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Why does PhotonNetwork GetCustomRoomList fail after several connections?


What does the [Flags] Enum Attribute mean in C#?Why does C# forbid generic attribute types?Why is Dictionary preferred over Hashtable in C#?Why is it important to override GetHashCode when Equals method is overridden?Why not inherit from List<T>?How to spawn an object by instantiating its prefab via photon unity network - unity 3dInvite a friend to a room (PlayFab, PUN+ and Unity)Unity and Photon Networking - Wait for other playersUNET: connect client to host using ip and portPUN 2 Not Connecting






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1















I'm trying to create a custom lobby, and have players randomly fill rooms that have maxPlayers=2, the first 2 players connect and join a room but when the third player connects and calls GetCustomRoomList I get this error:



GetGameList failed: OperationResponse 217: ReturnCode: -2 (SQL logic error or missing database near "LIMIT": syntax error). Parameters:



What I'm doing is first attempting to join a random room inside that custom lobby, and if that fails, create a new room.



I start connecting like this:



TypedLobby lobbyData = new TypedLobby ("Proto01Lobby", LobbyType.SqlLobby);

PhotonNetwork.GameVersion = GAME_VERSION;
PhotonNetwork.ConnectUsingSettings ();


Then I try to join the random room:



public override void OnConnectedToMaster()

Debug.Log ("Connetected!");
PhotonNetwork.JoinRandomRoom (null, 2, MatchmakingMode.FillRoom, lobbyData, null, null);



IF that fails I try to get the list of rooms, to then create a unique room name based on the amount of rooms in the lobby:



public override void OnJoinRandomFailed(short returnCode, string message)

Debug.Log ("Failed to connect to random room, Create a New Room");
PhotonNetwork.GetCustomRoomList (lobbyData, null);


public override void OnRoomListUpdate (List<RoomInfo> roomList)

Debug.Log ("Amount of rooms in lobbby: "+roomList.Count);
string roomName = "CanvasProto" + roomList.Count;
Debug.Log ("Create room: "+roomName);

RoomOptions options = new RoomOptions ();
options.MaxPlayers = 2;
PhotonNetwork.CreateRoom(roomName, options, lobbyData, null);



But when the third player connects, he/she never reaches the OnRoomListUpdate because for some reason it fails.










share|improve this question






























    1















    I'm trying to create a custom lobby, and have players randomly fill rooms that have maxPlayers=2, the first 2 players connect and join a room but when the third player connects and calls GetCustomRoomList I get this error:



    GetGameList failed: OperationResponse 217: ReturnCode: -2 (SQL logic error or missing database near "LIMIT": syntax error). Parameters:



    What I'm doing is first attempting to join a random room inside that custom lobby, and if that fails, create a new room.



    I start connecting like this:



    TypedLobby lobbyData = new TypedLobby ("Proto01Lobby", LobbyType.SqlLobby);

    PhotonNetwork.GameVersion = GAME_VERSION;
    PhotonNetwork.ConnectUsingSettings ();


    Then I try to join the random room:



    public override void OnConnectedToMaster()

    Debug.Log ("Connetected!");
    PhotonNetwork.JoinRandomRoom (null, 2, MatchmakingMode.FillRoom, lobbyData, null, null);



    IF that fails I try to get the list of rooms, to then create a unique room name based on the amount of rooms in the lobby:



    public override void OnJoinRandomFailed(short returnCode, string message)

    Debug.Log ("Failed to connect to random room, Create a New Room");
    PhotonNetwork.GetCustomRoomList (lobbyData, null);


    public override void OnRoomListUpdate (List<RoomInfo> roomList)

    Debug.Log ("Amount of rooms in lobbby: "+roomList.Count);
    string roomName = "CanvasProto" + roomList.Count;
    Debug.Log ("Create room: "+roomName);

    RoomOptions options = new RoomOptions ();
    options.MaxPlayers = 2;
    PhotonNetwork.CreateRoom(roomName, options, lobbyData, null);



    But when the third player connects, he/she never reaches the OnRoomListUpdate because for some reason it fails.










    share|improve this question


























      1












      1








      1








      I'm trying to create a custom lobby, and have players randomly fill rooms that have maxPlayers=2, the first 2 players connect and join a room but when the third player connects and calls GetCustomRoomList I get this error:



      GetGameList failed: OperationResponse 217: ReturnCode: -2 (SQL logic error or missing database near "LIMIT": syntax error). Parameters:



      What I'm doing is first attempting to join a random room inside that custom lobby, and if that fails, create a new room.



