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Question by Gatau · Dec 29, 2015 at 07:25 AM · networkinghostmatch

starting host and creating match

I want to start a host and a client on the same machine and I also want to create a match so the game room will be accessible in a list of matches:

     public void CreateMatch()
     {
       networkMatch = gameObject.AddComponent<NetworkMatch>();
       NetworkLobbyManager networkLobbyManager = networkManager.GetComponent<NetworkLobbyManager>();
 
       networkLobbyManager.StartHost();
     
       CreateMatchRequest create = new CreateMatchRequest();
       create.name = "MS_" + Guid.NewGuid().ToString("N");
       create.size = 2;
       create.advertise = true;
       create.password = "";
 
       networkMatch.CreateMatch(create, OnMatchCreate);
     }

   public void OnMatchCreate(CreateMatchResponse matchResponse)
   {
     if (matchResponse.success)
     {
       Utility.SetAccessTokenForNetwork(matchResponse.networkId, new NetworkAccessToken(matchResponse.accessTokenString));
       NetworkServer.Listen(new MatchInfo(matchResponse), 9000);
       Debug.Log("Create match succeeded");
     }
     else {
       Debug.LogError("Create match failed");
     }
   }

If I do this, the row NetworkServer.Listen() will cause three error:

  1. Cannot open socket on ip {*} and port {7705}; check please your network, most probably port has been already occupied

  2. host id out of bound id {-1} max id should be greater 0 and less than {1}

  3. Host doesn't exist

And the room will not be joinable. It will be joinable by specifying my ip if I remove the networkMatch.CreateMatch().

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Answer by Gatau · Dec 30, 2015 at 02:54 AM

As described here, I had to StartHost() at OnMatchCreate passing a MatchInfo object.

   public void OnMatchCreate(CreateMatchResponse matchResponse)
   {
     if (matchResponse.success)
     {
       matchInfo = new MatchInfo(matchResponse);
       Utility.SetAccessTokenForNetwork(matchResponse.networkId, new NetworkAccessToken(matchResponse.accessTokenString));
       networkLobbyManager.StartHost(matchInfo);
       Debug.Log("Create match succeeded");
     }
     else {
       Debug.LogError("Create match failed");
     }
   }

I also removed the NetworkServer.Listen(new MatchInfo(matchResponse), 9000); row

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