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Question by swordofnoah · Feb 09, 2013 at 06:27 AM · errornetworkingserversocketinternal

Networking error CreateSocketOrThreadFailure

I'm working on making a multiplayer game and previously i could host servers and have other mchines join them. Now nobody can connect to a server, upon doing it unity crashes, also upon opening a server you get a error (but unity says the you are hosting a server). Here's the error i get when opening a server.

 Could not connect to Master Server: CreateSocketOrThreadFailure            

If thats not enough info (it probably isn't) here is my network script.

 //UNITY MULTIPLAYER BASE SCRIPT
 //V0.1
 static var isConnectedToInternet = false;
 static var tries = 0;
 var stuff : String;
 function OnFailedToConnect(error: NetworkConnectionError) {
     Debug.Log("Could not connect to server: "+ error);
 }
 function OnFailedToConnectToMasterServer(error: NetworkConnectionError) {
     Debug.Log("Could not connect to Master Server: "+ error);
 }
 function Update () {
 if (Network.player.ipAddress.ToString() != "127.0.0.1")
 
     {
 
         isConnectedToInternet = true;       
 
     }
 }
 function Start() {
 Network.TestConnection();
 }
 
 static function StartServer (maxPlayers : int, port : int, GameName : String) : void {
     Network.InitializeServer(maxPlayers, port, !Network.HavePublicAddress());
     MasterServer.RegisterHost("NHDVirtualReality", GameName, "Indev");
     Debug.Log("Server " + GameName + " Started On Port:" + port);
 
 }
 static function ShouldUseNAT () {
 var shouldUseNat;
 var testResults = Network.TestConnection();
 if (testResults == ConnectionTesterStatus.PublicIPIsConnectable || testResults == ConnectionTesterStatus.Error    || testResults == ConnectionTesterStatus.PublicIPNoServerStarted) {
 shouldUseNat = false;
 }
 else {
 shouldUseNat = true;
 }
 return shouldUseNat;
 }
 static function ConnectToServer (port : int, ip : String) {
     Network.Connect("ip", port);
 }
 static function ConnectToServer (server : HostData) {
     Network.Connect(server);
 
 
 }
 
 
 static function Disconnect ()  {
 
         Network.Disconnect();
         MasterServer.UnregisterHost();
    
 }
 
 static function NetworkAdd (target : Object, playerPos : Vector3) {
 var player : GameObject;
 if (Network.peerType != NetworkPeerType.Disconnected){
 player = Network.Instantiate(target, playerPos, Quaternion.identity, 0);
 
 }
 else 
 {
 LocalAdd(target, playerPos);
 }
 }
 static function LocalAdd (target : Object, playerPos : Vector3) {
 var player : GameObject;
 player = Instantiate(target, playerPos, Quaternion.identity);
 
 
 }
 
 static function GetServers () : HostData[] {
 
 
 MasterServer.RequestHostList("NHDVirtualReality");
 var servers : HostData[] = MasterServer.PollHostList();
 if (servers == null & tries < 5) {
 MasterServer.RequestHostList("NHDVirtualReality");
 servers = MasterServer.PollHostList();
 tries ++;
 
 if (servers != null) {
 tries = 0;
 return servers;
 }
 else if (servers == null) {
 GetServers();
 }
 }
 return servers;
 }
 
 
 static function GetServerData (serverData : HostData[], serverNumber : int) {
 var lengthOfData = serverData.length;
 if (serverNumber <= lengthOfData){
 var sendData : HostData;
 sendData = serverData[serverNumber];
 return sendData;
 }
 else {
 return null;
 }
 }
 
 static function JoinMainServer () {
 availableServers = GetServers();
 serverToJoin = GetServerData (availableServers, 0);
 ConnectToServer(serverToJoin);
 return "Done";
 
 }
 

The error occurs upon calling the StartServer function. Any ideas?

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avatar image swordofnoah · Feb 09, 2013 at 07:37 PM 0
Share

I really nedd to figure this out can anyone help?

avatar image swordofnoah · Feb 10, 2013 at 08:16 AM 0
Share

Does anyone here know any thing about this?

avatar image artcont · Jul 01, 2013 at 01:02 PM 0
Share

do you fix this?? Can you help???

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