      I start connecting like this:



      TypedLobby lobbyData = new TypedLobby ("Proto01Lobby", LobbyType.SqlLobby);

      PhotonNetwork.GameVersion = GAME_VERSION;
      PhotonNetwork.ConnectUsingSettings ();


      Then I try to join the random room:



      public override void OnConnectedToMaster()

      Debug.Log ("Connetected!");
      PhotonNetwork.JoinRandomRoom (null, 2, MatchmakingMode.FillRoom, lobbyData, null, null);



      IF that fails I try to get the list of rooms, to then create a unique room name based on the amount of rooms in the lobby:



      public override void OnJoinRandomFailed(short returnCode, string message)

      Debug.Log ("Failed to connect to random room, Create a New Room");
      PhotonNetwork.GetCustomRoomList (lobbyData, null);


      public override void OnRoomListUpdate (List<RoomInfo> roomList)

      Debug.Log ("Amount of rooms in lobbby: "+roomList.Count);
      string roomName = "CanvasProto" + roomList.Count;
      Debug.Log ("Create room: "+roomName);

      RoomOptions options = new RoomOptions ();
      options.MaxPlayers = 2;
      PhotonNetwork.CreateRoom(roomName, options, lobbyData, null);



      But when the third player connects, he/she never reaches the OnRoomListUpdate because for some reason it fails.










      share|improve this question














      I'm trying to create a custom lobby, and have players randomly fill rooms that have maxPlayers=2, the first 2 players connect and join a room but when the third player connects and calls GetCustomRoomList I get this error:



      GetGameList failed: OperationResponse 217: ReturnCode: -2 (SQL logic error or missing database near "LIMIT": syntax error). Parameters:



      What I'm doing is first attempting to join a random room inside that custom lobby, and if that fails, create a new room.



      I start connecting like this:



      TypedLobby lobbyData = new TypedLobby ("Proto01Lobby", LobbyType.SqlLobby);

      PhotonNetwork.GameVersion = GAME_VERSION;
      PhotonNetwork.ConnectUsingSettings ();


      Then I try to join the random room:



      public override void OnConnectedToMaster()

      Debug.Log ("Connetected!");
      PhotonNetwork.JoinRandomRoom (null, 2, MatchmakingMode.FillRoom, lobbyData, null, null);



      IF that fails I try to get the list of rooms, to then create a unique room name based on the amount of rooms in the lobby:



      public override void OnJoinRandomFailed(short returnCode, string message)

      Debug.Log ("Failed to connect to random room, Create a New Room");
      PhotonNetwork.GetCustomRoomList (lobbyData, null);


      public override void OnRoomListUpdate (List<RoomInfo> roomList)

      Debug.Log ("Amount of rooms in lobbby: "+roomList.Count);
      string roomName = "CanvasProto" + roomList.Count;
      Debug.Log ("Create room: "+roomName);

      RoomOptions options = new RoomOptions ();
      options.MaxPlayers = 2;
      PhotonNetwork.CreateRoom(roomName, options, lobbyData, null);



      But when the third player connects, he/she never reaches the OnRoomListUpdate because for some reason it fails.







      c# unity3d photon






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked Mar 28 at 7:28









      user2000950user2000950

      1192 silver badges9 bronze badges




      1192 silver badges9 bronze badges

























          1 Answer
          1






          active

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          0
















          GetCustomRoomList fails because its trying to run an SQL query with null.



          You need to add a query that filters the rooms you are trying to fetch.



          If you want all rooms use GetRoomList().



          I should warn you, if 2 players are in one room and 2 new players try to join, both will see that they need to create a new room and you my have to clients trying to create 2 rooms with the same name at the same time.



          You will also not reuse room names for games that have finished.






          share|improve this answer

























          • Thanks. I don't see a static method for PhotonNetwork.GetRoomList() though... Using version 2.7. Also, from what you are saying, it's better to create a random name then I guess, right?

            – user2000950
            Mar 28 at 8:25











          • I also noticed that the first user that connects, does actually call GetCustomRoomList passing an SQL query as null, perhaps it doesn't fail because there aren't any rooms yet?

            – user2000950
            Mar 28 at 8:37






          • 1





            @user2000950 GetRoomList was removed in PUN2. You can find this info and others in the PUN1 to PUN2's "Migration Notes".

            – JohnTube
            Mar 29 at 11:12










          Your Answer






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          1 Answer
          1






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          active

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          active

          oldest

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          0
















          GetCustomRoomList fails because its trying to run an SQL query with null.



          You need to add a query that filters the rooms you are trying to fetch.



          If you want all rooms use GetRoomList().



          I should warn you, if 2 players are in one room and 2 new players try to join, both will see that they need to create a new room and you my have to clients trying to create 2 rooms with the same name at the same time.



          You will also not reuse room names for games that have finished.






          share|improve this answer

























          • Thanks. I don't see a static method for PhotonNetwork.GetRoomList() though... Using version 2.7. Also, from what you are saying, it's better to create a random name then I guess, right?

