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Matchmaking Lag

Discussion in 'Multiplayer' started by Deleted User, May 21, 2016.

  1. Deleted User

    Deleted User

    Guest

    Hello, to day cannot connected to UNET matchmaking room, something wrong with servers?
    Thank you
     
  2. AndyUr

    AndyUr

    Joined:
    Aug 17, 2015
    Posts:
    19
    I have also been experiencing issues today. It seems like the match is created. But other clients can't join. And after 15-20 seconds, the match drops, or gets removed from the visible matches.

    Yesterday I was able to use the matchmaker without problems.
     
    Deleted User likes this.
  3. Deleted User

    Deleted User

    Guest

    Same problem bro, think they will fix it soon;)
     
  4. Barkers-Crest

    Barkers-Crest

    Joined:
    Jun 19, 2013
    Posts:
    158
    We are having the exact same problem. UNET is 100% broken at the moment.
     
  5. alejobrainz

    alejobrainz

    Joined:
    Sep 10, 2005
    Posts:
    288
    It seems the relay servers are down :(
     
  6. GrymmyD

    GrymmyD

    Joined:
    Dec 2, 2015
    Posts:
    42
    I've been experiencing the same exact issue. At first I assumed it was some recent changes I've made, but then I tested with an old (known-to-be-working) build and experienced the same exact issue. To be clear, what I see is the following:

    1) I create a match on one client, it successfully starts.
    2) I am able to see the match on another client, and attempt to join.
    3) The client receives a JoinMatchResponse that is successful, and a NetworkManager::OnStartClient, but then just hangs and never receives any other messages from the server (it receives an OnClientDisconnect after something like 15-30 seconds).
    4) The server stays running, however it seems like it is delisted from the matchmaker from there on out. No useful logs are output from the server that show that the client actually connected (certainly no call to NetworkManager::OnServerAddPlayer).
     
  7. Deleted User

    Deleted User

    Guest

    Sam
    Same probllem, first I think this is 5.3.5 problem, but no:mad:
     
    GrymmyD likes this.
  8. GrymmyD

    GrymmyD

    Joined:
    Dec 2, 2015
    Posts:
    42
    I can confirm that the issue occurs both on Unity 5.3.4f1 and Unity 5.3.5f1.
     
  9. Deleted User

    Deleted User

    Guest

    bat on 5.3.4 was good 2 days ago, so its servers problem
     
    GrymmyD likes this.
  10. GrymmyD

    GrymmyD

    Joined:
    Dec 2, 2015
    Posts:
    42
    Yup I believe so.
     
  11. AndyUr

    AndyUr

    Joined:
    Aug 17, 2015
    Posts:
    19
    Hopefully it's fixed soon. This sort of instability would be terrible for a released product. My team is still in the middle of development, but I wonder if other teams have products out there that are down because of this. Is matchmaking still considered to be in Beta?

    @Wobes: By the way, that is a splendid outfit you are wearing, sir.
     
  12. Deleted User

    Deleted User

    Guest

    hehehe, but
    Joined:
    Mar 9, 2013
     
  13. alejobrainz

    alejobrainz

    Joined:
    Sep 10, 2005
    Posts:
    288
    I´m still facing this issue. I´m starting to get very concerned. Are Matchmakerand Relay services production ready?
     
  14. Deleted User

    Deleted User

    Guest

    what does it means?)
     
  15. alejobrainz

    alejobrainz

    Joined:
    Sep 10, 2005
    Posts:
    288
    It means that we have been unable to use the Unity Multiplayer Relay Server for 2 days now... We can connect via LAN but not use the Matchmaker at all. Even with older builds that worked fine last week.
     
  16. Gorgor

    Gorgor

    Joined:
    Apr 28, 2012
    Posts:
    51
    I can confirm that matchmaking is not working on Unity 5.3.4f1 and Unity 5.3.5f1. Thanks letting us know beforehand, Unity, I have wasted whole afternoon looking for what I have done wrong in my code. Also if our title was live already does this mean that players cannot play our game for over 2 days?
     
  17. KnightPista

    KnightPista

    Joined:
    May 18, 2015
    Posts:
    40
    I'm having the same problem. After 15-20 seconds, the Relay server sends DisconnectEvent.
     
