Quantcast
Channel: Photon Server — Photon Engine
Viewing all 1557 articles
Browse latest View live

help! client cannot connect server when peercount = 370.

$
0
0
and throw error from Photon.SocketServer.Peers.ManagedPeer
ERROR Photon.SocketServer.Peers.ManagedPeer [(null)] - System.IndexOutOfRangeException
在 System.Collections.Generic.Dictionary`2.Resize(Int32 newSize, Boolean forceNewHashCodes)
在 System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
在 Joy1ServerGame.Application.CreatePeer(InitRequest initRequest) 位置 C:\works\qinpengfangpaofa\vsprojects\Joy1ServerGame\Joy1ServerGame\Application.cs:行号 81
在 Photon.SocketServer.Peers.ManagedPeer.CreatePeerBase(InitRequest initRequest) 位置 h:\svncontent\photon-socketserver-sdk_cloud\src\Photon.SocketServer\Peers\ManagedPeer.cs:行号 189

Custom Authentication/Login with Google OAuth?

$
0
0
I was wondering what the best approach to implement a custom authentication login with Google OAuth with Photon Server SDK. I've been reading the custom authentication login docs.

I may not be understanding photon correctly but from what I've seen it is used for users to connect to master server which then selects a game server for user to connect to.
Would my login server be one of the game servers if I use photon server for custom authentication or does the user connect to the master server to get authorized? Or is the login server a completely different server than the master and game server?

Unity RPS demo not working with LoadBalancing Server

$
0
0
I'm setting a new Photon server for a new game and decided to start fresh new Photon server v4 and run the Unity demo with it to test and I got error when I was running the RockPaperScissors demo. The server didn't return userId after the client connected to server and when I tried to join the room via joinrandomroom this error pop up:
Operation failed: OperationResponse 226: ReturnCode: -2 (Join failed: UserId is not set, checkUserIdOnJoin=true expects a UserId.). Parameters: {} Server: GameServer
Is there any way to fix this. does LoadBalancing not build to run this demo? Note that I can run the demo with PhotonCloud easily.

Both PUN+ and PhotonServer are latest version.

send data to specefic client in photon server

$
0
0
in new photon we have clientPeer instead of PeerBase. and in that we have connectionID instead of playerID.

so when new client connects I assign a new id to it. but how to send a data to that client with certain id?

Server does not disconnect peer automatically if authentication failed

$
0
0
I notice that whatever response I return in HandleAuthenticate the server won't disconnect the peer and keep sending sort of message to client. Does this behavior work as intend?

Moving into another room when already inside a room?

$
0
0
Hi everyone! My question is, as written in the title, is how to move into another room when already inside a room?

I successfully join a room by calling
OpJoinOrCreateRoom(string roomName...........)
After i successfully join the room and do some stuff in the room, I would like to go to another room by calling
OpJoinOrCreateRoom(string anotherRoomName...........) but I can not successfully change rooms IF I DO NOT CALL
LeaveRoom(........) method. Or HivePeer will throw an error in the following code

HivePeer.cs
......
if (this.JoinStage != JoinStages.Connected)←If already inside a room JoinStage=11 but JoinStages.Connected is 0
{
this.OnWrongOperationStage(operationRequest, sendParameters);
return;
}
.......

Is this expected behavior? Does client have to call leaveroom before entering another room?

Modifying the Load balancing example

$
0
0
Hi!

I am just getting started with Photon Server trying to setup a server with load balancing. Honestly though, I'm finding the documentation rather lacking and outdated.

The documentation keeps coming back to using the load balancing example as a starting point but doesnät contain a single example doing so. The "App from scratch" doesn't use load balancing.

Is there a single, decent, up-to-date example of how to go about extending the Loadbalancing example?

Best regards,
Erik

Photon Server unity3d

$
0
0
Hi, I'm new to photon and i'm a bit confused about photon server/cloud. Concerning about unity3d, what's the difference between the client api I use for photon cloud or photon server? TBH I'd like to have something like a photon cloud server running on a local machine when needed. In most of the cases my clients are going to use cloud solution, but in some cases I'd like to run the same software on a local network.

