Hello,
Our company uses the Photon On-Premise server.
I recently rebuilt using the batch script: "C:\Photon Server\build\deploy.prompter.bat"
After I did this I went to run my game and I keep getting the following errors:
Error 1:
it was working previously, and I hadn't changed anything in the source, I just was curious what the batch was for, (convenience I figured) and the Auth token is assigned in two separate locations:
Like I said, this used to work, and now it's not... What are your thoughts?
Our company uses the Photon On-Premise server.
I recently rebuilt using the batch script: "C:\Photon Server\build\deploy.prompter.bat"
After I did this I went to run my game and I keep getting the following errors:
Error 1:
NETWORK: Operation failed: OperationResponse 230: ReturnCode: 32767 (Authentication token is missing). Parameters: {} Server: GameServer => Translation: Other Error.
UnityEngine.Debug:LogError(Object)
NetworkingPeer:OnOperationResponse(OperationResponse) (at Assets/Extensions/Networking/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1623)
ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(Byte[])
ExitGames.Client.Photon.TPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update() (at Assets/Extensions/Networking/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:158)
Error 2:
The appId this client sent is unknown on the server (Cloud). Check settings. If using the Cloud, check account.
UnityEngine.Debug:LogError(Object)
NetworkingPeer:OnOperationResponse(OperationResponse) (at Assets/Extensions/Networking/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1655)
ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(Byte[])
ExitGames.Client.Photon.TPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update() (at Assets/Extensions/Networking/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:158)
Error 3(just debugging the cause from the OnFailedToConnectToPhoton() callback):
The appId this client sent is unknown on the server (Cloud). Check settings. If using the Cloud, check account.
UnityEngine.Debug:LogError(Object)
NetworkingPeer:OnOperationResponse(OperationResponse) (at Assets/Extensions/Networking/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1655)
ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(Byte[])
ExitGames.Client.Photon.TPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update() (at Assets/Extensions/Networking/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:158)
I'm not entirely sure what to make of this.it was working previously, and I hadn't changed anything in the source, I just was curious what the batch was for, (convenience I figured) and the Auth token is assigned in two separate locations:
internal virtual void OnConnectedToMaster()
{
print("NETWORK: Successful: Connected to Master.\n");
print("NETWORK: Joining Random Room...\n");
Debug.LogWarning("REMINDER: Create Proper Auth Values.\n");
PhotonNetwork.AuthValues = new AuthenticationValues(DateTime.Now.ToLongTimeString());
PhotonNetwork.JoinLobby();
//PhotonNetwork.JoinRandomRoom();
}
and as another check:
internal virtual void OnJoinedLobby()
{
print("NETWORK: Successful: Client connected and gets a room-list - Room-list is stored in PhotonNetwork.GetRoomList()\n");
print("NETWORK: Joining Random Room...\n");
if (!string.IsNullOrEmpty(PhotonNetwork.AuthValues.Token))
PhotonNetwork.JoinRandomRoom();
else
{
PhotonNetwork.AuthValues = new AuthenticationValues();
Debug.LogError("Null or Empty Photon Auth Token\n");
PhotonNetwork.JoinRandomRoom();
}
}
But when debugging this, the AuthValues are empty, even after assigning it, both times. Like I said, this used to work, and now it's not... What are your thoughts?