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Server connection fails after 2nd connection

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I'm working on a project where we'd like to use Photon Voice between a HoloLens and a Desktop client. (Both UWP apps.)

If I start up the photon server and connect with either of the clients everything works as expected (I'm reusing most of the code from the testvoice scene) - join master server; try get room; create room; join...

But if I quit the app, and open it up again the room created is already gone (I assume 0 users clears it up), and the next PhotonNetwork.CreateRoom call results in: "Operation failed: OperationResponse 227: ReturnCode: 32762 (Failed to get server instance.). Parameters: {} Server: MasterServer".

Any ideas on what might be causing this? All the calls beforehand work, so I don't get why this last call fails to get the server instance.

Photon Server License check issue

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1.How does photon check the server license?
If i have a license, and i already start a photon server.What will happen if i launch another new photon server?
Will the new photon server shutdown immediately?
Or is there an interval for two photon server to live together?
Or will photon notice us about the problem of license excess to buy a new one?
Can any one tell me the detail about this?
2.Is there any place for us to see the license usage? (etc, how much photon server are running with this license)

It's quite a hard job to manage license with multiple server in different regions.

Thanks in advance.

The size of messages between client-server

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In messages we have Code and Dictionary and if count of objects is more than 150-250 Photon Unity Client send an error "Buffer over" or the same. It need to send several messages to split list of objects? Objects serialized by BSON and have 5 float fields like x,y,z or the same.
Also I make class with List inside it. And then serialize it and put in Dictionary. All work good, but after number of objects in List become more than 150 plus minus I have an error on the side of Client program : Number overflow in Bson deserialization.

Moved: The size of messages between client-server

Photon Server Plugin SDK: `OnJoin` does not trigger

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Hey guys,

Just wanted to ask a technical question in regards with the Plugin callback `OnJoin`

I've been debugging my custom plugin and I wanted to check the data being passed on the `OnJoin` callback so I try to add a break point inside of it, however it seems the code is being skipped or not triggered for unknown reason.

So I've tried adding break point to other parts of my code eg: `OnRaiseEvent` or the `OnCreateGame` and the break point triggers correctly.

I can assure that the game is working as expected it can create and join a room, it's just that the specific events does not trigger on the server plugin code.

I'm not sure if I did something wrong with my implementation or maybe it just does not trigger (both plugin-side or client-side)

how to debug photon standalone chat in visual studio?

Photon Server Unity Tutorials

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Hello,
I am developing a fast-paced 3rd person shooter game. Its multiplayer (ofcourse). The first prototype of the game was developed using Unity Networking(LAN). After receiving positive feedback and several requests to make it online multiplayer, I decided to move the game to Photon Cloud. However, there were several issues with using Photon Cloud. There were tons of complaints about slow and laggy servers. I was wondering why? If player with slow connection is hosting the game, others player will have latency issues (even though they have high speed connections).

Only way to fix this issue is to use Photon Server. I have been digging since 2 weeks for tutorials on how to write server-side code. No Luck! All i find is "how to setup photon server in 5 mins" videos. Is there any tutorial series that includes setting up server, custom login, matchmaking, player position syncing, custom kill/death logic, gameover, etc? I'm soo frustrated searching for tuts. Hence, posting in the forum...xD. I found MMO Demo in the SDK. But its complex. I couldnt find any documentation on how the demo works. Going through the code and figuring it out yourself is next to impossible for beginners like me. Moreover, the link to Unity client project for MMO Demo is dead. So, i don't know how to test it either.

AAA games like overwatch, DOTA2, etc simulate the game on their servers. Player interactions are sent from the local client to server. Server validates them and executes them on the server. Then server sends results back to client. Is this possible to achieve with Photon server?

Any kind of help is highly appreciated!!
Thank you.

Time in no local GameServers

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Hi.

I have been having some problems with the time obtained from the server in the PUN client. In the MasterServer and the main GameServer we have the same ServerTimeInMiliseconds since they are obtained from the Environment.Tickcount of the same machine. In this case, we could compare times of some events produced in a room (and stored as CustomRoomProperties) with the time that is obtaining a client being in the lobby watching properties of a room that he is about to enter.

The problem comes when a new GameServer is created due to the load of the main server. The times that manage a Client that is in a room in the new new GameServer are absolutely different from the times in the Lobby.

Is there any way of force the new GameServer's time to be equal to the time of the main server?

Any idea to solve my problem?
Thanks a lot.


Server

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Is windows 10 sufficient to run photon server? Not planning on running my project in a deployed invironment on windows 10 for that I may turn to windows server essentials.

Webscript.io has shut down. Are there plans for a replacement?

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I'm just walking through the on premise docs and tutorials and found that webscript.io has been shut down. Will these example webhooks be hosted elsewhere for the demos to work? Is there some way I can host them myself?

Thanks in advance!

when I joined the room,there are two player in room

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2017-10-13 02:01:51,809 [327] DEBUG Photon.LoadBalancing.MasterServer.GameServer.IncomingGameServerPeer - HandleUpdateGameState
2017-10-13 02:01:51,810 [327] DEBUG Photon.LoadBalancing.MasterServer.Lobby.GameListBase - PlayerCount updated:newValue=2, oldPlayerCount=1, plyaerCount=2
2017-10-13 02:01:51,810 [327] DEBUG Photon.LoadBalancing.MasterServer.Lobby.GameState - User joined on game server: gameId=82094, userId=f04e9bbd-774c-402c-806a-edc92f51c88b
2017-10-13 02:01:51,810 [327] DEBUG Photon.LoadBalancing.MasterServer.Lobby.GameState - User not found in joining list: gameId=82094, userId=f04e9bbd-774c-402c-806a-edc92f51c88b
2017-10-13 02:01:51,811 [327] DEBUG Photon.LoadBalancing.MasterServer.Lobby.GameListBase - PlayerCount updated:newValue=2, oldPlayerCount=2, plyaerCount=2
2017-10-13 02:01:51,811 [327] DEBUG Photon.LoadBalancing.MasterServer.Lobby.GameListBase - UpdateGameState: id=82094, peers=1, max=3, open=True, visible=False, peersJoining=1, inactive=0, ispersistent=False
2017-10-13 02:01:51,811 [330] DEBUG Photon.LoadBalancing.MasterServer.PlayerCache - Player state changed: pid=f04e9bbd-774c-402c-806a-edc92f51c88b, master=True, gid=82094
2017-10-13 02:01:58,978 [331] DEBUG Photon.LoadBalancing.MasterServer.Lobby.GameListBase - Checked join timeouts: before=1, after=1
2017-10-13 02:02:06,481 [335] DEBUG Photon.LoadBalancing.MasterServer.Lobby.GameListBase - PlayerCount updated:newValue=1, oldPlayerCount=2, plyaerCount=1
2017-10-13 02:02:06,481 [335] DEBUG Photon.LoadBalancing.MasterServer.Lobby.GameListBase - Checked join timeouts: before=1, after=0
2017-10-13 02:02:06,481 [26] DEBUG Photon.LoadBalancing.MasterServer.PlayerCache - Player removed: pid=100716, master=False, gid=

Hi all , who met this kind of problem
when I joined the room,there are two players in room.
PlayerCount updated:newValue=2, oldPlayerCount=2, plyaerCount=2

Photon On-premises Server: operation Code: 227, return Code: 32762 (Failed to get server instance.)

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Hi all,

I've downloaded and followed the setup instructions for creating an on-premisis server following this tutorial: image

In the tutorial, we are shown how to download and setup the server, as well as what port-forwarding is required, what IP is required and we setup a simple project designed just to connect to the server we have setup. Once connected, we should load a second scene.

After much effort, I cannot connect to the server that I have setup. If I run the test app on the PC where the server is running, it cannot connect to the server at all and I get the text on screen "Peer Created" as well as the warning: "TimeoutDisconnect while connecting to: MYPUBLICIPADDRESS. Check if the server is available.".

If I run the same app on another pc, I manage to connect and load the second scene as it should do, but then I get the error: "operation Code: 227, return Code: 32762 (Failed to get server instance.)".

If I run the testclient for LoadBalencing, I get the error: "OnOperationReturn: CreateGame failed: ReturnCode: 32762 (Failed to get server instance.)".

Does anyone have any suggestions on how to fix or debug this issue?

On premise hosted on parallels with WebGL client

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Hi there,

I'm working locally on a macbook with on premise server running on windows in parallels. This setup has been working fine with TCP connections.

I've been trying to get websocket connections working for WebGL POC and believe I've setup everything correctly (although I'm trying to use insecure websockets for now).

I've added listeners to my servers:

WebSocketListener
IPAddress="10.211.55.3"
Port="9093"
DisableNagle="true"
InactivityTimeout="10000"
OverrideApplication="ChatServer"
Secure = "false">
WebSocketListener>

And I'm connecting roughly like so:

const string ChatServerAddress = "ws://10.211.55.3:9093";
const string ChatServerName = "ChatServer";
_chatPeer = new PhotonPeer(this, ConnectionProtocol.WebSocket);
_chatPeer.Connect(ChatServerAddress, ChatServerName);

But I don't get any connection or error in either editor or WebGL builds

Again TCP is working fine with the above ip etc, I've turned of firewalls.

I'm wondering do you think I would need to deploy the server and setup meet some network configuration requirements settings to get this working?

All the best,

Josh

Photon Quantum

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In which form quantum will be released?

Just a different API on a client, but still using Photon service as a relay?
Will we be able to use Photon Server with it? Like a plugin or something

On Windows 2008 via Virtualbox(VM) on CentOS

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Hi there. I know I'm pulling a lot of strings here but I still would like to know my best option since otherwise the costs would double up if not triple.

I succesfully installed Photon Server SDK on a windows 2008 server on a CentOS server via gnome-desktop / tigervnc. Also I can connect to the public ip of my CentOS server and throught the VM using the NAT port forwarding of Virtualbox.

The basics work. I can connect to the master server without any hassle. But here a strange thing happens. On the logs, it appears that the game server connects succesfully to the master server and the master server recognizes the connection too. Everything is set up perfectly and Photon is running.

BUT, after running for about 10-15 minutes, I can no longer connect to game server (Hence the "Failed to get server instance" error is thrown in Unity). The logs indicate no connection loss or disconnect. Everything states OK.

When I run the test client on the VM it also fails to create a room too with the same error.

Is there anything I can do to clarify and narrow down the exact error? Can I run anything to check stability? The logs are pretty self explanatory and I can clearly understand nothing gets thrown in errors that's for sure.

Can anybody help me here? Again, as I stated, I know I'm pulling a lot of strings here to make something work in the most unintended way possible :smile:

Also, I believe this post may help some people who deal with the same issue or try something like this.

About Authentic Server

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First, I'd like to thank Photon for everything it provided. Our game just finished alpha testing with 50K download and everything went smoothly. Without Photon we would never finished the game within such short time frame.

As users increase, a few new problems showed up:
1. Some players uses simple speed hacks that simply make them run faster.
2. When a player lags, he will appear invincible(not receiving damage)for a while.
3. Since our AI is currently hosted by player clients, AI will stop moving and become invincible when player lags.
4. Many other problem all related to MasterClient or normal Client lags.

To solve these problems, our coders suggested to have our own server or make a plugin to simulate MasterClient and move some combat logic there. However, we are lost and need some guidance on where to start.

Thank you so much again!

Run Unity Instances for Authoritative Server

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After reading the documentation about Authoritative Server, we want to try multiple room in 1 client.
We "newed" multiple NetworkingPeer and used JoinOrCreateRoom(), returns Cannot send op: 226! Not connected. PeerState: Connecting.
Did we do something wrong here? or is there a better solution?
Thank you very much!

[PunRPC] problem

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Hi guys!
I have a problem with PunRPC!
I have only two players in my scene and i want to execute this code just for the OTHER player, but the PunRPC is also executed on the player who calls the method.
When the server player calls this method all works as expected(the method is executed only on the client player).

PhotonNetwork.Destroy(other.gameObject); gameObject.GetPhotonView().RPC("girati", PhotonTargets.Others, true); [PunRPC] private void girati() { Debug.Log("STO A GIRA!"); //SOME CODE }

Thank u and sorry for my english!

Moved: [PunRPC] problem

Why is buying CCU necessary for Photon Server

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Hello,

What am I getting for buying the CCU for the Photon Server? I thought it is all about me self-hosting everything: the game server and master server.

Thank you!
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