Ps: I'm not talking about a game


Thanks

right structure for photon server.

$
0
0
hi.
im working on a game that has a part that player should work in menu and just send data to server to make changes on database. just like loging in. buying gold. signing up .... but there is a part that should find another play that is connected to server and play a match that a version of game on server should just receive inputs and calculate changes on the map and respond to clients. I want to know what is a good structure for that? I was thinking that photon will handle all parts but someone said you just should handle realtime by photon and for login server you can use asp.

my game is built by unity. I thought there is game server and photon server should send and receive to it by socket and return answer of game server to right clients. but I think I didn't understand photon very well. can you give me your sight about my problem?

Changing timeout settings in Photon Cloud?

$
0
0
Hello, is there a way to control LoadBalancing server parameters (e.g. MinimumTimeout, MaximumTimeout) for an app running in Photon Cloud?

In an OnPremise server I would just tweak parameters in PhotonServer.config, but I'm not seeing any way to do that with Photon Cloud.

Thanks!

example about photon server and unity client

$
0
0
hi. im searching about how photon server and unity clients can connect and perform match making lobby and rooms. can you introduce me an example that performs these parts? I think client only can call certain operations on server and in server side we have to make a room for those requests. am I right?

Photon default installation

$
0
0
Hi I am trying to setup a clean install of photon server, however I don't see an option to start a default instance.
I only get the options to choose from load balancing(my cloud), mmo demo and game server ip config.
Has the default instance been replaced?

how to limtate max players in aroom?

$
0
0
hi. in my project there should 2 players in a room to make a game. one can create a room an other can join to play. how can I make that?
components like transform views that are used for cloud can be used for server implenetations?

photon server RPC to client

$
0
0

Hi.

I'm currently using photon cloud. And trying to use photon server for load balancing. How can i RPC to client??

in client's script, i can do

[PunRPC]
public void OnStartGame()
{
PhotonNetwork.room.open = false;
PhotonNetwork.LoadLevel("Main");
}
public void StartGame()
{
if (PhotonNetwork.room.playerCount >= 2)
{
photonView.RPC("OnStartGame", PhotonTargets.All);
}
}
this

but what about in server's script.... how can i do "photonView.RPC("OnStartGame", PhotonTargets.All);" this thing???

Photon can't start app because it can't find a dll

$
0
0
Hello everyone.

I am trying to understand photon and it isn't easy as there doesn't seem to be a guide on how it works and how to set it up. I have had to rely on youtube videos of version 3 RC3, so you can imagine some things have changed...

I have gotten to the point of trying to load up a server I created and compiled. It made a DLL file, calles PiratesServer.dll.

I get the following error in the log:
372: 12:52:23.915 - CService::OnException() - Exception: CManagedHost::CreateApplicationInNewAppDomain() - Failed to create new application domain for : "Pirates Server" - Can't find PiratesServer.dll in or C:\photon\deploy\PirateServer\bin

I can confirm 100% that the dll is in C:\photon\deploy\PirateServer\bin and is indeed names PiratesServer.dll.

Here is the section i created in the PhotonServer.config file: (I had to use the round brackets because it wouldn't show up otherwise...)

(Pirates
MaxMessageSize="512000"
MaxQueuedDataPerPeer="512000"
PerPeerMaxReliableDataInTransit="51200"
PerPeerTransmitRateLimitKBSec="256"
PerPeerTransmitRatePeriodMilliseconds="200"
MinimumTimeout="5000"
MaximumTimeout="30000"
DisplayName="PiratesServer")

(!-- 0.0.0.0 opens listeners on all available IPs. Machines with multiple IPs should define the correct one here. --)
(!-- Port 5055 is Photon's default for UDP connections. --)
(UDPListeners)
(UDPListener
IPAddress="0.0.0.0"
Port="5055"
OverrideApplication="Master")
(/UDPListener)
(UDPListener
IPAddress="0.0.0.0"
Port="5056"
OverrideApplication="Game")
(/UDPListener)

