1st time app run when verification was already ended (after 30 mins) shows next:
" The receipt for 'org.makaka.armasker.pro.subscription.monthly' could not be verified: ""
Yes: at this point, the product is set to purchased on the device, but the server tells it is not purchased / expired. The (debug) message indicates that it was now correctly set to not purchased on the device.
Currently preparing an update for submission to the Asset Store. It should be available later today.
Upon testing, points 1 & 2 & 3 did not occur anymore on 10/10 game launches.
I discovered a rare issue with the device log getting spammed and a Socket exception, where the causing line is in the Mirror code itself. I hope you understand that I am not able to deliver fixes in Mirror within the asset, but if you run into that, the following if-catches should be added in the NetworkDiscoveryBase script.
async Task ReceiveGameBroadcastAsync(UdpClient udpClient)
// only proceed if there is available data in network buffer, or otherwise Receive() will block
// average time for UdpClient.Available : 10 us
if (udpClient == null) return;
if (udpClient.ReceiveAsync() == null) return;
@baron @baron Ah, ok so it was a design choice when restarting from the end game menu to effectively quit and find another game (possibly with someone else)?! Weird as this could be achieved by the player by hitting quit + play. In my mind "Restart" means starting a new game with the same players.
Thanks for the repro steps. I was able to reproduce this using the latest Mirror Asset Store release, 30.2.2.
after they connect, exit one of them => both are brought to the main menu
Just a note on that part - this only happens if you disconnect the master client hosting the game. Disconnecting a client does not stop the master from continuing playing.
In the OnClientDisconnect method in the NetworkManagerCustom script, I tried adding a "hard" disconnect using StopHost() like this:
//switch from the online to the offline scene after connection is closed
When testing, 10 out of 10 times the issue you mentioned did not occur anymore. However there was a rare issue when starting a game on both applications at the same time, both clients would think they are the master, but actually land in the same room. Please let me know if you experience that issue at some point. Usually, this should not happen as you would not try to start multiple instances as a host on the same device.