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

Version changes

$
0
0
As i were crawling around serveri didn't saw any detailed list of changes for released versions (current, past)

Am i missing something?

Is there demand for a Photon server fleet management service?

$
0
0
Our team has built our own service to streamline management of a fleet of Photon authoritative server nodes (for our own game). In particular, I'm referring to monitoring server health, controlling the server (start/stop/restart), as well as update the server applications (and photon version itself) to specific versions via a unified web dashboard without having to manually RDP into individual machines.

We are trying to assess demand for such a service. If others feel this is something that can help them, then we can generalize our system and open it up to the public.

Publishing Photon Server SDK Binary in Open Source project

$
0
0
Hello,

I am currently of creating an custom server application based on photon for a MMO that will be open source. I need to publish the code and set up the continuous integration, even while the project has not progressed very far. This is required to give my team status updates and a chance to join into the development.

Now to build the specific project, references to the Photon Server SDK are required. More specificly the following libraries are required to build:
  • ExitGamesLibs.dll
  • Photon.SocketServer.dll
  • PhotonHostRuntimeInterfaces.dll
The most straight forward way would be to put those files directly in the git repository along with a reference to the licensing terms. This way the CI server could easily handle them. I looked over the license agreement and did not notice anything that does not allow that. How ever I am not overly confident when it comes to reading the details of those licensing agreements, so I thought I better ask before running head on into a license violation.

So I'd like a confirmation if I am correct or if not, how my specific case could be handled.

For completeness sake: I plan to publish the source on GitHub and utilise Appveyor to CI server.

Best regards,
Nitram

Self hosted server with Unity Pun connection issues

$
0
0
Hey all

Just wondering if anyone knows a step by step guide to set up a self hosted server and then connect a unity Pun game to this. Been racking my brain now for about half a day trying to get the whole thing set up and working. I am trying to run a server from 1 computer/network connection and connect to a second computer/network.

Best i have gotten so far is to connect them both to the same network and use the local connection (which works and i can see my unity clients) but as soon as i turn this to us the public network or move then to different connects i can no longer either connect to the server as it just drops.

Been following the instructions on the server in 5 minutes/server configuration and just having no success. so yeah any help or if there is a step by step video series anyone knows i can follow along with that would be great.

Thanks

A simple question

$
0
0
Hello everybody, long time no talk!

Okay I got Photon Server running but I'm trying to understand how to do 2 (i hope quite simple things).
Exactly how do I go about adding in 2 features?

I want to make sure each player has a Credits (In-game Money) per {MATCH}.
And how to deal with teams server-side.

Right now I just want to know how to implement it, once I understand how I can add this in, I'm sure I can do everything else once I understand it.

I looked at the plugins page, but I'm not even sure if that's what I'm trying to do. All I want to do is just give each player per room an int for credits and assign a team and that's it. Creating plugins seems more in-depth than something I am wanting to do that is simple.

How to Close Room If there is 4 player

$
0
0
How to Close Room If there is 4 player in room and if 4 then create new room for other player

Matchmaking with AI

$
0
0
Currently, we are doing 3v3v3,
After a while of matchmaking, empty slots will be filled with AI.
We encountered a problem where 4 teams of 2 players joins and they got matched together.
What can I do here to solve this problem?

Thank you very much!

Room not visible for HoloLens (except on the Cloud)

$
0
0
Hi,

I have a cross-platform application that has a Windows Unity build and a HoloLens Unity build. The problem I'm having is that the HoloLens cannot see rooms created by my desktop, and vice-versa. I was initially testing it on a local Photon server, but then decided to try it on the Photon Cloud, which surprisingly allowed both the desktop and HoloLens versions to connect to the same room.

I am really baffled at this point as I have had a project with desktop and HoloLens versions joining the same room on a local Photon server.

Any help would be appreciated.

Thanks

Where put the dll to server access the Plugin?

$
0
0
Hi!

When I create a dll plugin, where I must put it for the server access the plugin?

Debugging in Photon On-Premise Server Plugin

$
0
0
Hey everyone,

I'm still new to Photon Engine, however would like to know how do you debug server plugins?

Operation 229 error: Unknown operation code (-2)

$
0
0
Hey everyone,

When I'm trying to connect on my self-hosted server, I get an `Operation 229 error: Unknown operation code (-2) `
I believed that this is an issue when joining lobby, however I don't have any idea what's causing the issue.

FYI I'm using the Photon Javascript SDK and I don't see any additional info regarding the error on the server logs.

Any idea what are the common scenario on getting this error?