(/UDPListeners)

(!-- 0.0.0.0 opens listeners on all available IPs. Machines with multiple IPs should define the correct one here. --)
(TCPListeners)
(!-- TCP listener for Game clients on Master application --)
(TCPListener
IPAddress="0.0.0.0"
Port="4530"
OverrideApplication="Master"
PolicyFile="Policy\assets\socket-policy.xml"
InactivityTimeout="10000"
)
(/TCPListener)

(TCPListener
IPAddress="0.0.0.0"
Port="4531"
OverrideApplication="Game"
PolicyFile="Policy\assets\socket-policy.xml"
InactivityTimeout="10000")
(/TCPListener)

(!-- DON'T EDIT THIS. TCP listener for GameServers on Master application --)
(TCPListener
IPAddress="0.0.0.0"
Port="4520")
(/TCPListener)
(/TCPListeners)

(!-- Policy request listener for Unity and Flash (port 843) and Silverlight (port 943) --)
(PolicyFileListeners)
(!-- multiple Listeners allowed for different ports --)
(PolicyFileListener
IPAddress="0.0.0.0"
Port="843"
PolicyFile="Policy\assets\socket-policy.xml")
(/PolicyFileListener)
(PolicyFileListener
IPAddress="0.0.0.0"
Port="943"
PolicyFile="Policy\assets\socket-policy-silverlight.xml")
(/PolicyFileListener)
(/PolicyFileListeners)


(!-- WebSocket (and Flash-Fallback) compatible listener --)
(WebSocketListeners)
(WebSocketListener
IPAddress="0.0.0.0"
Port="9090"
DisableNagle="true"
InactivityTimeout="10000"
OverrideApplication="Master")
(/WebSocketListener)

(WebSocketListener
IPAddress="0.0.0.0"
Port="9091"
DisableNagle="true"
InactivityTimeout="10000"
OverrideApplication="Game")
(/WebSocketListener)

(/WebSocketListeners)

(!-- Defines the Photon Runtime Assembly to use. --)
(Runtime
Assembly="PhotonHostRuntime, Culture=neutral"
Type="PhotonHostRuntime.PhotonDomainManager"
UnhandledExceptionPolicy="Ignore")
(/Runtime)

(!-- Defines which applications are loaded on start and which of them is used by default. Make sure the default application is defined. --)
(!-- Application-folders must be located in the same folder as the bin_win32 folders. The BaseDirectory must include a "bin" folder. --)
(Applications Default="Master")

(Application
Name="Pirates Server"
BaseDirectory="PirateServer"
Assembly="PiratesServer"
Type="PiratesServer.Server"
ForceAutoRestart="true"
WatchFiles="dll;config"
ExcludeFiles="log4net.config"
)
(/Application)
(/Applications)
(/Pirates)


I'd appreciate any help. Thank you!

Photon Server Crashed Twice This Week

$
0
0
Hi,

Photon Server did crash today and it was unresponsive, we had to restart the server. This is the custom dump created after the crash:-



Dump Summary
------------
Dump File: PhotonSocketServer.exe-20160829-132429-4432-2928-2.dmp : C:\Photon-OnPremise-Server-SDK_v4-0-29-11263\deploy\bin_Win64\log\PhotonSocketServer.exe-20160829-132429-4432-2928-2.dmp
Last Write Time: 8/29/2016 1:24:31 PM
Process Name: PhotonSocketServer.exe : C:\Photon-OnPremise-Server-SDK_v4-0-29-11263\deploy\bin_Win64\PhotonSocketServer.exe
Process Architecture: x64
Exception Code: 0xC0000005
Exception Information: The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
Heap Information: Present

System Information
------------------
OS Version: 6.3.9600
CLR Version(s): 2.0.50727.8009; 4.6.1055.0

