On our custom game server, running locally on a machine here at our studio, we get connection errors while trying to start up the PlayStream API. When we call:
> `PlayFabPlayStreamAPI.Start();`
We get a failure with this result:
> SocketException: No connection could be made because the target machine actively refused it.
>
> System.Net.Sockets.Socket.Connect (System.Net.EndPoint remoteEP) (at <60233c34ef3e4e5f892759dbfc5ae27d>:0)
> System.Net.WebConnection.Connect (System.Net.HttpWebRequest request) (at <60233c34ef3e4e5f892759dbfc5ae27d>:0)
> Rethrow as WebException: Error: ConnectFailure (No connection could be made because the target machine actively refused it.
> )
> System.Net.HttpWebRequest.EndGetResponse (System.IAsyncResult asyncResult) (at <60233c34ef3e4e5f892759dbfc5ae27d>:0)
> SignalR.Client._20.Http.HttpHelper.GetResponseCallback (System.IAsyncResult asynchronousResult) (at Assets/PlayFabSdk/Shared/SignalR.NET20/Http/HttpHelper.cs:205)
> UnityEngine.Debug:LogException(Exception)
> SignalR.Client._20.Http.HttpHelper:GetResponseCallback(IAsyncResult) (at Assets/PlayFabSdk/Shared/SignalR.NET20/Http/HttpHelper.cs:213)
> System.Threading._ThreadPoolWaitCallback:PerformWaitCallback()
Should we be able to connect to PlayStream from a server running on-site? Or is the PlayStream servers firewalled away from the general public and only accessible from servers running on AWS? Alternately, it might just be that we're currently on the Free plan (as we're still in internal discussions about whether to go with the Indie or the Pro plan)
We haven't provided a production environment playstream url (as I haven't been able to locate one; I assume that PlayFab just assigns us one once we release), so it's trying to connect to the default server; "http://playstreamlive.playfab.com/signalr".
All of the PlayFabServerAPI appears to work; it's only PlayStream that's failing for us at the moment. Any clue what we might be doing wrong, here?