#NetcodeSamples Relay - Cannot connect at random?
1 messages · Page 1 of 1 (latest)
Join Relay request failed
UnityEngine.StackTraceUtility:ExtractStackTrace () (at C:/build/output/unity/unity/Runtime/Export/Scripting/StackTrace.cs:37)
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:LogError (object)
Samples.HelloNetcode.ConnectingPlayer:WaitForJoin (System.Threading.Tasks.Task`1<Unity.Services.Relay.Models.JoinAllocation>,Unity.Networking.Transport.Relay.RelayServerData&) (at C:/Users/chris/GitHub/EntityComponentSystemSamples/NetcodeSamples/Assets/Samples/HelloNetcode/1_Basics/01b_RelaySupport/ConnectingPlayer.cs:137)
Samples.HelloNetcode.ConnectingPlayer:OnUpdate () (at C:/Users/chris/GitHub/EntityComponentSystemSamples/NetcodeSamples/Assets/Samples/HelloNetcode/1_Basics/01b_RelaySupport/ConnectingPlayer.cs:99)
Unity.Entities.SystemBase:Update () (at ./Library/PackageCache/com.unity.entities@1.0.10/Unity.Entities/SystemBase.cs:418)
Unity.Entities.ComponentSystemGroup:UpdateAllSystems () (at ./Library/PackageCache/com.unity.entities@1.0.10/Unity.Entities/ComponentSystemGroup.cs:735)
Unity.Entities.ComponentSystemGroup:OnUpdate () (at ./Library/PackageCache/com.unity.entities@1.0.10/Unity.Entities/ComponentSystemGroup.cs:693)
Unity.Entities.SystemBase:Update () (at ./Library/PackageCache/com.unity.entities@1.0.10/Unity.Entities/SystemBase.cs:418)
Unity.Entities.ScriptBehaviourUpdateOrder/DummyDelegateWrapper:TriggerUpdate () (at ./Library/PackageCache/com.unity.entities@1.0.10/Unity.Entities/ScriptBehaviourUpdateOrder.cs:526)
HttpException`1: (404) HTTP/1.1 404 Not Found
at Unity.Services.Relay.Http.ResponseHandler.HandleAsyncResponse (Unity.Services.Relay.Http.HttpClientResponse response, System.Collections.Generic.Dictionary`2[TKey,TValue] statusCodeToTypeMap) [0x00089] in .\Library\PackageCache\com.unity.services.relay@1.0.5\Runtime\Http\ResponseHandler.cs:122
at Unity.Services.Relay.Http.ResponseHandler.HandleAsyncResponse[T] (Unity.Services.Relay.Http.HttpClientResponse response, System.Collections.Generic.Dictionary`2[TKey,TValue] statusCodeToTypeMap) [0x00001] in .\Library\PackageCache\com.unity.services.relay@1.0.5\Runtime\Http\ResponseHandler.cs:226
at Unity.Services.Relay.Apis.RelayAllocations.RelayAllocationsApiClient.JoinRelayAsync (Unity.Services.Relay.RelayAllocations.JoinRelayRequest request, Unity.Services.Relay.Configuration operationConfiguration) [0x001bb] in .\Library\PackageCache\com.unity.services.relay@1.0.5\Runtime\Apis\RelayAllocationsApi.cs:185
at Unity.Services.Relay.WrappedRelayService.JoinAllocationAsync (System.String joinCode) [0x0007a] in .\Library\PackageCache\com.unity.services.relay@1.0.5\Runtime\SDK\WrappedRelayService.cs:149
Rethrow as RelayServiceException: Not Found: join code not found
at Unity.Services.Relay.WrappedRelayService.JoinAllocationAsync (System.String joinCode) [0x0010d] in .\Library\PackageCache\com.unity.services.relay@1.0.5\Runtime\SDK\WrappedRelayService.cs:156
Rethrow as AggregateException: One or more errors occurred. (Not Found: join code not found)
NetcodeSamples Relay - Cannot connect at random?
It seems it is not limited by time. But cannot pinpoint what is causing it yet. (No I am not writing the wrong code 😅 )
Hey Jawsarn!
- You shouldn't need to disable the simulator for builds (even dev builds). It'll default to off.
- Please "Report a Bug..." for this via the Unity Help menu. I've pinged Transport + Relay folk.
Please add as many details as you can to the repro, including platform + repro percentage + any modifications you've made.
Hey thanks 🙂
Do you know if it's possible that this could be by using the same host port over and over after starting new games in quick succession?
Disposing the UTP NetworkDriver should clean this up, but yes OS's can struggle with this. A good way to test this would be to keep retrying via incrementing (or random, or round robin) ports.
Thanks, this seems to be the case. I would guess when exiting the application it's not a graceful shutdown on the NetworkDriver.