-
Notifications
You must be signed in to change notification settings - Fork 11
Description
Hi! I have two machines on my home network - a desktop and a laptop, both running Windows 10 64bit. When I run the HFT Unity project on the desktop (which has a wired connection to the router), everything runs great - I can connect to the server and join the game from my mobile and the laptop (either by going to happyfuntimes.net or by directly specifying the IP address of the desktop which, to be honest, I prefer)
But when I try to run the project on the laptop (which has a Wi-Fi connection to the router), I get the following error in the console:
SocketException: An address incompatible with the requested protocol was used.
System.Net.Sockets.Socket..ctor (AddressFamily family, SocketType type, ProtocolType proto)
WebSocketSharp.Net.EndPointListener..ctor (System.Net.IPAddress address, Int32 port, Boolean secure, System.String certificateFolderPath, WebSocketSharp.Net.ServerSslConfiguration sslConfig, Boolean reuseAddress)
WebSocketSharp.Net.EndPointManager.getEndPointListener (System.Net.IPAddress address, Int32 port, Boolean secure, WebSocketSharp.Net.HttpListener listener)
WebSocketSharp.Net.EndPointManager.addPrefix (System.String uriPrefix, WebSocketSharp.Net.HttpListener listener)
WebSocketSharp.Net.EndPointManager.AddListener (WebSocketSharp.Net.HttpListener listener)
The game runs, but no clients can connect. From preliminary Googling (e.g. http://stackoverflow.com/questions/24870277/an-address-incompatible-with-the-requested-protocol-was-used) it seems like this might be related to IP4/IP6 addressing -but I've had a quick poke through the HFT code and it looks like it should adapt correctly for either. I've tried disabling IP4/IP6 individually on the network adapter but no difference :)