Modules
-------
Module Name Module Path Module Version
----------- ----------- --------------
PhotonSocketServer.exe C:\Photon-OnPremise-Server-SDK_v4-0-29-11263\deploy\bin_Win64\PhotonSocketServer.exe 4.0.28.2962
ntdll.dll C:\Windows\System32\ntdll.dll 6.3.9600.18233
kernel32.dll C:\Windows\System32\kernel32.dll 6.3.9600.17415
KERNELBASE.dll C:\Windows\System32\KERNELBASE.dll 6.3.9600.18340
user32.dll C:\Windows\System32\user32.dll 6.3.9600.18123
ole32.dll C:\Windows\System32\ole32.dll 6.3.9600.18333
ws2_32.dll C:\Windows\System32\ws2_32.dll 6.3.9600.18340
secur32.dll C:\Windows\System32\secur32.dll 6.3.9600.17415
crypt32.dll C:\Windows\System32\crypt32.dll 6.3.9600.18372
shlwapi.dll C:\Windows\System32\shlwapi.dll 6.3.9600.17415
mscoree.dll C:\Windows\System32\mscoree.dll 6.3.9600.16384
loadperf.dll C:\Windows\System32\loadperf.dll 6.3.9600.17415
psapi.dll C:\Windows\System32\psapi.dll 6.3.9600.17415
version.dll C:\Windows\System32\version.dll 6.3.9600.17415
httpapi.dll C:\Windows\System32\httpapi.dll 6.3.9600.17415
advapi32.dll C:\Windows\System32\advapi32.dll 6.3.9600.18155
shell32.dll C:\Windows\System32\shell32.dll 6.3.9600.18366
oleaut32.dll C:\Windows\System32\oleaut32.dll 6.3.9600.17560
gdi32.dll C:\Windows\System32\gdi32.dll 6.3.9600.18344
combase.dll C:\Windows\System32\combase.dll 6.3.9600.18202
msvcrt.dll C:\Windows\System32\msvcrt.dll 7.0.9600.17415
rpcrt4.dll C:\Windows\System32\rpcrt4.dll 6.3.9600.18292
sechost.dll C:\Windows\System32\sechost.dll 6.3.9600.17734
nsi.dll C:\Windows\System32\nsi.dll 6.3.9600.17415
msasn1.dll C:\Windows\System32\msasn1.dll 6.3.9600.17415
sspicli.dll C:\Windows\System32\sspicli.dll 6.3.9600.17415
SHCore.dll C:\Windows\System32\SHCore.dll 6.3.9600.17666
dbghelp.dll C:\Windows\System32\dbghelp.dll 6.3.9600.17787
cryptsp.dll C:\Windows\System32\cryptsp.dll 6.3.9600.17415
rsaenh.dll C:\Windows\System32\rsaenh.dll 6.3.9600.18191
bcrypt.dll C:\Windows\System32\bcrypt.dll 6.3.9600.17415
CRYPTBASE.dll C:\Windows\System32\CRYPTBASE.dll 6.3.9600.17415
bcryptPrimitives.dll C:\Windows\System32\bcryptPrimitives.dll 6.3.9600.18344
kernel.appcore.dll C:\Windows\System32\kernel.appcore.dll 6.3.9600.17415
mscoreei.dll C:\Windows\Microsoft.NET\Framework64\v4.0.30319\mscoreei.dll 4.6.1055.0
mscorwks.dll C:\Windows\Microsoft.NET\Framework64\v2.0.50727\mscorwks.dll 2.0.50727.8009
msvcr80.dll C:\Windows\WinSxS\amd64_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.8428_none_88dcdb0b2fb19957\msvcr80.dll 8.0.50727.8428
clr.dll C:\Windows\Microsoft.NET\Framework64\v4.0.30319\clr.dll 4.6.1055.0
MSVCR120_CLR0400.dll C:\Windows\System32\MSVCR120_CLR0400.dll 12.0.52512.0
mscorlib.ni.dll C:\Windows\assembly\NativeImages_v4.0.30319_64\mscorlib\fa8eef6f6cb67c660d71e15c5cad71b5\mscorlib.ni.dll 4.6.1055.0
clrjit.dll C:\Windows\Microsoft.NET\Framework64\v4.0.30319\clrjit.dll 4.6.1055.0
System.ni.dll C:\Windows\assembly\NativeImages_v4.0.30319_64\System\bd2321a33a0848a0afb14e052c2429a3\System.ni.dll 4.6.1075.0
System.Core.ni.dll C:\Windows\assembly\NativeImages_v4.0.30319_64\System.Core\3b8f50841de7b5a4714a922be402ea70\System.Core.ni.dll 4.6.1055.0
System.Configuration.ni.dll C:\Windows\assembly\NativeImages_v4.0.30319_64\System.Configuration\3e43c726ff8947ace44c87b2fc73c4e0\System.Configuration.ni.dll 4.6.1055.0
System.Xml.ni.dll C:\Windows\assembly\NativeImages_v4.0.30319_64\System.Xml\8d79af2187f469f2d86524fcb334895c\System.Xml.ni.dll 4.6.1064.2
