This is Vadim again.
Im having an issue .. if I join a room , then toggle IsOpen or isVisible , then leave the room and try to create a new room... I get this error and the room creation fails. but if i dont touch IsOpen or isVisible , i can join and leave and create as many rooms as I want
I used single client (slightly modified demo-test) and simple action sequence: create room -> set isVisible to false -> leave room -> create room. That worked fine for me. Can you please provide more details on how to reproduced it?
Badmiracle wrote: ThePhotons wrote:
gberenst wrote:Hi guys i´m trying to use this plugin but having troubles with it. Could you guys help me? I am makina a multiplayer quiz with Photon. When a player logs in he goes to a main room where he could find other spare players in order to invite. When he invites another player and the other accepts, both are taken to a new room, just for them. This works fine in multiplayer plugin, but when trying to make it in photon (I first leave room and then, when i am in lobby again), the room is created but some seconds later i get an error 1003/ Server closed connection.
Thank you for your help
This is due to a bug in leaving room logic in Photon js SDK. Fixed. Please download updated Scirra SDK version 220.127.116.11.
Thanks for report.
I still seem to be getting the exact same bug with version 18.104.22.168. Did the fix possibly revert in the last patch?
The fix is still there. It may be another bug. I could not reproduce it by quickly leaving the room and joining back. Can you please send simple app reproducing the issue? What's in your browser console when this happens?
I've been faced the problem - black screen of death.
It's all okay when I run app using Construct2, but when I export html5 version and then upload it on google drive, it's impossible to see app because black screen only appears.
Problem disappears if I delete photon plugin.
HTML5 version here's:https://goo.gl/SFy30x
CapX file here's:https://goo.gl/z5YUt0
What app should do?
Just send number to all peers and show received number.
Try to switch Photon client to wss.
digitalsoapbox wrote:@ThePhotons is there a way to check who the master peer is at any time? I noticed the Unity Photon docs have PhotonNetwork.isMasterClient but I don't see an equivalent for C2.
2dgamedev wrote:@digitalsoapbox , you can send a message that only goes to the master , I just send a function call that only the master gets and make Host=1; incase the host leaves, OnLeave just send that master call and will transfer host to a different client ~~ Send types ( All , others , masterclient)
Interesting idea. Should work too.