回答編集履歴

1

貼り付けるログを間違えたので修正した

2020/07/27 14:43

投稿

bboydaisuke
bboydaisuke

スコア5308

test CHANGED
@@ -16,13 +16,13 @@
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  ```text
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- Operation LeaveRoom (254) not called because client is not connected or not ready yet, client state: Joining
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+ Operation LeaveRoom (254) not allowed on current server (MasterServer)
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  UnityEngine.Debug:LogError(Object)
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  Photon.Realtime.LoadBalancingClient:DebugReturn(DebugLevel, String) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2304)
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- Photon.Realtime.LoadBalancingClient:CheckIfOpCanBeSent(Byte, ServerConnection, String) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2235)
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+ Photon.Realtime.LoadBalancingClient:CheckIfOpCanBeSent(Byte, ServerConnection, String) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2227)
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  Photon.Realtime.LoadBalancingClient:OpLeaveRoom(Boolean, Boolean) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:1688)
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@@ -36,4 +36,28 @@
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- エラーに ```client state: Joining``` 出力されていますが、これは PhotonNetwork.JoinRandomRoom() を呼んでから入室が完了すまでの間もう一度 PhotonNetwork.LeaveRoom()呼んだためです。
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+ エラーメッセージ"MasterServer"ありますが、これはつまり Room のあ GameServer は接続しておらず、現在は MasterServer とやり取りしている、ということを表します。
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+ また、以下の警告も出力されていると思います。
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+ ```text
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+ PhotonNetwork.CurrentRoom is null. You don't have to call LeaveRoom() when you're not in one. State: Authenticating
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+ UnityEngine.Debug:LogWarning(Object)
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+ Photon.Pun.PhotonNetwork:LeaveRoom(Boolean) (at Assets/Photon/PhotonUnityNetworking/Code/PhotonNetwork.cs:1912)
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+ NetworkGameManager:LeaveRoom() (at Assets/_101/NetworkGameManager.cs:120)
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+ UnityEngine.EventSystems.EventSystem:Update() (at E:/Program Files/Unity Editor/2019.3.11f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/EventSystem.cs:377)
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+ ```
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+ つまり現在は部屋に入っていないことを表しています。