I'm making a multiplayer game, when I create a room, there is an error, but I can still enter the room. Does the error affect the room? or do I just let it go? or is there something wrong with my coding? please help me fix it.
This is the error :
CreateRoom failed. Client is on MasterServer (must be Master Server for matchmaking)but not ready for operations (State: Joining). Wait for callback: OnJoinedLobby or OnConnectedToMaster. UnityEngine.Debug:LogError (object) Photon.Pun.PhotonNetwork:CreateRoom (string,Photon.Realtime.RoomOptions,Photon.Realtime.TypedLobby,string[]) (at Assets/Photon/PhotonUnityNetworking/Code/PhotonNetwork.cs:1782) Launcher:CreateRoom (int) (at Assets/Script/Launcher.cs:63) Launcher:b__13_1 () (at Assets/Script/Launcher.cs:35) UnityEngine.EventSystems.EventSystem:Update () (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/EventSystem.cs:501)
This is the code :
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Photon.Pun;
using TMPro;
using Photon.Realtime;
using System.Linq;
public class Launcher : MonoBehaviourPunCallbacks
{
public static Launcher Instance;
[SerializeField] TMP_InputField roomNameInputField;
[SerializeField] TMP_Text errorText;
[SerializeField] TMP_Text roomNameText;
[SerializeField] Transform roomListContent;
[SerializeField] GameObject roomListItemPrefab;
[SerializeField] GameObject PlayerListItemPrefab;
[SerializeField] Transform playerListContent;
[SerializeField] GameObject startGameButton;
public GameObject twoPlayerButton;
public GameObject threePlayerButton;
public GameObject fourPlayerButton;
void Awake(){
Instance = this;
}
// Start is called before the first frame update
void Start()
{
Debug.Log("Connecting to Master");
PhotonNetwork.ConnectUsingSettings();
twoPlayerButton.GetComponent<UnityEngine.UI.Button>().onClick.AddListener(() => CreateRoom(2));
threePlayerButton.GetComponent<UnityEngine.UI.Button>().onClick.AddListener(() => CreateRoom(3));
fourPlayerButton.GetComponent<UnityEngine.UI.Button>().onClick.AddListener(() => CreateRoom(4));
}
public override void OnConnectedToMaster()
{
Debug.Log("Connected to Master");
PhotonNetwork.JoinLobby();
PhotonNetwork.AutomaticallySyncScene = true;
}
public override void OnJoinedLobby()
{
MenuSetting.Instance.OpenMenu("firstmenu");
Debug.Log("Joined Lobby");
}
public void CreateRoom(int numPlayers){
if(string.IsNullOrEmpty(roomNameInputField.text)){
return;
}
RoomOptions roomOptions = new RoomOptions();
roomOptions.MaxPlayers = (byte)numPlayers;
ExitGames.Client.Photon.Hashtable customProperties = new ExitGames.Client.Photon.Hashtable();
customProperties.Add("MinPlayers", 2);
roomOptions.CustomRoomProperties = customProperties;
PhotonNetwork.CreateRoom(roomNameInputField.text + numPlayers, roomOptions);
MenuSetting.Instance.OpenMenu("Loading");
}
public override void OnJoinedRoom()
{
MenuSetting.Instance.OpenMenu("room");
roomNameText.text = PhotonNetwork.CurrentRoom.Name;
Player[] players = PhotonNetwork.PlayerList;
foreach(Transform child in playerListContent)
{
Destroy(child.gameObject);
}
for(int i = 0; i < players.Count(); i++){
Instantiate(PlayerListItemPrefab, playerListContent).GetComponent<PlayerListItem>().SetUp(players[i]);
}
if (players.Count() >= 2)
{
startGameButton.SetActive(PhotonNetwork.IsMasterClient); //only show the button if there are more than 2 players
}
else
{
startGameButton.SetActive(false); // hide the button if there are less than 2 players
}
}
public override void OnMasterClientSwitched(Player newMasterClient)
{
startGameButton.SetActive(PhotonNetwork.IsMasterClient);
}
public override void OnCreatedRoom()
{
Debug.Log("Room created successfully!");
}
public override void OnCreateRoomFailed(short returnCode, string message)
{
errorText.text = "Room Creation Failed: " + message;
MenuSetting.Instance.OpenMenu("error");
}
public void StartGame()
{
PhotonNetwork.LoadLevel(1);
}
public void LeaveRoom()
{
PhotonNetwork.LeaveRoom();
MenuSetting.Instance.OpenMenu("main_menu");
}
public void JoinRoom(RoomInfo info ){
PhotonNetwork.JoinRoom(info.Name);
MenuSetting.Instance.OpenMenu("loading");
}
public override void OnLeftRoom()
{
MenuSetting.Instance.OpenMenu("loading");
}
public override void OnRoomListUpdate(List<RoomInfo> roomList)
{
foreach(Transform trans in roomListContent){
Destroy(trans.gameObject);
}
for(int i = 0; i < roomList.Count; i++){
if(roomList[i].RemovedFromList)
continue;
Instantiate(roomListItemPrefab, roomListContent).GetComponent<RoomListItem>().SetUp(roomList[i]);
}
}
public override void OnPlayerEnteredRoom(Player newPlayer)
{
Instantiate(PlayerListItemPrefab, playerListContent).GetComponent<PlayerListItem>().SetUp(newPlayer);
}
}