Hi,
We are running into the issue of Playfab Party connections timing out when we are debugging code and halting at a breakpoint for a some time. Is there a way to control this timeout?
Hi,
We are running into the issue of Playfab Party connections timing out when we are debugging code and halting at a breakpoint for a some time. Is there a way to control this timeout?
C++, we just break using Visual Studio breakpoints
It is in existing code we inherited
We reproduced this behavior in the C++ sample. It seems that it is not a connection timeout, but some kind of active disconnecting mechanism. Not sure whether it can be controlled with API or other methods. We will communicate this problem with the team.
Any progress on this? Being able to debug multiplayer clients without disconnecting them is quite useful. Is this feature implemented, or is it on a roadmap?
I'm also wondering if there is an update on this. I'm using VS & C++, and a breakpoint more than 10-15 seconds will disconnect.
You can set the timeoutInMilliseconds field using this struct PartySendMessageQueuingConfiguration. For more details, please check the documentation.
That didn't work, the endpoint still gets destroyed:
PartyEndpointDestroyedStateChange: failed to establish or maintain a connection to a network or remote peer
Also the default is to wait forever anyway:
"A timeoutInMilliseconds value of zero indicates that there should be no timeout and that the message should remain queued until it is either successfully transmitted, is explicitly canceled, or encounters some transmission failure such as remote disconnection. Zero is the default when no PartySendMessageQueuingConfiguration structure is provided to PartyLocalEndpoint::SendMessage()."
We can't reproduce this behavior. Could you please provide the detailed scenario? Which development language do you use? Did you use a Party sample? How you set the breakpoints?
I'm having the same problem as Heartman, using the C++ SDK, after stopping the program with a breakpoint, debugging for like 20 seconds and then hitting continue, I'll get InvitationDestroyed and PartyEndpointDestroyedStateChange: failed to establish or maintain a connection to a network or remote peer.
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