We seem to have a somewhat random behavior of a user not being able to join an existing lobby, it is fairly common and happens about 1/5 times someone tries to join. It will never happen if it is the only/first lobby of course, but it seems to happen when other lobbies are open.
Here is a video of the issue, notice the debug text in the bottom right, it briefly shows "join failed" (even though a lobby is available with other players waiting, and the proceeds to create a new lobby instead.
Video: https://streamable.com/c1m56
The matching debug log for the above video was the following, first join failed, and then creates a new room:
The error message is "2019-10-03 21:35:57.606767-0700 retract[21686:2486328] WF: _WebFilterIsActive returning: NO
Operation failed: OperationResponse 226: ReturnCode: 32764 (Game closed). Parameters: {} Server: MasterServer
NetworkingPeer:OnOperationResponse(OperationResponse)
ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(StreamBuffer)
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update()
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
room joined
SA.MultiplayerLauncher:OnJoinedRoom()
NetworkingPeer:SendMonoMessage(PhotonNetworkingMessage, Object[])
NetworkingPeer:OnEvent(EventData)
ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(StreamBuffer)
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update()"
What would cause it to think that lobby is "closed" ?
I don't have any more info for now, but if anyone could point us in the right direction that would be great.
Thanks
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