            – user2000950
            Mar 28 at 8:25











          • I also noticed that the first user that connects, does actually call GetCustomRoomList passing an SQL query as null, perhaps it doesn't fail because there aren't any rooms yet?

            – user2000950
            Mar 28 at 8:37






          • 1





            @user2000950 GetRoomList was removed in PUN2. You can find this info and others in the PUN1 to PUN2's "Migration Notes".

            – JohnTube
            Mar 29 at 11:12















          0
















          GetCustomRoomList fails because its trying to run an SQL query with null.



          You need to add a query that filters the rooms you are trying to fetch.



          If you want all rooms use GetRoomList().



          I should warn you, if 2 players are in one room and 2 new players try to join, both will see that they need to create a new room and you my have to clients trying to create 2 rooms with the same name at the same time.



          You will also not reuse room names for games that have finished.






          share|improve this answer

























          • Thanks. I don't see a static method for PhotonNetwork.GetRoomList() though... Using version 2.7. Also, from what you are saying, it's better to create a random name then I guess, right?

            – user2000950
            Mar 28 at 8:25











          • I also noticed that the first user that connects, does actually call GetCustomRoomList passing an SQL query as null, perhaps it doesn't fail because there aren't any rooms yet?

            – user2000950
            Mar 28 at 8:37






          • 1





            @user2000950 GetRoomList was removed in PUN2. You can find this info and others in the PUN1 to PUN2's "Migration Notes".

            – JohnTube
            Mar 29 at 11:12













          0














          0










          0









          GetCustomRoomList fails because its trying to run an SQL query with null.



          You need to add a query that filters the rooms you are trying to fetch.



          If you want all rooms use GetRoomList().



          I should warn you, if 2 players are in one room and 2 new players try to join, both will see that they need to create a new room and you my have to clients trying to create 2 rooms with the same name at the same time.



          You will also not reuse room names for games that have finished.






          share|improve this answer













          GetCustomRoomList fails because its trying to run an SQL query with null.



          You need to add a query that filters the rooms you are trying to fetch.



          If you want all rooms use GetRoomList().



          I should warn you, if 2 players are in one room and 2 new players try to join, both will see that they need to create a new room and you my have to clients trying to create 2 rooms with the same name at the same time.



          You will also not reuse room names for games that have finished.







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered Mar 28 at 8:05









          Tomer ShaharTomer Shahar

          3011 silver badge8 bronze badges




          3011 silver badge8 bronze badges















          • Thanks. I don't see a static method for PhotonNetwork.GetRoomList() though... Using version 2.7. Also, from what you are saying, it's better to create a random name then I guess, right?

            – user2000950
            Mar 28 at 8:25











          • I also noticed that the first user that connects, does actually call GetCustomRoomList passing an SQL query as null, perhaps it doesn't fail because there aren't any rooms yet?

            – user2000950
            Mar 28 at 8:37






          • 1





            @user2000950 GetRoomList was removed in PUN2. You can find this info and others in the PUN1 to PUN2's "Migration Notes".

            – JohnTube
            Mar 29 at 11:12

















          • Thanks. I don't see a static method for PhotonNetwork.GetRoomList() though... Using version 2.7. Also, from what you are saying, it's better to create a random name then I guess, right?

            – user2000950
            Mar 28 at 8:25











          • I also noticed that the first user that connects, does actually call GetCustomRoomList passing an SQL query as null, perhaps it doesn't fail because there aren't any rooms yet?

            – user2000950
            Mar 28 at 8:37






          • 1





            @user2000950 GetRoomList was removed in PUN2. You can find this info and others in the PUN1 to PUN2's "Migration Notes".

            – JohnTube
            Mar 29 at 11:12
















          Thanks. I don't see a static method for PhotonNetwork.GetRoomList() though... Using version 2.7. Also, from what you are saying, it's better to create a random name then I guess, right?

          – user2000950
          Mar 28 at 8:25





          Thanks. I don't see a static method for PhotonNetwork.GetRoomList() though... Using version 2.7. Also, from what you are saying, it's better to create a random name then I guess, right?

          – user2000950
          Mar 28 at 8:25













          I also noticed that the first user that connects, does actually call GetCustomRoomList passing an SQL query as null, perhaps it doesn't fail because there aren't any rooms yet?

          – user2000950
          Mar 28 at 8:37





          I also noticed that the first user that connects, does actually call GetCustomRoomList passing an SQL query as null, perhaps it doesn't fail because there aren't any rooms yet?

          – user2000950
          Mar 28 at 8:37




          1




          1





          @user2000950 GetRoomList was removed in PUN2. You can find this info and others in the PUN1 to PUN2's "Migration Notes".

          – JohnTube
          Mar 29 at 11:12





          @user2000950 GetRoomList was removed in PUN2. You can find this info and others in the PUN1 to PUN2's "Migration Notes".

          – JohnTube
          Mar 29 at 11:12








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