Thanks!

base vs info.Continue()

$
0
0
Hello, i'm reading about plugins and have a simple question. What's the difference between this:
public override void OnCreateGame(ICreateGameCallInfo info) { base.OnCreateGame(info); }
And this:
public override void OnCreateGame(ICreateGameCallInfo info) { info.Continue(); }
In manual are examples with info.Continue() processing while TestPlugins in Server SDK uses base.OnCreateGame(info); calls. In case i want to broadcast new event and after this process callback by default, should i use base or info.Continue() and is there is even any difference at all? Thanks.

Creating an IO Game, Authoritative Server Logic and Server Setup Help!

$
0
0
Its our first time making a multiplayer and we're currently making an IO type of game (where there are 100 people in a room) and we thought of using Photon because of the nice API features and the Photon Cloud services. Currently, we have a running demo using the Realtime SDk that runs the logic in the master client and can run fine with 8 to 10 people.

However, we need a dedicated server for authoritative logic and able to handle the 100 players. We were confused as how to do this.

1. We read about Photon Cloud using Webhooks since its easy as they'll handle the server hosting but we weren't sure how to apply custom server logic to it.
2. Photon Plugins are also an alternative but it says it requires Enterprise cloud or your own Photon on premises server. But, it seems to much work compared to using the Cloud.
3. We also looked into Playfab custom servers and cloud scripting but we're not sure if it even works with the Realtime SDK.

Our question is what's the best way to handle this? We're currently lost and would really like help from experienced people about this.

Thank you!

Manually triggering Keep Connection Alive

$
0
0
We're using photon version 4-0-29-11263. The problem we're having is that people sometimes get timeout disconnects, usually after a server hickup. This has been happening more and more often as we've moved from reliable to unreliable messages, for a better feeling and lag resistance.

We're reasoning that photon uses reliable messages to check if the connection is alive, and the fewer reliable messages that are sent, the more photon relies on it's default keep alive message, which should happen every 1.5 sec if I'm not mistaken. This is backed up by what people say is happening, where they get a spike, then gameplay returns to normal and udp messages gets sent and received as normal for a couple of seconds , and then they get a timeout disconnects.

My question is if there's a way of manually telling the game that a peer connection is alive when a udp message is received?

How to get data saved on master server from a plugin?

$
0
0
Hello, I want to create a card game and store all information about each card on the mysql server. So the idea is my photon server at the start of running (MasterServer) connects to this db and saves all the informations into memory and i want to be able to access this data from the plugin position. The question is how can i get this data stored in MasterServer for each room (plugin), and is it safe (and possible) if multiple plugins will read at the same time from same object. Alternative solution would be plugin connects to db but it's super waste and i have to avoid it. Thanks for all answers.

OnConnectionEstablished questions

$
0
0
Hey Photon Team! Long time, no see! So I'm getting back into the swing of things and I'm working on upgrading my Framework to use Photon 4. I have one server connecting to another server using the outboundS2SPeer and I see the connection side getting the connection, setting the client to connected and I see the outbound server getting set to connected.

I'm getting the call to OnConnectionEstablished (used to be CreateServerPeer) and my response object is coming back null. How do i give that function some information. It used to be that CreateServerPeer had an object state that went with it and I was expecting that data to be here but instead I'm getting null and its causing some issues with how i build my peers.

Regards,
Christian - CJR Gaming

Photon for MODs of a game

$
0
0
Can i use photon for host servers of a game modification?

About Master Client on Server

$
0
0
We recently started beta testing for our game and encountered many problems.
It seems that many problems are caused by Master Client lagging or dropping mid game.
I remember that Photon has a way to have a server plugin or something to act as Master Client in a game.

What we want to create is something like the following:
1. In a 5v5 situation, allow 11 players to join.
2. 10 players being normal clients, and the 1 left is a server hosted bot acting as the Master Client.

What is the best way to achieve such solution?

What happened to new versions of photon server

$
0
0
When our project first ramped up, I got familiar with photon server as we wanted to use it for our game. Fast forward like 6 months and were getting closer to the end and I need to revisit this. I went to get the latest and I see its the same version as it was way back when. Has work on this product stopped? It seems odd for and SDK to go so long without any updates.

Master Client Timeout Detection

$
0
0
I read in the Host Migration page that it is recommended to implement a Master Client Timeout Detection mechanism by saving timestamp of last event received from Master Client.
While I think its the perfect solution, I am totally lost on how to achieve this.
Do we need to change server side code or something?
Please give us some hint.

Thank you very much!
Viewing all 1557 articles
Browse latest View live


Latest Images