Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
This question was closed Feb 19, 2013 at 02:57 PM by DeveshPandey for the following reason:

Other

avatar image
0
Question by DeveshPandey · Nov 27, 2012 at 12:19 PM · networkrpcclientchatmasterserver

Clients are not disconnected when Master Server goes shut down

I have make a chat module (using RPC) and setup our own MasterServer and use it.
I'm doing the following steps::
Suppose "system-1" is master server
- Open our chat application and start the server(system-1),connect to it. (on system-2)
- Open our chat application and connect to system-2. (on system-3)

<<=====master server shows the log of connection of users(system-2,3)====>>

Now, if I power-off/shut-down our master server(system-1) then users(system-1,2) are not disconnected, they are still able to chat with each other, how is this possible?

Note: I am testing it on LAN, i.e. system-1,2,3 are connected via LAN.

Please tell me that, what is going behind that?
Thank You!

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image DeveshPandey · Nov 28, 2012 at 05:41 AM 0
Share

Still no answer? :)

1 Reply

  • Sort: 
avatar image
0

Answer by Landern · Nov 28, 2012 at 02:55 PM

First line from the master server documentation:

The Master Server is a meeting place that puts game instances in touch with the player clients who want to connect to them.

When the two players connect to the master server, they get the registered game types that match the requested type, when a client connects, they are connecting to the registered system creating a direct link between the registered game host and client, so they can chat away.

In your case, when 2 and 3 are chatting it up, they don't care about the master server, system 2 and 3 are directly talking to each other and the master server is doing whatever the master server was meant to do.

That is my understanding at least.

Comment
Add comment · Show 4 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image DeveshPandey · Nov 28, 2012 at 04:01 PM 0
Share

Thanks for your reply!
I don't know what is happening behind that, but I think it not make a sense, lets my server is in USA, and one client connected from U$$anonymous$$ and second is connected from India, now if we remove the mid point i.e. meeting place or master server then how is it possible.?

One more thing, clients were connected to same master(eg. IP = 127.0.0.0) server and same port number(eg. 12500) to chat, if they are directly connected to each other and there is no participation of master server after connection then what is the meaning of port number and all?

avatar image DeveshPandey · Dec 03, 2012 at 08:27 AM 0
Share

can anybody explain it clearly? Your answer will be appreciable . :

avatar image whydoidoit · Dec 03, 2012 at 08:59 AM 0
Share

So to be clear - a master server provides just a way of 2 or more players finding each other. When those players wish to communicate then they get a client/server connection to each other.

The master server acts as a broker to provide information about which connections are available. Clients register with the master server and that then publishes their own connection info. When connecting the master server is not involved, it has just provided a well known address on which to find information about available connections.

avatar image Benproductions1 · Feb 19, 2013 at 01:23 AM 0
Share

since this is answered, please accept the answer above and have this question closed

Follow this Question

Answers Answers and Comments

13 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Spawning Clients 1 Answer

Network Instaniate,Lag,Bullet Prefab 1 Answer

network.RPC behavior 1 Answer

RPC only called in editor 0 Answers

Network RPC - exclude specific client 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges