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

Log language

$
0
0
Why logs from PhotonServer written on Russian not in English? I want getting it on English(Windows language is Russian)

Photon Stopping problem

$
0
0
Hi.
We use photon server and loadbalancing to store player data on an sql server 2014. Recently , our users grow and we have encountered a few problem . The main one is that the cpu usage of our virtual server that host Photon server exceed 100% because of Sql server operations and then suddenly make photon load balancing to stop . We have to monitor photon loadbalancing to see if it stopped and if yes , then make it start again . I want to know if there is a AutoRestart option for loadbalancing so we have not to start it manually .

Thank you for your answers.

Detect Peer Disconnect On Server

$
0
0
Hi.
How Can I detect if any peer disconnected on photon server so I can for example set a isOnline bool on my Sql Database.
Thanks

how to check how many clients are connected to photon server?

$
0
0
hi all, im developing a unity game using photon server(self hosted) i want to view in the scene how many clients connected to the server.
thank you.

Photon server - is it right for my purposes?

$
0
0
Hey folks, now it must have been a year since I asked some tosh question about integrating the Unreal engine with photon server etc. Anyway, after working heavily with a couple of game engines (notably Unity and the Unreal engine) I finally am starting a rather ambitious project along with a small team (which I believe is achievable).

So essentially I just have a couple of questions. I have done a fair share of research into Photon however havnt yet looked at everything in depth.

Would there be much benefit in me using Photon server for a login/authentication server over writing one from scratch?

How exactly does Photon handle and maintain player 'sessions'?

Thanks folks :)

How to sync text in unity photon server?

$
0
0
hi all, i need help in developing a realtime photon server (selfhosted )using unity3d i want to sync text object in photon server.
example "score","text"...etc
thankyou.

Moved: how to check how many clients are connected to photon server?

Moved: How to sync text in unity photon server?


ArgumentException: Can't use encryption yet. Exchange keys first.

$
0
0
Hi,

I am trying to set up my game again, that was recently wiped from my dedicated server. It was previously set up by my developer but he is busy now and won't be able to do it for awhile so I am trying to set it up myself.

I think I connected successfully to my server with photon control as I managed to connect to the game (as whenever I don't have photon control running I would get an error and the login page won't popup, so I believe it is connecting properly) but when I try to login I get this error in Unity:


ArgumentException: Can't use encryption yet. Exchange keys first.
ExitGames.Client.Photon.PhotonPeer.OpCustom (ExitGames.Client.Photon.OperationRequest operationRequest, Boolean sendReliable, Byte channelId, Boolean encrypt)
DEngine.Unity.Photon.Connecting.SendOperation (ExitGames.Client.Photon.OperationRequest request, Boolean sendReliable, Byte channelId, Boolean encrypt)
DEngine.Unity.Photon.PhotonManager.SendOperation (ExitGames.Client.Photon.OperationRequest request, Boolean sendReliable, Byte channelId, Boolean encrypt)
DEngine.Unity.Photon.PhotonController.SendOperation (Byte opCode, System.Collections.Generic.Dictionary`2 parameters, Boolean sendReliable)
WorldmapNet.SendSignIn (System.String username, System.String password) (at Assets/Scripts/Network/WorldmapNet.cs:1199)
LoginManager.Login_click () (at Assets/Scripts/LoginManager.cs:125)
UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) (at /Users/builduser/buildslave/unity/build/Runtime/Export/UnityEvent.cs:153)
UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) (at /Users/builduser/buildslave/unity/build/Runtime/Export/UnityEvent.cs:634)
UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) (at /Users/builduser/buildslave/unity/build/Runtime/Export/UnityEvent.cs:769)
UnityEngine.Events.UnityEvent.Invoke () (at /Users/builduser/buildslave/unity/build/Runtime/Export/UnityEvent_0.cs:53)
UnityEngine.UI.Button.Press () (at /Users/builduser/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Button.cs:35)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at /Users/builduser/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Button.cs:44)
UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at /Users/builduser/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/EventSystem/ExecuteEvents.cs:52)
UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) (at /Users/builduser/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/EventSystem/ExecuteEvents.cs:269)
UnityEngine.EventSystems.EventSystem:Update()


I am not a coder so I'm not sure what to do, managed to set up PhotonControl in my dedicated server and managed to get it running, also have allowed the required ports from this list on my server:

https://doc.photonengine.com/en-us/realtime/current/reference/tcp-and-udp-port-numbers

The game also requires MySQL of which I installed and managed to execute the backup database. Does it require XAMPP for it to work fully?

I think it has to do something with the database not connecting. Also when I connect to the MySQL Administrator I am logging in as 127.0.0.1 which is the localhost. In the server information the server IP is 127.0.0.1 and in the Client IP it is my dedicated server IP, I was wondering if the server IP is meant to be my dedicated server IP for it work online?

Hope you guys can help me out.

Thank you!

Moved: ArgumentException: Can't use encryption yet. Exchange keys first.