  18. AndyUr

    AndyUr

    Joined:
    Aug 17, 2015
    Posts:
    19
    The matchmaker seems to be working at this moment :D
     
  19. JeremyUnity

    JeremyUnity

    Unity Technologies

    Joined:
    Mar 4, 2014
    Posts:
    147
    Hi everyone,
    We identified a misconfiguration that was causing a subset of games to not be able to connect to relay properly. That's now fixed in all regions.
     
  20. alejobrainz

    alejobrainz

    Joined:
    Sep 10, 2005
    Posts:
    288
    Thanks Jeremy, Can you give us more insight on the issue? We were left with no matchmaker/relay servers for 2 days and would like to understand what to do in this cases...

    Also, what is the correct course of action when a game is live and experiences these issues.

    Best,

    Alejandro.
     
  21. Gorgor

    Gorgor

    Joined:
    Apr 28, 2012
    Posts:
    51
    Yes, we need to know more. This would be a devastating blow to the game that was just released on Android/iOS.
     
  22. JeremyUnity

    JeremyUnity

    Unity Technologies

    Joined:
    Mar 4, 2014
    Posts:
    147
    We actually added new servers to support extra load from some recently shipping games over the weekend.
    Sadly, our verification that the servers were online properly was incorrect in checking that the external IP address of the new relay servers were accessible. This lead to a case where everything looked good internally, and matches could be created/joined (but only on old servers). If you were routed to a new server in the pool for your match you would be unable to connect to your relay server because of the misconfiguration, however.
    At no time was the service actually down, just (effectively) the pool of new servers we added. We've actually had a high CCU over the weekend; it just would have been a lot higher if these misconfigured servers weren't hurting things.
    I deeply apologize this happened. Going forward we're going to ensure this doesn't happen again (it was due to missing configuration step in a deploy script) as well as fix the errant health checks that allowed us to think these new servers were working. Thanks everyone for your patience on this issue over the weekend.
     
  23. Erik-Juhl

    Erik-Juhl

    Unity Technologies

    Joined:
    Jul 11, 2012
    Posts:
    59
    Can you tell us which 2 days you were down? Maybe also mail us your projectID so we can see what you might have encountered.
     
  24. alejobrainz

    alejobrainz

    Joined:
    Sep 10, 2005
    Posts:
    288
    We were down Sat morning (Eastern time) until this morning. We are not in production but we did waste a "days worth" of debugging to find out the culprit was not ours... Please confirm me your email to send you our project ID...
     
  25. Barkers-Crest

    Barkers-Crest

    Joined:
    Jun 19, 2013
    Posts:
    158
    Jeremy, thank you for your response.

    Issues like this where the services are unusable over the weekend have been happening about the frequency of once per month. The biggest problem is the inability to escalate these issues and have them addressed immediately.

    Do you know what we can do going forward so issues that occur in off hours can get immediate attention?
     
    Shaken_Bacon and GrymmyD like this.
  26. Looksoft

    Looksoft

    Joined:
    Feb 5, 2015
    Posts:
    7
    Hi,

    In the multiplayer game appeared the room which cannot be destroyed, although there are no players. Any player who is trying to connect to the room (networkId: 0x00100000000588B9, name: 2283 [_] 5742f48fbd6015.83483009) is discarded.
    Error:
    Join Failed: [[UnityEngine.Networking.Match.JoinMatchResponse] -success: False-extendedInfo: failed AddNode for Appide = 1039802] -address:, Port: 0, networkId: 0x0000000000000000, nodeid: 0x0000, usingRelay: False
    UnityEngine.Networking.NetworkManager: OnMatchJoined (JoinMatchResponse)

    Room exists since yesterday hour 14. significantly interferes with matchmaking and hinders the possibility to connect to other players. This is an application competition which takes a certain date. Can we ask for help and to remove the damaged room or something like that.
     
  27. AndyUr

    AndyUr

    Joined:
    Aug 17, 2015
    Posts:
    19
    I've had to deal with this issue since some time ago. My fix was to validate matches using their name. This is possible if you have access to some sort of online database where you can periodically log the current time on a match. When a user finds a match, he can validate it by comparing the real current time with the latest time logged in the database. If the time is more than 10 seconds old or so, the validation fails. This way you can detect and avoid these lingering matches.

    In any case, that's another one of those bugs that should be fixed asap.