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Cannot join a session anymore

ginopelosoginopeloso Posts: 41
Brain Burst
edited November 8 in Unreal Development
Since two days I'm not able anymore to join a session. We have a listen server which starts an Oculus session with a valid matchmaking pool and some other clients which search for it and join it.
On the listen server side it correctly creates the session and opens the level with the "?listen" parameter;
On the client side the session is found, when trying to join it succeeds (I see the call to the delegate OnJoinSessionComplete with Success) but then it does not open the level, neither the users can listen one each other.

The only interesting things I see in the log are the following:
[2018.11.08-14.54.52:191][783]VoiceSessionLog: OnJoinSessionComplete: Success
[2018.11.08-14.54.52:191][783]VoiceSessionLog: Registering remote talker 1483781508382744
[2018.11.08-14.54.52:191][783]VoiceSessionLog: Remote talker registered: 1483781508382744
[2018.11.08-14.54.52:192][783]LogNet: Browse: 1483781508382744.oculus//Game/Maps/StartMap
[2018.11.08-14.54.52:192][783]LogTemp: Display: ParseSettings for GameNetDriver
[2018.11.08-14.54.52:192][783]LogTemp: Display: ParseSettings for OculusNetDriver_0
[2018.11.08-14.54.52:192][783]LogTemp: Display: ParseSettings for PendingNetDriver
[2018.11.08-14.54.52:192][783]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
[2018.11.08-14.55.07:825][190]LogVoice: Warning: 1483781508382744 timed out

In these three days we changed nothing, and none of our applications (four apps) works anymore. Did you change something on your side? Do we need to modify the connection some way?

We use UE 4.19.2, the Oculus' version of the engine.

May you help us to investigate? It is an urgent problem.
Thanks


ADDITIONAL DETAILS:
In some previous log files (when it worked) I also see these rows, which now I can't see anymore.

[2018.10.31-15.52.09:625][211]LogHandshake: SendChallengeResponse. Timestamp: 20.742823, Cookie: 255120151072099173030100234249012201097026085177018060056185
[2018.10.31-15.52.09:634][212]LogNet: UPendingNetGame::SendInitialJoin: Sending hello. [UNetConnection] RemoteAddr: 1483781508382744.oculus, Name: OculusNetConnection_0, Driver: PendingNetDriver OculusNetDriver_0, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID
It seems something goes wrong with the handshake (UPendingNetGame::SendInitialJoin, from code, should be called when the handshake has been completed).

Comments

  • imperativityimperativity Posts: 3,471 Oculus Staff
    @ginopeloso

    Thanks for reporting this with all the additional details. We are getting similar reports from other developers on other integrations. I'll escalate this internally for review and be back with any details I can provide today.
    Please tag me @imperativity in your forum post/response if you need immediate assistance or want additional support or context on an issue you are having with our software or integrations.

    Having an issue with our platform, services, or integrations?

    Try using our new bug tool to report this and receive emailed updates as we proceed to address it internally.
  • imperativityimperativity Posts: 3,471 Oculus Staff
    @ginopeloso


    We are trying to track this behavior down on our end currently.

    Can you provide me the following extra information (?):

    1) Does this occur every time or when it first connects?

    2) Do future connects fail until the host close the game and reopens it?


    Please tag me @imperativity in your forum post/response if you need immediate assistance or want additional support or context on an issue you are having with our software or integrations.

    Having an issue with our platform, services, or integrations?

    Try using our new bug tool to report this and receive emailed updates as we proceed to address it internally.
  • ginopelosoginopeloso Posts: 41
    Brain Burst
    edited November 9
    Hi @imperativity , thanks for helping us.
    1. This occurs every time
    2. Future connections don't fail (they just behave like the first one, join succeeds but the level is not open)
  • imperativityimperativity Posts: 3,471 Oculus Staff
    @ginopeloso

    Thanks for the information!
    Please tag me @imperativity in your forum post/response if you need immediate assistance or want additional support or context on an issue you are having with our software or integrations.

    Having an issue with our platform, services, or integrations?

    Try using our new bug tool to report this and receive emailed updates as we proceed to address it internally.
  • xN31xN31 Posts: 22
    Brain Burst
    @ginopeloso

    Thanks for the information!
    Hi @imperativity , any update on this? we are setting up a demo for an important event next week and we haven't been able to create sessions for several days now. It's very important for us to find a workaround in the next few days.
    Does this issue impact all the countries or only specific geographical areas? In our context it seems to be completely deterministic, were you able to replicate the problem? 
    Please let me know if we can somehow help or if you have any advice. 
  • imperativityimperativity Posts: 3,471 Oculus Staff
    @xN31

    We are still looking into this on our end. I will update this thread when a fix has been found to address this.
    Please tag me @imperativity in your forum post/response if you need immediate assistance or want additional support or context on an issue you are having with our software or integrations.

    Having an issue with our platform, services, or integrations?

    Try using our new bug tool to report this and receive emailed updates as we proceed to address it internally.
  • imperativityimperativity Posts: 3,471 Oculus Staff
    @xN31

    Can you let me know the version of your oculus runtime?
    Please tag me @imperativity in your forum post/response if you need immediate assistance or want additional support or context on an issue you are having with our software or integrations.

    Having an issue with our platform, services, or integrations?

    Try using our new bug tool to report this and receive emailed updates as we proceed to address it internally.
  • imperativityimperativity Posts: 3,471 Oculus Staff
    @xN31

    @ginopeloso

    The issue has been resolved. Can you check and confirm that matchmaking is now functional at this time? Thanks!

    Please tag me @imperativity in your forum post/response if you need immediate assistance or want additional support or context on an issue you are having with our software or integrations.

    Having an issue with our platform, services, or integrations?

    Try using our new bug tool to report this and receive emailed updates as we proceed to address it internally.
  • xN31xN31 Posts: 22
    Brain Burst
    @imperativity Runtime 1.32.0.730459
    Ok, great! Everything working again from our first tests :-) thank you so much!!
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