Moved: webgl not working on self hosted photon server

Photon Server CCU Question

$
0
0
Sorry that this question may have been answered many times, but I have searched and have not found an answer.

I'm confused on Photon Server CCU. If I plan to self-host a server using Photon Server on my own VPS, am I still limited to 20/100 CCU? Do I need a license to have more than 100 CCU even if I'm hosting on my own VPS?

Thanks.

Explain how to use byte code on PhotonPeer.RegisterType()

$
0
0
This link doesn't explain what byte code that we need to pass has to be. Can I get clarification? Why (byte)'W' in this example? What are the byte codes that are already being used by the framework? Thanks.

Forum bugs !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

$
0
0
I was trying to add post at this topic: http://forum.photonengine.com/discussion/9314/explain-how-to-use-byte-code-on-photonpeer-registertype#latest

- When i use post edit twice, my post vanish (when i click accept edit). It happens 10 times for me, its rly annoying. I'm writing post by 15-30 minutes (with editions) and... booom vanish, destroy, my 30 minutes goes to trash (there is hack for it, you have to press cancel and somehow post is restored from cache, but you have to copy it and post again).
Bug screen shot:

- After few bugs like that, I'm getting message "Your comment will appear after it is approved" nice... rly nice support guys

That is the post:

I'm trying to add custom serialization method for class "a".
Class "a" contains Vector3 field, which I need to serialize.
I want use Vector3 serialization method to achieve that (DRY standard), which is defined in CustomTypes, but this method is private.
I don't wan't to modify code provided by Exit Games (CustomTypes.cs and PhotonNetwork.cs - where CustomTypes.Register() is called - are provided by Exit Games).

How can I provide serialization method for class "a", without breaking DRY standard or modify Exit Games code?
Is there any method, that can I call, for already defined custom types? It would be usefull, because calling serialization method directly, also isn't perfect idea... its only acceptable.
Something like "Protocol.Serialize/outStream.Write(Registered type that photon can serialize)"

Edit: I need also to serialize String field in class "a", photon can serialize that type, but I'm forced to conver string to bytes on "my own hand"? Seriously?

I would like to notice, that:
- serialization methods in "CustomTypes" class are private, but buffors associated with those methods, are public XD - there is no logic in that.
- CustomTypes.Register() is called from Exit Games code - it's bad. Custom types are tool for developer, so developer should decide about custom types registration.
- Using char, to register custom types, is rly, rly, rly bad - developer have to remember, which chars was used, it should be done like this (without handling chars):

- Your code section (forum) is creepy
- When i use post edit twice, my post vanish (when i click accept edit). It happens 10 times for me, its rly annoying. I'm writing post by 15-30 minutes (with editions) and... booom vanish, destroy, my 30 minutes goes to trash (there is hack for it, you have to press cancel and somehow post is restored from cache, but you have to copy it and post again).
Bug screen shot:

- After few bugs like that, I'm getting message "Your comment will appear after it is approved" nice... rly nice support guys

Moved: Forum bugs !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


Moved: Unity PHOTON SERVER WebGL Error

Explain how to use byte code on PhotonPeer.RegisterType()

$
0
0
This link doesn't explain what byte code that we need to pass has to be. Can I get clarification? Why (byte)'W' in this example? What are the byte codes that are already being used by the framework? Thanks.

how to Photon Server call this function sometime?

$
0
0
Hello every body, sorry my english was bad.

I have a issue, I want Photon Server auto send event or operation for client. Example 5h PM every day, the Server going to call event Lottery for client.

I was saw more topic about Photon Server in forum (auto update in Photon Server, how to create bots as players) but I dont have a answer that can resolve this issue. Help me.

MMO Operator - Spwan items without owner

$
0
0
Hi. I'm trying to make my server create items without the need of an owner.

Currently I have the operation SpawnItem, which creates a new actor in the world, but this operation needs an actor owner. The problem here is that when the owner leaves the server, the items generated by him are also excluded from the world.

Currently this operation is used to create ItemType.Avatar and ItemType.Bot.
I would like to use it, to generate several coizas, example: ItemType.armor. Etc.

This need arose from the action of throwing equipment on the ground. I want the other players to have the opportunity to see this dropped item on the floor, and then pick it up. But this is not possible using the Spaw existing in the currently provided example.

Any idea how I can proceed?

I'm thinking of making my own server create an own Actor, pertaining to these items. In this case the server itself would be the owner. But I do not know if it's the right way.
I need help (^. ~). Thanks in advance!

Real IP address of websocket clients behind Cloudflare

$
0
0
Hi,

Our game using websocket (secure if applicable) and we recently run it behind Cloudflare to protect from DDoS. Everything's going great except that the server cannot know real IP address of client connecting to but Cloudflare's proxy server IP. I've searched through the forum and found that proxy is not supported by Photon engine.

Cloudflare's proxy does add an X-Forwarded-For header for the websocket handshake request but how to get this header?

I need this IP for many purposes such as ban players by IP, prevent players with same IP to join to one room.
Viewing all 1557 articles
Browse latest View live