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I've got it.
joinrandom failed, client stays on masterserver: OperationResponse 225: ReturnCode: 32760 (No match found). Parameters: {}.
This was the culprit; or rather "error pause" being toggled on in the Console on account of a brand-new Unity install. Boy is my face red. :oops: I'd grown so used-to seeing that error in working code that I'd never realized that it stops execution by default.
....well that was a day of programming well spent.0