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Question by VeritasGandalf · Mar 03, 2013 at 07:20 PM · serverconnecttomaster

Failed to connect to the master server

Hello, I keep getting "Failed to connect to master server at 67.225.180.24:23466". Is there a problem with the server, or my scripting? My Menu manager:

 using UnityEngine;
 using System.Collections;
  
 public class MenuManager : MonoBehaviour {
  
  
     public string CurrentMenu;
  
     public string MatchName = "";
  
     public string MatchPassword = "";
  
     public int MatchMaxPlayers = 32;
  
     private Vector2 ScrollLobby = Vector2.zero;
  
     void Start()
     {
        CurrentMenu = "Main";
        MatchName = "Server" + Random.Range(0, 5000);
     }
  
  
  
     void OnGUI()
     {
        if(CurrentMenu == "Main") 
        Menu_Main();
  
        if(CurrentMenu == "Lobby")    
        Menu_Lobby();
  
        if(CurrentMenu == "Host") 
        Menu_HostGame();
     }
  
     public void NavigateTo(string nextmenu)
     {
        CurrentMenu = nextmenu;
  
  
     }
  
     private void Menu_Main()
     {
        if(GUI.Button(new Rect(10,10,200,50), "Host Game"))
        {
          NavigateTo("Host");  
        } 
  
        if(GUI.Button(new Rect(10,70,200,50), "Refresh"))
        {
          MasterServer.RequestHostList("DeathMatch");  
        } 
  
        GUI.Label (new Rect(220, 10, 130, 30),"Player Name");
        MultiplayerManager.instance.PlayerName = GUI.TextField(new Rect(350,10,150,30), MultiplayerManager.instance.PlayerName);
        if(GUI.Button(new Rect(520,10,100,30), "Save Name"))
        {
          PlayerPrefs.SetString("PlayerName", MultiplayerManager.instance.PlayerName);
        } 
        GUILayout.BeginArea(new Rect(Screen.width - 400, 0, 400, Screen.height), "Server List", "Box");
        GUILayout.Space(20);
        foreach (HostData match in MasterServer.PollHostList())
        {
          GUILayout.BeginHorizontal("Box");
             
          GUILayout.Label(match.gameName);
          if (GUILayout.Button("Connect"));
          {
                   Network.Connect(match);
          }
  
          GUILayout.EndHorizontal();
        } 
  
        GUILayout.EndArea();
     }
  
  
     private void Menu_HostGame()
     {
        if(GUI.Button(new Rect(10,10,200,50), "Back"))
        {
          NavigateTo("Main");  
        }
          if(GUI.Button(new Rect(10,65,200,50), "Start Server"))
        {
          MultiplayerManager.instance.StartServer(MatchName, MatchPassword, MatchMaxPlayers);
        } 
  
        GUI.Label (new Rect(220, 10, 130, 30),"Match Name");
        MatchName = GUI.TextField(new Rect(400,10,200,30), MatchName);
  
        GUI.Label (new Rect(220, 50, 130, 30),"Match Password");
        MatchPassword = GUI.PasswordField(new Rect(400,50,200,30), MatchPassword, '*');
  
        GUI.Label (new Rect(220, 90, 130, 30),"Match Max Players");
        GUI.Label (new Rect(400,90,200,30),MatchMaxPlayers.ToString());
        MatchMaxPlayers = Mathf.Clamp(MatchMaxPlayers, 8, 32);
  
        if(GUI.Button(new Rect(425,90,25,30), "+"))
        MatchMaxPlayers += 2;
  
        if(GUI.Button(new Rect(450,90,25,30), "-"))
        MatchMaxPlayers -= 2; 
     }
     
     private void Menu_Lobby()
     {
        ScrollLobby = GUILayout.BeginScrollView(ScrollLobby, GUILayout.MaxWidth(200));       
        foreach (MPPlayer pl in MultiplayerManager.instance.PlayerList)
        {
          GUILayout.Box(pl.PlayerName);       
        }
  
        GUILayout.EndScrollView();
     }
  
    
  
     void OnServerInitialized()
     {
        NavigateTo("Lobby");
  
     }
  
     void OnConnectedToServer()
     {
        NavigateTo("Lobby");
  
     }
  
  
  
  
  
 }

And my Multiplayer Manager:

 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
  
  
 public class MultiplayerManager : MonoBehaviour 
 {   
     public static MultiplayerManager instance;
  
     public string PlayerName = "";
     private string MatchName = "";
     private string MatchPassword = "";
     private int MatchMaxUsers = 32;
     
  
     public List<MPPlayer> PlayerList = new List<MPPlayer>();
  
  
     void Start()
     {
        instance = this;
        PlayerName = PlayerPrefs.GetString("PlayerName");
     }
  
     public void StartServer(string servername, string serverpassword, int maxusers)
     {
        MatchName = servername;
        MatchPassword = serverpassword;
        MatchMaxUsers = maxusers;
        Network.InitializeServer(MatchMaxUsers, 2550, false);
        MasterServer.RegisterHost("DeathMatch", MatchName, "");
        //Network.InitializeSecurity();
     }
  
     void OnServerInitialized()
     {
        Server_PlayerJoinRequest(PlayerName, Network.player);
  
     }
  
     void OnConnectedToServer()
     {
        networkView.RPC("Server_PlayerJoinRequest()", RPCMode.Server, PlayerName, Network.player );
  
     }
  
     void OnPlayerDisconnected(NetworkPlayer id)
     {  
        networkView.RPC("Client_RemovePlayer()", RPCMode.All, id);
     }
  
     [RPC]
     void Server_PlayerJoinRequest(string PlayerName, NetworkPlayer view)   
     {
        networkView.RPC("Client_AddPlayerToList", RPCMode.All, PlayerName, view); 
     }
  
     [RPC]
     void Client_AddPlayerToList(string Playername, NetworkPlayer view)
     {
        MPPlayer tempplayer = new MPPlayer();
        tempplayer.PlayerName = Playername;
        tempplayer.PlayerNetwork = view;
        PlayerList.Add(tempplayer);
     }
  
     [RPC]
     void Client_RemovePlayer(NetworkPlayer view)
     {
        MPPlayer temppl = null;
  
        foreach(MPPlayer pl in PlayerList)
        {
          if(pl.PlayerNetwork == view)
          {
           temppl = pl;
  
          }    
        } 
        if(temppl != null)
        {
          PlayerList.Remove(temppl);
        } 
     }
 }
  
 public class MPPlayer
 {
     public string PlayerName = "PlayerName";
     public NetworkPlayer PlayerNetwork;
  
 }



Thanks!

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Answer by Edenspuzzle · Mar 04, 2013 at 01:37 AM

It's not just you, I haven't been able to connect my games since Wednesday. It appears that the Master Server used for testing is down or not available for some other reason.

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