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

PhotonServer

$
0
0
How I can create room in Photon Server?
Was trying to extend Lite Application but I haven't idea how to use after?
I want to find any tutorials ,manuals about creating room in photon server!!!!Please help me..

Multithreading

$
0
0
Hi!
I was read a docks, but i still not clear understanding how Photon works with threads. My questions is:
1. What kind of things will be executed in separated threads?
2. When i must worry about threadsafity?

when CCU increase , Ping also increase to 3000 ms from 50 ms!

$
0
0
on our 8 CPU 8G Memory 150M bandwidth VPS,

when CCU is low like 1300, Ping is around 50ms ,

But when CCU more than 2000 it will increase,

When CCU more than 2500, the Ping will up to 2000 ms !

IN THIS TIME, CHECK RESOURSE MONITOR, CPU ONLY 60%, MEMORY 32%, BANDWIDTH ONLY 100M,

so why is the ping and lag increase so much?

I will put my Photon log here, please help.

Stranger things when Join or create a room

$
0
0
Hi! I'm using the last server v4.0.29.11263 in Win10. I connect an join to lobby from unity without problem, but when I try to create or join a room, the server disconnect me. Using the PhotonCloud , the same operation don't has problem, Here I include a copy of the the unity's console log and the unity editor log. Do someone had the same problem? Thanks

Console Log


OperationResponse 226: ReturnCode: 0.
UnityEngine.Debug:Log(Object)
NetworkingPeer:OnOperationResponse(OperationResponse) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1562)
ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(Byte[])
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:157)

OnStatusChanged: Disconnect current State: DisconnectingFromMasterserver
UnityEngine.Debug:Log(Object)
NetworkingPeer:OnStatusChanged(StatusCode) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1990)
ExitGames.Client.Photon.<>c__DisplayClass146_0:b__0()
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:157)

OnStatusChanged: TimeoutDisconnect current State: ConnectingToGameserver
UnityEngine.Debug:Log(Object)
NetworkingPeer:OnStatusChanged(StatusCode) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1990)
ExitGames.Client.Photon.EnetPeer:SendOutgoingCommands()
ExitGames.Client.Photon.PhotonPeer:SendOutgoingCommands()
PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:177)

OnStatusChanged: Disconnect current State: Disconnecting
UnityEngine.Debug:Log(Object)
NetworkingPeer:OnStatusChanged(StatusCode) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1990)
ExitGames.Client.Photon.<>c__DisplayClass146_0:b__0()
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:157)

The Editor.log


(Filename: Assets/Scripts/Connection/ConnectionManager.cs Line: 144)

OperationResponse 226: ReturnCode: 0.
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
NetworkingPeer:OnOperationResponse(OperationResponse) (at Assets\Photon Unity Networking\Plugins\PhotonNetwork\NetworkingPeer.cs:1562)
ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(Byte[])
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update() (at Assets\Photon Unity Networking\Plugins\PhotonNetwork\PhotonHandler.cs:157)

(Filename: Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs Line: 1562)

OnStatusChanged: Disconnect current State: DisconnectingFromMasterserver
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
NetworkingPeer:OnStatusChanged(StatusCode) (at Assets\Photon Unity Networking\Plugins\PhotonNetwork\NetworkingPeer.cs:1990)
ExitGames.Client.Photon.<>c__DisplayClass146_0:b__0()
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update() (at Assets\Photon Unity Networking\Plugins\PhotonNetwork\PhotonHandler.cs:157)

(Filename: Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs Line: 1990)

OnStatusChanged: TimeoutDisconnect current State: ConnectingToGameserver
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
NetworkingPeer:OnStatusChanged(StatusCode) (at Assets\Photon Unity Networking\Plugins\PhotonNetwork\NetworkingPeer.cs:1990)
ExitGames.Client.Photon.EnetPeer:SendOutgoingCommands()
ExitGames.Client.Photon.PhotonPeer:SendOutgoingCommands()
PhotonHandler:Update() (at Assets\Photon Unity Networking\Plugins\PhotonNetwork\PhotonHandler.cs:177)

(Filename: Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs Line: 1990)

OnStatusChanged: Disconnect current State: Disconnecting
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
NetworkingPeer:OnStatusChanged(StatusCode) (at Assets\Photon Unity Networking\Plugins\PhotonNetwork\NetworkingPeer.cs:1990)
ExitGames.Client.Photon.<>c__DisplayClass146_0:b__0()
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update() (at Assets\Photon Unity Networking\Plugins\PhotonNetwork\PhotonHandler.cs:157)

(Filename: Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs Line: 1990)

How to allow player to create their own server

$
0
0
Hi, im a user of PUN and today i would like to try Photon server because i think its the good method for what i want to do now, wich is allowing player to create their own server (Or room maybe, im not really sure how to call it, actually my question is about that) but i don't really understand how to handle that. I know the question was asked alot of time but mostly for PUN and i don't want you to give me like a fully project with all the script inside, i just need some answer and maybe some documentation reference on how to display the server in the master server. So, do i need to have the main server with a unlimited ccu plan and player hosting just a room or each player who want to create they server should have their own photon free 100ccu and then manage it to appear in the server browser ? My goal its to let player manage their own server, and save some data of players in a database (or other stuff ?) so when they join the server later they get back their data (or when the server restart) but with PUN its more like you play the game, then all player its disconnected and the room deleted/recreated, so if you can give me some way on how to do that it would be appreciated. Also sorry for my bad english i do my best, thank you for you help.

