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Question How can architect Client connecting from Login/Match.S to Dedicated.S?

Discussion in 'Multiplayer' started by O-pera, Oct 4, 2022.

  1. O-pera

    O-pera

    Joined:
    Jun 1, 2021
    Posts:
    1
    I'm making Online FPS With Client-Login/Match.S-Dedicated.S Structure.

    Now my client's network system is:
    1. Send gamesession request packet to Login/Match.S.

    2. Login/Match.S find from gameServer's list which can 1 user access.

    3-1. IF server exists, send gameServer's EndPoint to client.
    3-2. ELSE generate gameServer as a new Process, wait for gameServer's standby, send gameServer's EndPoint to clients waiting for.

    4. client try to connect gameServer, no disconnection with Login/Match.S.

    Client-Dedicated.S connection always finish Successfully, but client can't send packet to Dedicated.S.
    I can't find where the problem is.

    I suppose that my computer resources are all used, so no resource allocated to deal with Seq.4.
    Need more informations, comment please. I will answer as fast as possible.
    Thanks.