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EmotionlessSarc
6 years agoExplorer
TCP Connection broken in Recent Update
I've been using WinSock2 to have the Oculus Quest as a client for a C++ server. It's been working fine during development for quite a while until a recent update on the Quest. I don't know what changed in the past 2 weeks, but something broke the TCP connection. When I do the C# command Socket.Connect(endpoint), it halts indefinitely.
I've tried all my past builds with the exact same setup. Everything still works in Unity while testing. When I run it on the Quest, it's specifically Socket.Connect(endpoint) that no longer works. I know my PC and the Quest are communicating since I have UDP scripts that are sending info over the network and those are working.
Any ideas for why TCP suddenly broke?
I've tried all my past builds with the exact same setup. Everything still works in Unity while testing. When I run it on the Quest, it's specifically Socket.Connect(endpoint) that no longer works. I know my PC and the Quest are communicating since I have UDP scripts that are sending info over the network and those are working.
Any ideas for why TCP suddenly broke?
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- EmotionlessSarcExplorerEdit: **System.Net.Sockets.
I'm not using WinSock2. I was using that for the HoloLens - EmotionlessSarcExplorerTurns out that my Wi-FI turned itself into a Public connection, while it needed to be Private for the sharing features. If any of you run into this problem, make sure you turn on home sharing!
- rossana.terraccianoExplorer
Hi! 🙂 Is your C++ server running on a pc in the same network? Do you know if I can do something similar with Python? Thank you so much!!! It would be so useful!
- chiltonProtege
Well that's interesting. So socket connections don't start if the wifi is public? I wonder if that's documented somewhere. I'm curious what the reasoning is.
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