Actors

$
0
0
How I can set game properties count of actors in LiteApplication?
in my case in the room should be just 2 actors?

PhotonServer MMOdemo

$
0
0
If you change the properties by calling a method (' Operations.SetProperties') if two Playar in the grid Properties do not change . And the players stop each other to see. ver Photon-OnPremise-Server-SDK_v4-0-29-11263

at Win 2008 R2 installation, there is no root limit!

$
0
0
I installed the Photon Server on Win10, no problem. But at Win 2008 R2 installation, there is no root limit. I have copied the permission file to the bin_Win64 directory . How to do?

Server Ip discovery

$
0
0
Is there a way to notify to clients or to discover the server's dynamic Ip? I'm using the NetworkDiscovery component of Unity, to do it, but perhaps there is another solution. Thanks

Some questions about photon master server

$
0
0
1. Is there any existing solution to deal with horizontal scaling of Master Server?
2. Any suggestion to deal with Master Server failover?
3. I can't find CounterPublisher.AWS.CloudWatch.dll SDK on photon website, is it supported now?

Thanks.

Structure of Lite Application

$
0
0
Can anyone understand me the structure of LiteApplication project?

Some questions about photon master server

$
0
0
1. Is there any existing solution to deal with horizontal scaling of Master Server?
2. Any suggestion to deal with Master Server failover?
3. I can't find CounterPublisher.AWS.CloudWatch.dll SDK on photon website, is it supported now?

Thanks.

Moved: Controlling Unity from a C# client

Examples of ReconnectAndRejoin

$
0
0
I was wondering if there was an sample projects or examples of how to properly setup ReconnectAndRejoin? We are hosting our own Photon Server and I cannot seem to reconnect and rejoin the room. Everytime I reestablish a connection, I see the following error in our server logs:

2017-09-14 15:23:33,736 [28] WARN Photon.Hive.HiveGame - JoinApplyGameStateChanges: Game '7d108d42-6492-4129-9994-ff2563c5f259' userId '18b1f8d1-fc3e-4cb5-8b72-52336f0b3616' failed to join. msg:Join failed: UserId '18b1f8d1-fc3e-4cb5-8b72-52336f0b3616' already joined the specified game (JoinMode=3). -- peer:GameClientPeer: PID 185, IsConnected: True, IsDisposed: False, Last Activity: Operation 226 at UTC 9/14/17 8:23:33 PM in Room 7d108d42-6492-4129-9994-ff2563c5f259, IP 10.211.55.2:54526,

I have tried many variations of the PlayerTtl and nothing seems to work. I would love to see some examples of how this is supposed to be implemented.

Best,
Adam

Error 10054 with Photon Server

$
0
0
If I use "Photon Cloud" to run two instances of my app on my home network, they connect fine and I see both players in a scene, etc. If I switch to "Self Hosted" with the IP of my home server running the 64 bit "Load Balancing (MyCloud)" Photon Control, the app instance on the server connects OK, but on the second machine I get:

Receive issue. State: Connected. Server: '127.0.0.1' ErrorCode: 10054 SocketErrorCode: ConnectionReset Message: An existing connection was forcibly closed by the remote host.
System.Net.Sockets.SocketException: An existing connection was forcibly closed by the remote host.

at System.Net.Sockets.Socket.Receive (System.Byte[] buffer) [0x00000] in :0
at ExitGames.Client.Photon.SocketUdp.ReceiveLoop () [0x00000] in :0
UnityEngine.Debug:LogError(Object)
NetworkingPeer:DebugReturn(DebugLevel, String) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1522)
ExitGames.Client.Photon.<>c__DisplayClass145_0:b__0()
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:157)

Photon Control is running as admin and has added the firewall exceptions ok.

Please help!

Thanks!

