Hello,
I'm running into an interesting problem with the following steps:
1. A client creates a room as the master client.
2. The master client leaves.
3. At the same time (or very shortly thereafter, probably based on latency), a separate client joins the same [now empty] room and takes over as the master client.
From that point on, the game works as I'd expect until leaving the room, at which point player objects aren't cleaned up. I'm relying on Photon to clean up player objects automatically, so I did some digging around that setting. I found that joining a room this way causes the room's RoomInfo to get set up with nearly empty settings. RoomInfo.maxPlayersField is 0 and RoomInfo.autoCleanUpField remains false, although the room was initially instantiated with max players of 4 and autoCleanUp set to true.
Does the RoomInfo get lost as the last player leaves the room?
Is there something I should be doing to better handle this case?
Thanks!
I'm running into an interesting problem with the following steps:
1. A client creates a room as the master client.
2. The master client leaves.
3. At the same time (or very shortly thereafter, probably based on latency), a separate client joins the same [now empty] room and takes over as the master client.
From that point on, the game works as I'd expect until leaving the room, at which point player objects aren't cleaned up. I'm relying on Photon to clean up player objects automatically, so I did some digging around that setting. I found that joining a room this way causes the room's RoomInfo to get set up with nearly empty settings. RoomInfo.maxPlayersField is 0 and RoomInfo.autoCleanUpField remains false, although the room was initially instantiated with max players of 4 and autoCleanUp set to true.
Does the RoomInfo get lost as the last player leaves the room?
Is there something I should be doing to better handle this case?
Thanks!