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Can't send RPC function since no connection was started
Hello everyone !
I have this error, but I can't figure it out ... There is no reason !
Before calling the RPC function, I use Network.Connect to be connected to the server. The weird thing is that with the following code :
function Start() {
if (Network.isClient)
{
networkView.RPC("AddNickname", RPCMode.All);
enabled = false;
}
else
{
networkView.RPC("AddNickname", RPCMode.All);
}
}
I always go into the "else" part, even if I am the client ...
I also tried :
function Start() {
if (!Network.isServer)
{
networkView.RPC("AddNickname", RPCMode.All);
enabled = false;
}
else
{
networkView.RPC("AddNickname", RPCMode.All);
}
}
And I always go to the "else" part too ... Is it possible that the RPC call is too soon after the network connection and fails ?
EDIT : I noticed that my client player ID is set after the RPC call is done. How is it possible when I connect him before ? I thought that RPC calls kept the same order (the first RPC call is always the first applied ...)
Answer by MMM_B1 · Oct 07, 2012 at 08:57 PM
By your description, you aren't connected as a client or server. The falsehood in both ifs may be due to not being connected at all and not by being a client or server. Network.Connect by itself doesn't check if the connection has been successful.
If you don't have it, add a OnServerInitialized and OnPlayerConnected functions with a debug message. Something like:
function OnServerInitialized() {
Debug.Log("Server initialized and ready");
}
function OnPlayerConnected(player: NetworkPlayer) {
Debug.Log("Player " + " connected from " + player.ipAddress);
}
And check if any of the debug messages are printed. If they are not no connection has been made.
You're right, no messages, but if I continue the game, the RPC calls are ok. The player ID of the client was not set yet. How can I wait for this to happen before sending any information in the network ?
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