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Matchmaking Server Down??

Discussion in 'Multiplayer' started by Dynamoid-Megan, Aug 14, 2015.

  1. Dynamoid-Megan

    Dynamoid-Megan

    Joined:
    Apr 16, 2015
    Posts:
    72
    Hi, I can't get my Cloud Project ID to stop giving 500 errors, is the service down for maintenance?

    Request error: 500 Internal Server Error
    UnityEngine.Networking.Match.<ProcessMatchResponse>c__Iterator0`1:MoveNext()
     
  2. JeremyUnity

    JeremyUnity

    Unity Technologies

    Joined:
    Mar 4, 2014
    Posts:
    147
    Hi,
    We just looked into your error on the server side and it's possible this is an issue with the content of the request. Would you be able to reply with the ToString() return of the CreateMatchRequest? If that's not possible then the string content of all members you're setting in that class would also do.

    Also, does a ListMatch attempt work or does it also return a similar error?
     
    Last edited: Aug 15, 2015
  3. Dynamoid-Megan

    Dynamoid-Megan

    Joined:
    Apr 16, 2015
    Posts:
    72
    I was not able to replicate the error after switching projects and then back. I was getting the "unable to find Cloud Project ID" error, even though I could plainly see my cloud ID in the PlayerSettings. This has happened to my teammates sometimes as well. I am now unable to even replicate that error, even after removing the ID string from PlayerSettings, saving the project, closing and reopening the project, and then hosting a game with no Project ID in the settings is returning this success response:
    JSON Response: [[UnityEngine.Networking.Match.CreateMatchResponse]-success:True-extendedInfo:]-address:52.1.161.160,port:9999,networkId:0x0010000000000A4C,nodeId:0x0CDB,usingRelay:True
    UnityEngine.Networking.Match.<ProcessMatchResponse>c__Iterator0`1:MoveNext()

    How is that even possible if I took out the project ID?

    When I do the operation that would normally show me the list of hosts I get this success as well:
    JSON Response: [[UnityEngine.Networking.Match.ListMatchResponse]-success:True-extendedInfo:]-matches.Count:1
    UnityEngine.Networking.Match.<ProcessMatchResponse>c__Iterator0`1:MoveNext()
     
  4. JeremyUnity

    JeremyUnity

    Unity Technologies

    Joined:
    Mar 4, 2014
    Posts:
    147
    Hi Dynamoid Megan,
    We identified the issue causing the 500 error and i'm going to post a known issue sticky. Thanks for your report.

    The root cause was related to the app id being Invalid on the client, and having that sent to the server which triggered a parse error on the JSON request. It sounds like the client is saving that cached data to the player settings behind the scenes, so you kind of discovered a workaround. We're testing a proper server fix as well so that wont be necessary soon.
     
  5. Dynamoid-Megan

    Dynamoid-Megan

    Joined:
    Apr 16, 2015
    Posts:
    72
    Thank you for looking into it! We were looking at trying to avoid using the Cloud Matchmaking server in the meantime, but it looks like the features we would need to do that ideally, will not be until release 5.4 according to the roadmap. In your knowledge, is the Cloud server reliable enough to count on for regularly scheduled client demos? We got kind of freaked out last week when we saw the 500 error at the same time that this was posted: http://forum.unity3d.com/threads/un...e-update-release-notes-august-12-2015.347382/
    Do updates to the server such as the one last week require remaking a project and getting a new ID? It sounds like there might not have been downtime after all like we had thought.
     
  6. JeremyUnity

    JeremyUnity

    Unity Technologies

    Joined:
    Mar 4, 2014
    Posts:
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    As you're guessing, there was not downtime at any point and it just happened to be this bug when specific data was sent to our servers. In fact, during new server deployments we do a staged deployment to our data centers and change where the URLs point as we go along so the service is accessible 100% of the time.

    The cloud servers are available 24/7 and we encourage people to use the services, but please keep in mind they are in beta and bugs like what you encountered may pop up. We don't have any downtime scheduled right now and if we encountered a situation where we knew downtime was required we would communicate that on the forums with as much notice as possible.

    Server pushes do not require getting a new project or ID and should work with existing and future client releases transparently.
     
  7. Dynamoid-Megan

    Dynamoid-Megan

    Joined:
    Apr 16, 2015
    Posts:
    72
    Great to hear! I have advised my team and we are going to stick with the Unity Cloud Server in light of this information. Thank you for your help!
     
  8. Dynamoid-Megan

    Dynamoid-Megan

    Joined:
    Apr 16, 2015
    Posts:
    72
    I wanted to add to the information I gave you, that this issue only cropped up over Version Control (Plastic SCM) with Project Settings file versioned, and Library folder set as private/unversioned. We are using 5.1.2f1 on Mac and Windows. I also tried putting my project folder on a USB drive and handing it over to a teammate because we were getting different results from pulling the exact same changelist, and I was trying to eliminate Plastic as the source of the problem. The 500 error persisted for my co-worker even after a direct transfer of the project folder, which led to wondering it was a server issue (hence my original post), so then I thought it was a library issue until I saw your response.

    Will the fix for this issue be something that is included in the next patch release of Unity? (If so, how often do those get posted?)
     
  9. JeremyUnity

    JeremyUnity

    Unity Technologies

    Joined:
    Mar 4, 2014
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    Thanks for the additional info. If the fix we have in the pipeline works out then no client patch will be necessary. I'll post release notes when that happens.
     
  10. aspiering

    aspiering

    Joined:
    Aug 29, 2014
    Posts:
    12
    So we are seeing this issue a lot on mobile devices.. We can run just fine in the editor but on mobile devices we are running into this issue a lot and it just started happening a lot.
     
  11. Dynamoid-Megan

    Dynamoid-Megan

    Joined:
    Apr 16, 2015
    Posts:
    72
    Good to note also is that "DeleteAll PlayerPrefs" will wipe out your Cloud ID and give a 500 error as well.
     
  12. JeremyUnity

    JeremyUnity

    Unity Technologies

    Joined:
    Mar 4, 2014
    Posts:
    147
    Hi,
    The http 500 error could actually spiral out to standalone player builds that are copied to another machine, like a mobile platform.

    The new servers are live now, i encourage anyone that had an issue to try them out. Thanks for your patience.
     
  13. Dynamoid-Megan

    Dynamoid-Megan

    Joined:
    Apr 16, 2015
    Posts:
    72
    Right now I can communicate fine via matchmaking with a standalone build running on the same machine, on both the machine I'm developing on and a second one.
    I'm seeing the CloudID not found error on a second machine running the same Project in an editor when trying to connect to a build or the editor on the first machine, but syncing still occurs between an editor and a standalone build on that second machine.
    No 500 errors.
    The editor on the 2nd machine seems to get successful responses from List and Join functions, even when connecting to the first machine, but the networked object doesn't spawn.

    If I'm hosting on the second machine, I can see the available server on the 1st machine.
    Joining the match spawns no networked objects, and that's where I'm stuck.

    How do you think I can get around that? I need to be able to communicate across different machines for user testing starting Monday. Thanks!
     
    Last edited: Aug 21, 2015
  14. JeremyUnity

    JeremyUnity

    Unity Technologies

    Joined:
    Mar 4, 2014
    Posts:
    147
    Hi Dynamoid Megan,
    I'll PM you with some questions and hopefully we can figure out what's up.