Moving from PUN to Photon Server creating MMO

$
0
0
I'm currently in the process of creating a MMO / survival / crafting style game (similar to Rust) using Unity 5 and have been using the old Tropical Island demo to give me a starting point so I can focus on the networking and crafting side of the game. I have been using PUN to for the multiplayer support.
The problem I have is I need to be able to persist the world state so players can resume where they left off. So from what I understand (correct me if I'm wrong) I need to go down the PhotonServer so I can do custom game logic. I have read through a good chunk of the Photon documentation and followed a series on Photon Server on Youtube by Christian Richards and I have been trying to look at the Phton Server MMO Unity Island Demo tutorial so I could poke around and work out what I need however I cannot get the Photon Server MMO project to open on Unity 5 nor will the Island demo.
So have come here to try to get some advice.
Does the PUN concepts like PhotonView still exist on PhotonServer or do you have to re-write all the logic to use server operations and events?
Can anyone point me in the direction of any good videos or tutorials.
TIA.
Lee

I got this Exception:AppDomain Manager not available for id: 9

$
0
0
when I run service everything ok,service is running
but when I try to send operation I'm getting this kind of Exception:
10516: 15:12:06.547 - CManagedHost::OnStackOverflow() 1444: 15:12:06.555 - CManagedHost::OnDefaultAction() - OPR_ThreadRudeAbortInCriticalRegion - eRudeAbortThread 1444: 15:12:06.555 - CManagedHost::OnDefaultAction() - OPR_AppDomainRudeUnload - eRudeUnloadAppDomain 10516: 15:12:06.556 - CManagedHost::OnFailure() - FAIL_CriticalResource - eThrowException 10516: 15:12:06.556 - CManagedHost::OnFailure() - FAIL_OrphanedLock - eNoAction 7016: 15:12:06.572 - Unloading Domain: ApplicationName = 'MyMatch3Server', DomainId='10' 1444: 15:12:06.573 - CManagedHost::OnDomainUnload() - 10 1444: 15:12:06.573 - Releasing reference on default app domain 1444: 15:12:06.573 - Restarting application: "MyMatch3Server" due to unexpected unload 1444: 15:12:06.573 - Application: "MyMatch3Server" restart request (abort existing connections) 1444: 15:12:06.649 - Taking reference on default app domain 1444: 15:12:06.722 - Application: "MyMatch3Server" started in app domain: 11 1444: 15:12:06.902 - StopApplication - Exception: CManagedHost::GetManagedHost() - AppDomain Manager not available for id: 10 1444: 15:12:06.903 - Application: "MyMatch3Server" stopped in app domain: 10 (abort existing connections) 1444: 15:12:06.903 - Application: "MyMatch3Server" restart complete.
why it's hapenned*??cant understand

Getting started

$
0
0
Hi!
I'm currently working on a game, which now requires networking. This will be handled by a standalone server (Photon on-premise).
The game will be developed inside Unity3D and messages will be sent/received between the client and the Server.
My question is: How to get started?
I've began working with the Photon, looking into some documentation and understood the fundamental. Such as the Loadbalancing server is a good way to start!
How do i go on from here? Should i download the PuN and start integrating it into the Loadbalancing?
Is there any tutorial to get started from this point? I've found some tutorials, but they seem to bee from V.3 which is outdated.
Any help is appreciated!
Best Regards.

iOS review team cannot connect to game server on port 5056

$
0
0
Has anyone experienced any issues around Apple's iOS review team not being able to connect to their game server when using the Photon Load Balancing project? I see traffic logs that they're connecting just fine to the master server (UDP port 5055), but when it comes time to disconnect their client and re-connect it to our game server (same machine, UDP port 5056), the request times out. I and many others can connect just fine via both IPv4- and IPv6-based networks.

Initially we thought the issue was because we're using Photon Server v3.4 which doesn't fully support IPv6 and Apple now reviews all apps inside an IPv6-only network. However, we switched all of our Photon code to use hostnames instead (following these instructions) and Apple still cannot connect to the game server.

I've gone through Apple's own documentation on how to set up a local IPv6 network and have confirmed a connection to both the master server and game server -- in fact, we've never heard of any issues outside of Apple on this, and our game has 5,000 users -- but since Apple cannot connect from within their network, they reject updates from time to time.

I'm wondering if Apple's network is firewalling port 5056 or if there's something else going on that people have run into. We're running our Photon servers on Amazon AWS using standard VMs with the applicable ports open (4520, 5055, and 5056). The version Apple is connecting to literally has both master and game server on the same machine, so there's no chance of a misconfiguration between VM instances in this case. I also turned off IPv6 entirely on that machine to limit the confusion it might cause (we simply rely on networks' DNS64/NAT64 support now to translate our A records/IPv4 addresses into AAAA records/IPv6 addresses).

Any thoughts?

Plugins and .NET Standard 2.0

$
0
0
Hi,

Is .NET Standard 2.0 supported, or recommended as a target framework for Photon plugins? Currently I'm mixing both net46 and netstandard20, and things seem to work fine in Visual Studio 2017.

Thanks,
Shaun
Viewing all 1557 articles
Browse latest View live


Latest Images