OnConnectedToMaster() vs IsConnectedAndReady?

Hi there,

I’m confused by the callback “OnConnectedToMaster()”, the bool “PhotonNetwork.IsConnectedAndReady” and the various types of servers (1. name server, 2. master server, 3. game server) which Photon PUN can connect with.

Question: When I’m calling “PhotonNetwork.ConnectUsingSettings()”, to which of the above type of servers does it connect? If it connects successfully using “PhotonNetwork.ConnectUsingSettings()” should that call “OnConnectedToMaster()” AND set “PhotonNetwork.IsConnectedAndReady” to true? I’m asking because I use “PhotonNetwork.ConnectUsingSettings()” and then I experience that “PhotonNetwork.IsConnectedAndReady” is ALREADY TRUE and my coroutine continues trying to open a room but the callback OnConnectedToMaster has not happened yet.

Happy to explain more of the context of the problem if needed.

Best,
Flurin

Hi, call stack of calling PhotonNetwork.ConnectUsingSettings()

if appSettings has IsMasterServerAddress then its connect to ConnectToMaster() and then its connected to ConnectToMasterServer()

or

if app settings has UseNameServer and Server string is empty then it will connects to ConnectToNameServer()

or

if app settings has FixedRegion then it will connects to ConnectToRegionMaster(region);

PhotonNetwork.IsConnectedAndReady
will return false in following situations
NetworkingClient == null
LoadBalancingPeer == null
ClientState.PeerCreated:
ClientState.Disconnected:
ClientState.Disconnecting:
ClientState.DisconnectingFromGameServer:
ClientState.DisconnectingFromMasterServer:
ClientState.DisconnectingFromNameServer:
ClientState.Authenticating:
ClientState.ConnectingToGameServer:
ClientState.ConnectingToMasterServer:
ClientState.ConnectingToNameServer:
ClientState.Joining:
ClientState.Leaving:

and

returns true
offlinemode is true
all above case not met.

hope you get what you looking for.