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               Question by 
               ankurpatel · Nov 04, 2014 at 03:24 PM · 
                editornetworkingcrashphotonauthoritative server  
              
 
              Unity Editor Crash !!!
i am Working on a Networking game like poker using photon.
so in terms of using authoritative server, we are using our current computer as a self hosted machine.
but unity editor get crashed when we change a code. i checked it in different computer and it happens only if we are using photon my other project works quite good in editor.
i am using a Lite Application as a server and Photon Unity Networking and 2 scripts only..
my Connection Class on MainCamera
 using UnityEngine;
 using System.Collections;
 using System;
 using Hashtable = ExitGames.Client.Photon.Hashtable;
 using ExitGames.Client.Photon.Lite;
 using ExitGames.Client.Photon;
 
 public class Connection : MonoBehaviour
 {
     LitePeer peer;
     PhotonServerFinal _photonserver;
     bool connected;
     String Current_Status;
     public static string answer;
 
     void Start()
     {
         _photonserver = new PhotonServerFinal();
         connected = false;
         Current_Status = "Disconnected";
     }
 
     void Update()
     {
         try
         {
             if (connected)
             {
                 if (_photonserver != null)
                     _photonserver.Update();
             }
         }
         catch (Exception e)
         {
             Debug.Log(e);
         }
     }
 
     void OnGUI()
     {
         GUI.Label(new Rect(0, 0, 100, 100), Current_Status);
         GUI.Label(new Rect(0, 200, 300, 300), answer);
         if (GUI.Button(new Rect(100, 60, 100, 30), "Connect"))
         {
             peer = new LitePeer(_photonserver, ConnectionProtocol.Udp);
             RoomInfo[] allRooms = PhotonNetwork.GetRoomList();
 
             _photonserver.Initialize(peer, "192.168.1.211:5055", "Lite", this);
             connected = true;
             Current_Status = "Connected";
             Debug.Log("Conncting to Master Server Called");
         }
 
         if (connected)
         {
             if (GUI.Button(new Rect(300, 60, 100, 30), "Join Room"))
             {
                 peer.OpJoin("Low_ball_poker");
             }
 
             if (GUI.Button(new Rect(400, 60, 100, 30), "Leave Room"))
             {
                 peer.OpLeave();
                 Debug.Log("Disconnection Called");
             }
         }
     }
 }
 
               Another Script Which Uses Interface...
using ExitGames.Client.Photon; using ExitGames.Client.Photon.Lite; using System.Collections.Generic; using UnityEngine;
public class PhotonServerFinal : IPhotonPeerListener {
 public string Status { get; set; }
 private PhotonPeer peerFinal;
 private Connection Connection_obj;
 public PhotonServerFinal()
 {
     Status = "Disconnected";
 }
 void OnGUI()
 {
 }
 public void Update()
 {
     peerFinal.Service();
 }
 public void Disconnect()
 {
     Debug.Log("DSfdsf");
     peerFinal.Disconnect();
     Debug.Log("Disconnect Called");
 }
 public void OnEvent(EventData eventData)
 {
     Debug.Log("\n---OnEvent: " + eventData.ToStringFull());
 }
 public void OnStatusChanged(StatusCode statusCode)
 {
     Debug.Log(statusCode);
     switch (statusCode)
     {
         case StatusCode.Connect:
             Status = "Connected";
             break;
         case StatusCode.EncryptionEstablished:
             Status = "Encrypted";
             break;
         case StatusCode.Disconnect:
         case StatusCode.DisconnectByServer:
         case StatusCode.DisconnectByServerLogic:
         case StatusCode.DisconnectByServerUserLimit:
         case StatusCode.TimeoutDisconnect:
             Status = "Disconnected";
             break;
         default:
             Status = "Disconnected";
             break;
     }
 }
 public void SendRequest()
 {
     peerFinal.OpCustom(150, new Dictionary<byte, object> { { 1, "Send Request" } }, false);
 }
 public void Initialize(LitePeer peer, string serveraddress, string applicationname, Connection loginBehaviour)
 {
     Debug.Log("Initialize Called");
     peerFinal = peer;
     peerFinal.Connect(serveraddress, applicationname);
     Connection_obj = loginBehaviour;
     Debug.Log("Initialize Called at Final");
 }
 public void DebugReturn(DebugLevel level, string message)
 {
     throw new System.NotImplementedException();
 }
 public void OnOperationResponse(OperationResponse operationResponse)
 {
     Debug.Log("Here111 " + operationResponse.ToStringFull());
     Connection.answer = operationResponse.ToStringFull();
     //throw new System.NotImplementedException();
 }
 
               }
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