Can not connect to master server

Hello,
I have strange issue with master server. I run this code, to create server and connect to it. Starting the server works fine, but no client can connect to it. Console throws error:
The connection request to 195.91.26.146:56704 failed. Are you sure the server can be connected to?
I remember, it worked well a couple of days ago. Has something changed? Actually what is exactly MasterServer? Is it some server, that runs unity itself for free?

Btw. The refresh button works fine. When server runs and client presses it, hostlist is successfuly returned and client can see the game session.

#pragma strict
var server_prefab :GameObject;
var client_prefab :GameObject;
var prefab :GameObject;
var game_name :String = "vyjebana_hra11235";

private var btnX:float;
private var btnY:float;
private var btnW:float;
private var btnH:float;

private var refreshing:boolean = false;
private var host_data:HostData[];

function Start () {
	btnX = Screen.width *0.05;
	btnY = Screen.width *0.05;
	btnW = Screen.width *0.1;
	btnH = Screen.width *0.1;
	if(Network.isClient) {
		
	}
}

function OnGUI() {
	if(!Network.isClient  !Network.isServer) {
		if(GUI.Button(Rect(btnX, btnY, btnW, btnH), "Start server")) {
			Debug.Log("Startujem server");
			startServer();
		}
		if(GUI.Button(Rect(btnX, btnY*1.2+btnH, btnW, btnH), "Refresh")) {
			Debug.Log("Refreshujem");
			refreshHostList();
		}
		
		if(host_data) {
			for(var i:int = 0; i<host_data.length; i++) {
				if(GUI.Button(Rect(btnX *1.5+btnW, btnY*1.2+(btnH*i), btnW*3, btnH*0.5), host_data[i].gameName)) {
					Network.Connect(host_data[i]);
				}
			}
		}
	}
}

function startServer() {
	Network.InitializeServer(32,37465, !Network.HavePublicAddress);
	MasterServer.RegisterHost(game_name, "Vyjebana hra s gulickami1", "Popis vyjebanej gulickovej hry1");
}

function refreshHostList() {
	MasterServer.RequestHostList(game_name);
	refreshing = true;
}


function spawnPlayerServer(tag:String) {
	var player:GameObject = Network.Instantiate(server_prefab, transform.position, Quaternion.identity, 0);
	player.tag = tag;
	return player;
}

function spawnPlayerClient(tag:String) {
	var player:GameObject = Network.Instantiate(client_prefab, transform.position, Quaternion.identity, 0);
	player.tag = tag;
	return player;
}

function spawnPlayer() {
	Network.Instantiate(prefab, transform.position, Quaternion.identity, 0);
}



function OnServerInitialized() {
	Debug.Log("Server bezi");
	spawnPlayer();
}

function OnPlayerConnected() {
	Debug.Log("spawnol som klienta");
}

function OnMasterServerEvent(mse:MasterServerEvent) {
	if(mse == MasterServerEvent.RegistrationSucceeded) {
		Debug.Log("Bol vytvoreny serverr");
	}
}

function OnConnectedToServer() {
	Debug.Log("Pripojil si sa na server");
	transform.position.x = 112.473;
	spawnPlayer();
}

function Update () {
	if(refreshing) {
		if(MasterServer.PollHostList().Length > 0) {
			refreshing = false;
			host_data = MasterServer.PollHostList();
		}
	}
}

If you use master server from unity sometimes it may don’t work due to maitenace or something other. It should be used only to tests or learn. In final solution you should compile and use your own master server to avoid situation like this. By the way I use it like you.