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m_milazzo's avatar
m_milazzo
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9 years ago

Listen server wait time

Is there a way to configure how much time a listen server should wait when opening a map?
I'm referring to the function CreateSession to which I pass the level name and the argument "listen"

I see that, after some seconds, clients can not find the server anymore, so I think it stops waiting after a defined period of time. Is there some property we can configure to define how much time the server should wait?

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  • I'm using Blueprint's CreateSession method (the Oculus' one, not the Engine's).

    I've seen that bShouldAdvertise is true by default (from Engine\Plugins\Online\OnlineSubsystemOculus\Source\Private\OculusCreateSessionCallbackProxy.cpp); anyway, after some minutes I can't see the session anymore.
    Actually, when I look at the value of that parameter (once the session has been created) it is true, however other people can not find the session when searching for it (they can find the session just when it has just been created and within a few minutes).
  • Each player starts with trying to find a session. So, they search a session for 5 times by calling FindMatchmakingSession. Just when the blueprint method returns (OnSuccess or OnFailure) the app continues.
    If a session has been found the method JoinSession is called, otherwise it retries up to 4 times.



    After 5 consecutive failures the app calls CreateSession (the Oculus' one) and then OpenLevel.


    This is a very silly behavior, but at this time it is comfortable for our tests.
    In other parts of the app we don't call these methods anymore, so, to answer to your question, once into the room nobody starts browsing for other matchmaking rooms.

    Thanks
  • We also tried to have two different buttons for creating and joining a session, and the problem still exists.
  • We are using 4.16.3 (the same problem already existed in 4.14 and 4.15).
    Thanks
  • Any feedback on this issue? Why has it been marked as answered?
  • Hi @imperativity, we followed your suggestion of using the native c sdk to enqueue the room (i.e. we are creating the session with C rather than Blueprint). The problem still persists.

    We are seeing this deterministic behavior: we are able to join the session one time, so we leave the session (on client side), we are still able to join it again for a second time. If we leave the session again we can't find it anymore (so we can't join it the third time). We've tested it tens of times and always it works this way.
    The problem is the same if we search for the session after one minutes or ten minutes, so it doesn't seem to be a time related problem.

    We are still working on UE 4.16.3