dedicated server outside unity using C# console
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[SimpleWebTransport] ERROR: [SimpleWebTransport] Connection closed before handshake
UnityEngine.Logger:Log (UnityEngine.LogType,object)
Mirror.SimpleWeb.Log:Error (string,bool) (at ./Library/PackageCache/com.james-frowen.simplewebtransport@1.6.4/Runtime/Common/Log.cs:93)
Mirror.SimpleWeb.ClientHandshake:TryHandshake (Mirror.SimpleWeb.Connection,System.Uri) (at ./Library/PackageCache/com.james-frowen.simplewebtransport@1.6.4/Runtime/Client/StandAlone/ClientHandshake.cs:53)
Mirror.SimpleWeb.WebSocketClientStandAlone:ConnectAndReceiveLoop (System.Uri) (at ./Library/PackageCache/com.james-frowen.simplewebtransport@1.6.4/Runtime/Client/StandAlone/WebSocketClientStandAlone.cs:68)
Mirror.SimpleWeb.WebSocketClientStandAlone/<>c__DisplayClass5_0:b__0 () (at ./Library/PackageCache/com.james-frowen.simplewebtransport@1.6.4/Runtime/Client/StandAlone/WebSocketClientStandAlone.cs:36)
System.Threading.ThreadHelper:ThreadStart ()
[SimpleWebTransport] WARN: [SimpleWebTransport] Failed Handshake with ws://localhost:7778/
UnityEngine.Logger:Log (UnityEngine.LogType,object)
Mirror.SimpleWeb.Log:Warn (string,bool) (at ./Library/PackageCache/com.james-frowen.simplewebtransport@1.6.4/Runtime/Common/Log.cs:82)
Mirror.SimpleWeb.WebSocketClientStandAlone:ConnectAndReceiveLoop (System.Uri) (at ./Library/PackageCache/com.james-frowen.simplewebtransport@1.6.4/Runtime/Client/StandAlone/WebSocketClientStandAlone.cs:71)
Mirror.SimpleWeb.WebSocketClientStandAlone/<>c__DisplayClass5_0:b__0 () (at ./Library/PackageCache/com.james-frowen.simplewebtransport@1.6.4/Runtime/Client/StandAlone/WebSocketClientStandAlone.cs:36)
System.Threading.ThreadHelper:ThreadStart ()
unity-realtime-networking-server-main (2).zip
Realtime Networking Server.sln
detail, I'm using mirror with the simpletransport socket that comes by default, using tank's example
https://assetstore.unity.com/packages/tools/network/realtime-tcp-udp-networking-231173
I'm basing myself on this project that has TCP and UDP
2 things to make sure you are doing:
- call
ProcessMessageQueue
to process received message, best done on main thread before your main game loop - send message to keep connection alive so it doesn't timeout. Mirror does this by sending ping/pong message every 2 seconds. You can also increase the timeout so you can send message less often.
I am doing the same thing. I am creating the server in a c# console so this has helped me as welll thanks!