Hi,
We are using PlayFab Party in our peer-to-peer game have a problem when the multiplayer session is ended by the player active as the host.
The host player calls CreateAndJoinNetwork, receives a network id, and broadcasts this id to other players when may wish to join his game. The id broadcasting is done using XBox Live APIs. Everything works fine at this stage, but when the hosting player closes his server (the players who have joined are told to disconnect), and calls PlayFabMultiplayerManager.LeaveNetwork(), the delegate PlayFabMultiplayerManager.OnNetworkLeft is never invoked. Is this expected?
The next problem that occurs is when the same hosting player wants to create a new server, CreateAndJoinNetwork is called, but PlayFabMultiplayerManager.OnNetworkJoined is not invoked.
At this point we have to report an error to the user, as our initialisation state seems to be in error.
Have you any ideas about what is going wrong? We wish to have a clean shutdown at the end of a multiplayer session.
Thanks for any help!
,Hi,
We are using PlayFab Party in our peer-to-peer game and have a question about PlayFabMultiplayerManager.LeaveNetwork();
When the host in our game creates and joins a network we broadcast the network id to other players (using XBox Live APIs), who can join and everything seems to be fine. When the host closes his server the multiplayer session is over and other players are told to disconnect. The host calls LeaveNetwork, but there is no callback on the delegate PlayFabMultiplayerManager.OnNetworkLeft. Is this expected?
During the same session if the previous host decides to create another server, he calls CreateAndJoinNetwork again, but it's often the case that PlayFabMultiplayerManager.OnNetworkJoined is never invoked. At this point after timing out waiting for the delegate to be invoked, we assume something went wrong and report an error to the user.
My question is, what is the proper use of the API in this case? Logically speaking we need a clean shutdown at the end of a session, so that the next session can start without any problems.
We use SDK 2.95.200914 with Unity + Game Core GDK.
Bob.