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archiactmartin's avatar
9 years ago

Clients not able to join servers through JoinSession

Hi, I've been trying to setup OculusSubSystem for our game. Our game was previously setup with SteamSubSystem and everything works fine. Now with Oculus, the clients are making a call to "FindMatchMakingSessions", for server rooms created using "CreateSession".

The clients successfully finds the rooms created. However, it seems that when I attempt to JoinSession on the client, the client just hangs there. Here is the log for the client, it doesn't contain anything in regards to joining a lobby, sending a challenge response that joining a Steam lobby would have:

  1. [2017.10.18-19.23.36:478][ 2]LogBlueprintUserMessages: [BP_RoomMenu_2] find sessions SUCCESS !!!!!!!!!!
  2. [2017.10.18-19.23.39:477][453]LogOnline: Join session: traveling to 12345.oculus
  3. [2017.10.18-19.23.39:477][453]LogGameMode: Display: Match State Changed from InProgress to LeavingMap
  4. [2017.10.18-19.23.39:477][453]LogGameState: Match State Changed from InProgress to LeavingMap
  5. [2017.10.18-19.23.39:477][453]LogNet: Browse: 1192319854194520.oculus//Game/Maps/testmap/testmap
  6. [2017.10.18-19.23.39:477][453]LogTemp: Display: ParseSettings for GameNetDriver
  7. [2017.10.18-19.23.39:478][453]LogTemp: Display: ParseSettings for OculusNetDriver_0[2017.10.18-19.23.39:478][453]
  8. LogTemp: Display: ParseSettings for PendingNetDriver
The client never client travels to the server even though the JoinSession seem to have succeeded. I was wondering if I had missed something. I also noticed that https://forums.oculus.com/developer/discussion/57321/ue-4-17-and-crash-on-server-side#latest is talking about OculusSubsystem is broken in 4.17 or something. Could this be what's happening?

Thanks

4 Replies

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  • Hi,

    There is a fix from our github for 4.17.2. There was a new client handshake protocol introduced by UE4 in 4.17 that wasn't properly implemented in Oculus until the fix. This should resolve this issue.




    I've integrated the OnlineSubsystemOculus folder into our UE 4.17 found at https://github.com/Oculus-VR/UnrealEngine/tree/4.17/Engine/Plugins/Online/OnlineSubsystemOculus. However, it didn't resolve the issue. The log I gave above is for when I integrate Oculus' Github, if I do not, the server outright crashes which is the issue I was seeing first reported at https://forums.oculus.com/developer/discussion/57321/ue-4-17-and-crash-on-server-side#latest

    When I do integrate the changes, it seems that instead of the server crashing, the client just doesn't join session


  • Hi,

    There is a fix from our github for 4.17.2. There was a new client handshake protocol introduced by UE4 in 4.17 that wasn't properly implemented in Oculus until the fix. This should resolve this issue.




    I've already incorporated the fix from github, and this issue was still occuring.

    However, I only merged the changes from the OnlineSubsystemOculus folder found at https://github.com/Oculus-VR/UnrealEngine/tree/4.17/Engine/Plugins/Online/OnlineSubsystemOculus. The most of the fix was in regards to OculusNetDrivers

    It seems that the github fix was fixing a server crash when clients attempt to join. But when I incorporated the fix, the clients just don't join session, the logs are shown in the above
  • I've actually gotten the join session part working now. But now it seems the client immediately loses connection. The log says:

    LogNet: Warning: Network Failure: GameNetDriver[ConnectionLost]: Your connection to the host has been lost

    It seems that this connection is lost, also note that I am using the OculusNetDriver, not the IpNetDriver
  • I've also found out that Oculus Online uses OculusNetDriver, but Oculus LAN uses IpNetDriver. I've gotten Oculus Online working now, but this problem still happens when I try to join using Oculus LAN. I think that the reason is because I am using the wrong Netdriver.

    Fortunately, for our game right now Oculus LAN isn't a priority, so I think it's find for now.