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Question There is a connected user, but the OnDeallocate event comes in.

Discussion in 'Multiplayer' started by tony_unity566, Apr 27, 2023.

  1. tony_unity566

    tony_unity566

    Joined:
    Jun 3, 2021
    Posts:
    1
    Create a project based on photon fusion br200
    Create dedicated game server with linux build
    Game server hosting and matchmaker use by Unity Gaming Services

    _multiplayEventCallbacks.Deallocate += OnDeallocate;
    _serverEvents = await MultiplayService.Instance.SubscribeToServerEventsAsync(_multiplayEventCallbacks);

    There is a connected user, but the OnDeallocate event comes in.

    So Application.Quit(); inside OnDeallocate; commented out the code
    Even if nothing is done in OnDeallocate, the server instance is deallocated.

    So we make the user send traffic every frame to the server.
    OnDeallocate fires though

    Changed the build configurations so that the Query type was set to none to not use sqp.
    OnDeallocate fires though

    Why does the OnDeallocate event come in when there are connected users and traffic?
    Doesn't stay longer than 2 hours.
    Is it because the traffic is too small?
    I want to keep allocation like mmo server

    The Environment is not production, but is being created and used by dev.

    This sentence was used with a translator

    thanks