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Question by kevinseligmann · Sep 14, 2012 at 05:54 PM · errormultiplayernetworkserverconnect

Network.Connect failed.

Hello everyonw, yesterday I started designing the network features my game would use, and I encountered a problem when trying to make a basic connection between 2 clients.

Whenever I create the server, automatically I get disconnected from it. The console shows the following:

 Server initialized and ready on port: 9999.
 Local server connection disconnected

That's for the server part. I said 'well, let's check if a client can connect to be sure' and when a client tries to connect I get:

 The connection request to 127.0.0.1:9999 failed. Are you sure the server can be connected to?
 Could not connect to server: ConnectionFailed

So, I believe this last error is because the server shutted down the second it started as the first warnings say. Anyone has any idea what could be causing this? I have direct connection, my firewall turned off, and the script to check if a connection can be made as the docs say, it returned perfect.

This is the code I'm using to create the server and later connect as a Client. (Note that I already tried to make 2 builds, one server and one client, to check if that was the problem and its the same):

 using UnityEngine;
 using System.Collections;
 
 public class _Server : MonoBehaviour {
     
     private int playerCount;
     
     // Server
     void Start(){
         PlayerPrefs.SetInt("ServerPort", 9999);
         LaunchServer();
     }
     
     public void LaunchServer() {
         bool useNat = !Network.HavePublicAddress();
         Network.InitializeServer(32, PlayerPrefs.GetInt("ServerPort"), useNat);
     }
     
     void OnServerInitialized() {
         Debug.Log("Server initialized and ready on port: " + PlayerPrefs.GetInt("ServerPort"));
         ConnectToServerFromLocal();
     }
     
     
     // Client
     void ConnectToServerFromLocal() {
         Network.Connect("127.0.0.1", PlayerPrefs.GetInt("ServerPort"));
     }
     
     void OnFailedToConnect(NetworkConnectionError error) {
         Debug.Log("Could not connect to server: " + error);
     }
     
     void OnDisconnectedFromServer(NetworkDisconnection info) {
         if (Network.isServer)
             Debug.Log("Local server connection disconnected");
         else
             if (info == NetworkDisconnection.LostConnection)
                 Debug.Log("Lost connection to the server");
             else
                 Debug.Log("Successfully diconnected from the server");
     }
 }

Thanks very much for taking the time to read my problem, it is much appreciated.

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avatar image Benproductions1 · Nov 10, 2012 at 07:03 AM 1
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Are you trying to connect and host on the same client/version of the game. You can't host and connect with the same program. Try building the game and connect with the build, while host with the editor...

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Answer by giulio-pierucci · Mar 19, 2013 at 01:40 PM

I think you cannot call "ConnectToServerFromLocal" from "OnServerInitialized". the first is a "client side method" and the second is a "Server Side Event".

Maybe that "ConnectToServerFromLocal" close the server listen connections that you open from "LaunchServer".

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