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Question by DranrebKing · May 05, 2019 at 12:04 PM · c#bugphotonmultiplayer-networkingpun

Photon - Cannot join same room

I have a created a simple multiplayer test code. This is the intended flow of the whole game:

  1. Connect to Master

  2. Connect to a random Room

  3. If no room exists, create a new one.



Problem of this is that 2 clients cannot see each other's room even if it's already created. I purposely exported a build of the game so that it will function as another client. When I run the game on Unity first, it will create a new room since no room existed yet, however when I run my exported game moments after creating the room in Unity, I still get a "no room existed" and then the exported creates a new empty room - so there are actually 2 rooms now in total.

I tried creating a specific named room yet still, the same problem happens. Here's my code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using Photon.Pun;
 using Photon.Realtime;
 using TMPro;
 using UnityEngine.UI;
 using UnityEngine.SceneManagement;
 
 namespace KingReigns
 {
     public class connectorHandler : MonoBehaviourPunCallbacks
     {
         public bool isConnectingToMaster;
         public bool isConnectingToRoom;
         public bool isConnectedToServer;
 
         public TMP_Text txtStatus;
 
         [SerializeField]
         private GameObject btnConnectMaster, btnConnectRoom;
 
         #region START
         private void Start()
         {
             DontDestroyOnLoad(gameObject);
 
             
 
             isConnectingToMaster = false;
             isConnectingToRoom = false;
             isConnectedToServer = false;
 
             txtStatus.text = "Not Connected";
         }
         #endregion
 
 
 
         #region UPDATE
         private void Update()
         {
 
             if(btnConnectMaster !=null && btnConnectRoom != null)
             {
                 if (!isConnectedToServer)
                 {
                     btnConnectMaster.SetActive(true);
                     btnConnectRoom.SetActive(false);
                 }
                 else
                 {
                     btnConnectMaster.SetActive(false);
                     btnConnectRoom.SetActive(true);
                 }
             }
 
 
         }
         #endregion
 
 
 
 
 
         #region ONCLICK_CONNECTMASTER
         public void OnClick_ConnectToMaster()
         {
             PhotonNetwork.OfflineMode = false;
             PhotonNetwork.NickName = "Proto1";
             PhotonNetwork.GameVersion = "v1";
             PhotonNetwork.ConnectUsingSettings();
 
             isConnectingToMaster = true;
             isConnectedToServer = false;
 
             txtStatus.text = "Connecting to Server";
         }
         #endregion
 
 
 
 
         #region CONNECTION OUTCOMES
         public override void OnConnectedToMaster()
         {
             base.OnConnectedToMaster();
             isConnectingToMaster = false;
             isConnectedToServer = true;
 
             txtStatus.text = "Welcome to PlayRoom " + PhotonNetwork.NickName;
 
         }
 
 
         public override void OnDisconnected(DisconnectCause cause)
         {
             base.OnDisconnected(cause);
             isConnectingToMaster = false;
             isConnectedToServer = false;
 
             txtStatus.text = "Connection to Server Failed!";
 
         }
         #endregion
 
 
 
 
 
 
 
 
 
 
 
         #region ONCLICK_ROOM
         public void onClick_ConnectToRoom()
         {
             //Checkpoint <- if not connected
             if(!PhotonNetwork.IsConnected)
             {
                 return;
             }
 
             //PhotonNetwork.JoinRoom("protoroom1");
             PhotonNetwork.JoinRandomRoom();
 
             isConnectingToRoom = true;
             txtStatus.text = "Connecting to a Room";
         }
         #endregion
 
 
         #region JOIN ROOM OUTCOMES
         public override void OnJoinedRoom()
         {
             base.OnJoinedRoom();
             isConnectingToRoom = false;
             txtStatus.text = "Connected! Players: " + PhotonNetwork.CurrentRoom.PlayerCount + " | Master: " + PhotonNetwork.IsMasterClient + " | Name: " + PhotonNetwork.CurrentRoom.Name;
             //StartCoroutine(ForwardToRoom());
         }
 
 
         public override void OnJoinRandomFailed(short returnCode, string message)
         {
             // !!!!!!!  TEMPORARY !!!!!!! \\
             // !!!! CREATE A ROOM LATER !!!! \\
             base.OnJoinRandomFailed(returnCode, message);
             PhotonNetwork.CreateRoom(null, new RoomOptions { MaxPlayers = 5, IsVisible = true });
         }
 
         /*
         public override void OnJoinRoomFailed(short returnCode, string message)
         {
             base.OnJoinRoomFailed(returnCode, message);
             PhotonNetwork.CreateRoom("protoroom1", new RoomOptions { MaxPlayers = 5 });
         }
 
         */
 
         public override void OnCreateRoomFailed(short returnCode, string message)
         {
             base.OnCreateRoomFailed(returnCode, message);
             txtStatus.text = "Create Room Failed!";
             Debug.Log(message);
         }
 
 
 
         IEnumerator ForwardToRoom()
         {
             yield return new WaitForSeconds(3);
             SceneManager.LoadScene("Gameplay");
         }
 
         #endregion
 
 
 
 
     }//End: Class
 }//End: Namespace
 
 

EDIT: I'm using Photon v2.11

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avatar image Captain_Pineapple · May 05, 2019 at 06:48 PM 0
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can you try adding this before you join a game:

 PhotonNetwork.AuthValues = new Photon.Realtime.AuthenticationValues("Player" + Random.Range(0, 100));
                 PhotonNetwork.LocalPlayer.NickName = "Player" + Random.Range(0, 1000000);

If 2 players have the same values you cannot join the same room

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Answer by rk_rathod · Jul 07, 2021 at 08:04 AM

  • it's simple follow this steps:

  • step 1 check your cloud region name (e.g. eu is your cloud region name)

       if (_CloudRegiontext!=null)
         {
             _CloudRegiontext.text = $"Cloud Region : {PhotonNetwork.CloudRegion}";
         }
    
    
  • step 2 check your other player cloud region name , if other player cloud region is not same so goto unity editor -> window -> photon server setting (highlight setting) then under dev region inputfield enter "eu".

  • step 3 start game print logs about current open names, and check room list is updating or not.

  • Now you connect in same room

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