mswsock.dll C:\Windows\System32\mswsock.dll 6.3.9600.18340
NapiNSP.dll C:\Windows\System32\NapiNSP.dll 6.3.9600.17415
nlaapi.dll C:\Windows\System32\nlaapi.dll 6.3.9600.17415
dnsapi.dll C:\Windows\System32\dnsapi.dll 6.3.9600.18192
winrnr.dll C:\Windows\System32\winrnr.dll 6.3.9600.17415
urlmon.dll C:\Windows\System32\urlmon.dll 11.0.9600.18427
iertutil.dll C:\Windows\System32\iertutil.dll 11.0.9600.18427
wininet.dll C:\Windows\System32\wininet.dll 11.0.9600.18427
userenv.dll C:\Windows\System32\userenv.dll 6.3.9600.17415
profapi.dll C:\Windows\System32\profapi.dll 6.3.9600.17415
System.Management.ni.dll C:\Windows\assembly\NativeImages_v4.0.30319_64\System.Management\2d7507f2b6455e65f50ffd1d293ace6f\System.Management.ni.dll 4.6.1055.0
wminet_utils.dll C:\Windows\Microsoft.NET\Framework64\v4.0.30319\wminet_utils.dll 4.0.30319.33440
clbcatq.dll C:\Windows\System32\clbcatq.dll 2001.12.10530.17415
wmiutils.dll C:\Windows\System32\wbem\wmiutils.dll 6.3.9600.17415
wbemcomn.dll C:\Windows\System32\wbemcomn.dll 6.3.9600.17415
wbemprox.dll C:\Windows\System32\wbem\wbemprox.dll 6.3.9600.17415
wbemsvc.dll C:\Windows\System32\wbem\wbemsvc.dll 6.3.9600.17415
fastprox.dll C:\Windows\System32\wbem\fastprox.dll 6.3.9600.17415
System.Web.Services.ni.dll C:\Windows\assembly\NativeImages_v4.0.30319_64\System.Web.Services\e0632afa78ab6255156d43e84efe7bdb\System.Web.Services.ni.dll 4.6.1055.0
System.Web.ni.dll C:\Windows\assembly\NativeImages_v4.0.30319_64\System.Web\fdc6ee37db8994d1053605aa16905ad6\System.Web.ni.dll 4.6.1069.1
webengine4.dll C:\Windows\Microsoft.NET\Framework64\v4.0.30319\webengine4.dll 4.6.1069.1
IPHLPAPI.DLL C:\Windows\System32\IPHLPAPI.DLL 6.3.9600.18264
winnsi.dll C:\Windows\System32\winnsi.dll 6.3.9600.17415
dhcpcsvc6.DLL C:\Windows\System32\dhcpcsvc6.DLL 6.3.9600.17415
dhcpcsvc.dll C:\Windows\System32\dhcpcsvc.dll 6.3.9600.17415
rasadhlp.dll C:\Windows\System32\rasadhlp.dll 6.3.9600.17415
FWPUCLNT.DLL C:\Windows\System32\FWPUCLNT.DLL 6.3.9600.18229
schannel.dll C:\Windows\System32\schannel.dll 6.3.9600.18377
ncrypt.dll C:\Windows\System32\ncrypt.dll 6.3.9600.18298
ntasn1.dll C:\Windows\System32\ntasn1.dll 6.3.9600.17415
ncryptsslp.dll C:\Windows\System32\ncryptsslp.dll 6.3.9600.18377
gpapi.dll C:\Windows\System32\gpapi.dll 6.3.9600.18339
pcwum.dll C:\Windows\System32\pcwum.dll 6.3.9600.16384
perfcounter.dll C:\Windows\Microsoft.NET\Framework64\v4.0.30319\perfcounter.dll 4.0.30319.33440
pdh.dll C:\Windows\System32\pdh.dll 6.3.9600.17415
aspnet_counters.dll C:\Windows\System32\aspnet_counters.dll 4.6.1055.0
aspnet_perf.dll C:\Windows\Microsoft.NET\Framework64\v4.0.30319\aspnet_perf.dll 4.6.1069.1
aspnet_perf.dll C:\Windows\Microsoft.NET\Framework64\v2.0.50727\aspnet_perf.dll 2.0.50727.8007
cfgmgr32.dll C:\Windows\System32\cfgmgr32.dll 6.3.9600.17415
rasman.dll C:\Windows\System32\rasman.dll 6.3.9600.17415
rasapi32.dll C:\Windows\System32\rasapi32.dll 6.3.9600.17415
rtutils.dll C:\Windows\System32\rtutils.dll 6.3.9600.17415
winhttp.dll C:\Windows\System32\winhttp.dll 6.3.9600.18378
perfos.dll C:\Windows\System32\perfos.dll 6.3.9600.17415
PhotonSocketServerCounters.dll C:\Windows\System32\PhotonSocketServerCounters.dll 4.0.28.2962
perfproc.dll C:\Windows\System32\perfproc.dll 6.3.9600.17415
perfctrs.dll C:\Windows\System32\perfctrs.dll 6.3.9600.17415
diasymreader.dll C:\Windows\Microsoft.NET\Framework64\v4.0.30319\diasymreader.dll 12.0.20806.33440

