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Question by jaskile12 · Oct 03, 2017 at 07:50 PM · c#unity 5networking

Networking problems on connection

So i'm trying to make a authentication server and when i connect to it, it sends a message to server to test if is working but my weird problem is something it connect and dont give null reference and sometimes it doesnt and idk what may be the problem concretly because UNet docs dont explain much about it. Error that shows when ref is null : NullReferenceException: Object reference not set to an instance of an object Login.RequestSessionData

The client-side part code :

   void Awake()
         {
          //Connect and if yes we say Loading Information if no we say error and if he click esc or something 
         the game goes out
          _client = new NetworkClient();
          _client.Connect(ip, port);
          _client.RegisterHandler(MsgType.Connect, DebugConnect);
          _client.RegisterHandler(MsgType.Disconnect, OnDisconnect);
 
 
         Debug.Log("My handler id = " + AuthType.ID);
 
     }
     public class AccountSession : MessageBase
     {
     
         public string username;
         public bool login_status;
         public string md5_id;
     
         //Temporary class for hold objects of account session json
         AccountSession(string usr, bool status, string md5_id)
         {
             this.username = usr;
             this.login_status = status;
             this.md5_id = md5_id;
         }
     
         //Function to create the json account to be sent for server
         public static AccountSession CreateSessionFromJSON(string json)
         {
             SimpleJSON.JSONNode js = SimpleJSON.JSON.Parse(json);
     
             //since we just have 1 account, we create only 1
     
             AccountSession temp_acc = new AccountSession(
                 js["username"].Value,
                 js["logged"].AsBool,
                 js["id"].Value
             );
     
             Debug.Log("Temp acc username for test : " + temp_acc.username);
             return temp_acc;
     
     
         }
     }
         
     private void RequestSessionData(string json_data)
         {
             if (!noticeWin)
             {
                 var acc = AccountSession.CreateSessionFromJSON(json_data);
     
                 var status_text = GameObject.Find("Status").GetComponent<Text>();
     
                 status_text.text = "Retrievieng account information..";
     
     
                 // _client.RegisterHandler(AuthType.ID, SendAuthData);
     
                 //obj = acc;
                 Debug.Log("The object => " + acc.username);
     
                // Debug.Log("Client id => " + _client.connection.connectionId);
     
                 _client.Send(AuthType.ID, acc);
     
                 //SendAuthData(acc);
     
                 //here we load the information to our local classes which will hold our information
             }
         }
 
 
 
 Server-side:
 void Start()
     {
         RegisterHandlers();
         NetworkServer.Listen(ip, auth_port); //set the port to being listened
 
         Debug.Log(string.Format("> Auth Server was been started in IP [{0}] and Port [{1}] !", ip, auth_port));
 
     }
 
     void RegisterHandlers()
     {
         NetworkServer.RegisterHandler(AuthType.ID, OnAuthentication);
         NetworkServer.RegisterHandler(0xf1, OnLogout);
         NetworkServer.RegisterHandler(MsgType.Connect, OnAuthConnect);
         NetworkServer.RegisterHandler(MsgType.Disconnect, OnDisconnect);
 
         Debug.Log("> Auth Handlers was been already set!");
     }
     class AccountSession : MessageBase
     {
 
         public string username;
         public bool login_status;
         public string md5_id;
 
     }
 
     void OnAuthentication(NetworkMessage msg)
     {
         var acc = msg.ReadMessage<AccountSession>();
 
         Debug.Log(string.Format("Object name : {0} , Object logged status : {1} , Object ID: {2}", acc.username, acc.login_status, acc.md5_id));
     }
 


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