at System.Threading.Thread.AbortInternal()
at System.Threading.Thread.Abort(Object stateInfo)
at d7.a(Boolean A_0)
at d7.b(fq A_0)
at ee.Send(Message message)
at PlayerIO.GameLibrary.BasePlayer.Send(Message message)
at mb.Broadcast(Message message, BasePlayer[] players, Int32 playerCount)
at PlayerIO.GameLibrary.Game`1.Broadcast(String type, Object[] parameters)
at MyGame.GameCode.UserJoined(Player player)
at PlayerIO.GameLibrary.Game`1.<AttemptSetup>b__a(BasePlayer player)
at mb.a(d A_0, BasePlayer A_1, Message A_2, Action A_3)
What this means? I guess function UserJoined was being executed for too long. The strange thing is I don't have any infinite loops or anything else that could cause that in function UserJoined. Here's the code from the function:
- Code: Select all
Broadcast("playerCount",PlayerCount);
player.Send("roomData", roomName, roomPassword);
player.name = player.JoinData["username"];
player.Send("state", state);
if (state == "waiting"){
if (PlayerCount < 2){
SetSubstate("onlyPlayer");
}else{
if (subState != "startDelay"){
InitStartDelay();
}
SetSubstate("startDelay");
}
}
if (PlayerCount > 5){
player.Disconnect();
}