Hi,
I am currently writing a custom network manager for unity using the 'PartyCSharpSDK' api but have ran into a problem with reconnecting to a network that I have previously left. (I am making a custom network manager rather then using the provided unity one as need multiple networks at the same time and have that working).
I have been told that I need to wait for the 'PARTY_STATE_CHANGE_TYPE.PARTY_STATE_CHANGE_TYPE_NETWORK_DESTROYED' before I can try and reconnect else the network remains in the active networks. However I am never getting the state change after calling 'PartyCSharpSDK.SDK.PartyNetworkLeaveNetwork()'. I do get the 'PARTY_STATE_CHANGE_TYPE.PARTY_STATE_CHANGE_TYPE_ENDPOINT_DESTROYED' and 'PARTY_STATE_CHANGE_TYPE.PARTY_STATE_CHANGE_TYPE_INVITATION_DESTROYED' events. Other users in the network also get that the users endpoint has been destroyed.
If I try to call 'PartyCSharpSDK.SDK.PartyConnectToNetwork()' on the network without caring about the destroyed event it fails with the error 4102 (something like already connected). I can get the destroyed networks old handle using 'PartyCSharpSDK.SDK.PartyGetNetworks()' and try to reconnect as if I had gotten the handle from 'PartyConnectToNetwork()' but it fails with an error about the network already being flagged for destruction.
Anyone know what I could be doing wrong to not get the 'PARTY_STATE_CHANGE_TYPE.PARTY_STATE_CHANGE_TYPE_NETWORK_DESTROYED' event or how I can fix not being able to reconnect to a network that I have already left?