PlayFabMultiplayerManger LeaveNetwork throws error
AntonioFranchinotti opened this issue · 1 comments
AntonioFranchinotti commented
We are creating a Unity sample using PlayFab Party to manage match lobbies.
When we want to leave a network (to leave a lobby), the SDK throws an error on the console (PARTY_STATE_CHANGE_RESULT_LEAVE_NETWORK_CALLED
) and it never triggers the OnNetworkLeft
listener.
This error can be reproduced in the Example that comes included with the PlayFabParty Unity SDK.
Stacktrace
PARTY_STATE_CHANGE_RESULT_LEAVE_NETWORK_CALLED
UnityEngine.Debug:LogError(Object)
PlayFab.Party.PlayFabMultiplayerManager:_LogError(String) (at Assets/PlayFabPartySDK/Source/Scripts/PartyUnitySDK/PlayFabMultiplayerManager.cs:450)
PlayFab.Party.PlayFabMultiplayerManager:InternalCheckStateChangeSucceededOrLogErrorIfFailedImpl(String, UInt32) (at Assets/PlayFabPartySDK/Source/Scripts/PartyUnitySDK/PlayFabMultiplayerManager.cs:1722)
PlayFab.Party.PlayFabMultiplayerManager:InternalCheckStateChangeSucceededOrLogErrorIfFailed(PARTY_STATE_CHANGE_RESULT, UInt32) (at Assets/PlayFabPartySDK/Source/Scripts/PartyUnitySDK/PlayFabMultiplayerManager.cs:1701)
PlayFab.Party.PlayFabMultiplayerManager:ProcessStateChanges() (at Assets/PlayFabPartySDK/Source/Scripts/PartyUnitySDK/PlayFabMultiplayerManager.cs:1843)
PlayFab.Party.PlayFabMultiplayerManager:Update() (at Assets/PlayFabPartySDK/Source/Scripts/PartyUnitySDK/PlayFabMultiplayerManager.cs:145)
To reproduce
- Connect to a Party Network.
- Trigger LeaveNetwork method (
PlayFabMultiplayerManager.Get().LeaveNetwork()
). - Error 💣
Hint
On the line 1843 of the PlayFabMultiplayerManager
there's a validation that seems to be always failling (returning false
) leaving the _isLeaveNetworkInProgress
stuck as false
.
AntonioFranchinotti commented
This was a bug that existed on v1.4.8.0-main.0 but was solved on v1.5.0.1-main.0 😬