bentwonk,
Thanks for feedback.
[quote:tl712fgf]I note there is a "joinRandomRoom no match found" event, could there also be an event for non random rooms, along the lines off "roomNotFound"
Errors other than "onJoinRandomRoomNoMatchFound" can be handled via Photon."On Error" event. Log Photon.ErrorCode and Photon.ErrorMessage to get an idea which codes are for which events. 32766 / "A game with the specified id already exist" is for creating room with existing name for instance.
I found if two players start at the same time (common when running two windows in construct), the first will start creating a room, which is recognized by the second player, but its not complete enough for the second to join (as this output log demonstrates)
Joined lobby
Room list recieved length 0
Creating Room: "TestRoom9871"
A game with the specified id already exist./32766
Joining Room: "TestRoom9871"
Game does not exist/32758 <--- player 2 left hanging
Added a second test case on the error for 32758 fixes this, eg:
Photon On Error
Photon.ErrorCode=32766 : Photon Joining room TestRoom9871
- or -
Photon.ErrorCode=32758 : Photon Joining room TestRoom9871
results in:
Joined lobby
Room list recieved length 0
Creating Room: "TestRoom9871"
A game with the specified id already exist./32766
Joining Room: "TestRoom9871"
Game does not exist/32758
Joining Room: "TestRoom9871"
Game does not exist/32758
Joining Room: "TestRoom9871"
On join room "TestRoom9871", my actorNr = 2 <-- player 2 joins