Is it possible to run PhotonServer without PhotonControl

$
0
0
A have battle server on Unity and some other server nodes (Master server, Chat server and others), that runs using my own network framework. I try to add Photon UDP as transport to my network framework (it will be used on battle server only). But when I added realization of ApplicationBase class, I understood that I dont know how to run it without PhotonControl (I need it because battle server runs on Unity3D as executable). So, is it possible?

Photon server and IPv6

$
0
0
My update build was rejected by Apple today because the reviewer can't connect to the server and it seems it's because my game / server does not support IPv6. I read the forum and it seems the newer version of Photon server / PUN+ support IPv6. My question is do I have to update the server or do I have to update the client (I'm using PUN+ v.1.51 and the LoadBalancing server as base). If possible I want to update the least number of file the possible because I heavily modified some of the Photon code (like the networkingpeer.cs in PUN+ for example).

A question unrelated to Photon: how can setup an IPv6 environment so I can test it like the guy at Apple does?

PhotonView and Plugins

$
0
0
I would like to access the data serialized by OnPhotonView in a plugin. Can this be accessed in a plugin or only in the server?

Peak CCU is calculated wrong?

$
0
0
The peak ccu appears to be adding the highest ccu value from each region at ANY point instead of the same time moment.

ie:
7am 8am 9am
us-10 70 30
eu-30 10 20

The peak ccu should be 80 from the above data, but it is reporting 100..

If peak ccu is used to determine the capacity then thats flawed.. if it is simply for show, then i guess its ok?
Viewing all 1557 articles
Browse latest View live