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unity photon webgl error

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I set up my own server address and port in PhotonServerSettings, running in the PC mode is normal, but switching to the webGL mode is abnormal. My address is a IP.



Abnormal records: UriFormatException: URI scheme must start with a letter and must consist must, start, '+', '-' '' '.

Could Quantum running on self-host Photon server?

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Our team are planning making a online realtime fighting game, and we are evaluating some network solutions right now. About Photon Quantum, there is one question we haven't found answer about: could Photon Quantum running on self-host Photon server, or it is Photon Cloud only?

How to set network rate?

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Hi, I'm using OnPremise and LoadbalacingApi, how to increase the network rate to 30/60hz? Is it 15/20hz by default?

Closing Connection to client from server LoadBalancing

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Hi, I just wanted to know if there is a way to close the clients connection. So when an admin bans the player they are disconnected from their current game. Since I am using custom auth, they won't be able to re-join but I need a server sided way of disconnecting them. Thanks

Some newbie questions regarding self hosting

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Hey Forum,

I would love if you guys could help me better understand some things regarding self hosting. To be clear I am not a programmer on this project.
We are getting ready to release our 50 player shooter game, which is expected to have around 2-10k CCU at any given time.

We decided to go with Photon OnPremise, self hosting, instead of with Cloud as we needed server authority.
For testing we have been running the master on our own machines so far, but as we move towards large ish scale internal testing so we need to support a fair amount of players.

I am a little bit confused regarding the best self hosting method for us, from what I can tell there are quite a few options, AWS EC2/Azure for cloud hosting, and various options for "bare metal" dedicated servers. I have a decent understanding of the difference between cloud/fully dedicated servers.

Here are some questions:

1. What would be the best hosting option for us, supporting a heavy shooter game, 50 players per instance with high CCU (2-10k)
2. What are the upsides/down sides of cloud vs bare metal?
3. Which is easier to setup/update the master frequently?


Thanks!

How reliable is execution timing?

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For example if i Instantiate object, then immediately call RPC on it
will it guarantee that its always called on same frame before Start() for all clients?

var my = PhotonNetwork.Instantiate("my");
my.RPC("Constructor",param1,param2,param3);


or is it if on bad network it may happen that object is instanciated, then on other frame "Constructor" called?

Service Info

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Hi, I have been wondering and searching around for a while. I can't seem to find much information about starting an APP as a service. What exactly does this mean? Thanks, Leon

How to add webhooks with a key: CustomHttpHeaders?

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in the webpage "Add a Plugin to UNG"
choose webhooks v1.2 (demo)
there is no 'CustomHttpHeaders' key showed.
and no '+' button.

How to locate memory leaks?

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Hi, I'm using OnPremise with a custom plugin, the memory usage on the Photon tray icon keeps increasing after a few games have ended. Is there any way I can debug memory usage, say what instance is actually consuming it?

Photon app running off multiple servers

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Hi all

Kinda a bit of a cross over questions for multiple sections (sorry if a better forum area would have been better). Currently running an application using PUN and voice on a custom server. Im looking to split the logic across 2 servers so that 1 server handles the voice and 1 server can handle all the behaviour to help reduce load and fail safe the behaviour if the voice/chat server goes down.

Just wondering if anyone has an idea of how to go about modifying the unity voice/pun logic to ping stuff off to different servers as the settings appears to let me only connect to 1 ip.

Any help would be greatly apprichated

Regards

Was there a change to CustomHttpHeaders recemtly?

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Hello (I accidentally posted this as a comment on a question marked as Answered so I doubt anyone with solutions would read it. So sorry for reposting this as its own thread)

I have used it for more than a year and it has worked fine but it has recently (It seemed to have happened around 9-11 am GMT+01 the 20th of july) stopped working for me.

I have the following configuration on the dashboard



and then on our side (php) seen:
$_SERVER["HTTP_HIDDEN_API_KEY"] === "some-very-secure-api-key-lolz"

And it has worked fine, but that has recently stopped working.

$_SERVER["HTTP_HIDDEN_API_KEY"] is no longer set (and the value "some-very-secure-api-key-lolz" is not assigned to any variable). And that is even though we haven't edited CustomHttpHeaders (nor any of the other webhooks.)

Has there been any changes to this?

Convert from PUN to Server - how hard is it?

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Hi! I'm just starting learning Photon PUN now, and it seems very straightforward. However I'm making a Moba kind of game, and I'm thinking if I instead should make it with Photon Server, to prevent cheating.

But is the process of working in Photon Server completely different, or is there some logical way to convert from PUN to Server later, in case of many people playing my game?

At the moment I'm trying to put the authority in the master client, so everyone sends commands, and most of the important logic and stuff like credits etc is stored on the master. This is currently a 1 vs 1 game, which means 50% of the players would be able to hack/cheat the game.

I'm sorry if the question is unclear as I'm still rather new to Photon. Thanks! :)

Show Rooms only for certain users

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Hi,

We want to create rooms, which can be listed/e.g. seen only by certain users (player-a/b/c).

Creating the Room:
RoomOptions roomOptions = new RoomOptions();
            roomOptions.MaxPlayers = 8;
            roomOptions.PublishUserId = true;
            roomOptions.IsVisible = false; //not everybody should see this room
            roomOptions.IsOpen = true;
            roomOptions.CustomRoomPropertiesForLobby = new string[] { "C0" };
            roomOptions.CustomRoomProperties = new Hashtable() { { "C0", "' player-a player-b player-c '" } }
            
            TypedLobby typedLobby = new TypedLobby();
            typedLobby.Name = GetTypedLobbyName();
            typedLobby.Type = LobbyType.SqlLobby;
            
            b = PhotonNetwork.CreateRoom(roomName,
                roomOptions,
                typedLobby);

Filtering the Room:
TypedLobby sqlLobby = new TypedLobby(GetTypedLobbyName(), 
                LobbyType.SqlLobby);
            string sqlLobbyFilter = "C0 LIKE ('% " + "player-a" + " %')";
            PhotonNetwork.GetCustomRoomList(sqlLobby, sqlLobbyFilter);


This should show in "OnReceivedRoomListUpdate" some results, but the method is not called.

It gets called when "roomOptions.IsVisible" is set to "true", but in this case, the "sqlLobbyFilter" and "PhotonNetwork.GetCustomRoomList" does not make much sense, because everybody can see the room (without setting the filter, or calling GetCustomRoomList).

Have you an Idea?

The only solution we came up with:
Store room names somewhere else (web/api) and retrieve the names from there and call "JoinRoom" explicitly with the names from the "web/api"?

Thank you very much

Not Able To Create or Join a Room After Running The Server For A While

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Occasionally after having the Photon Server running for some period of time I am unable to create or join a room. My clients can connect to the Photon Server, but then they hang when trying to call PhotonNetwork.JoinRoom or PhotonNetwork.JoinOrCreateRoom. The only thing that seems to fix the issue is restarting the Photon Server service. What might be causing this behavior?

Player Name not set when using custom authentication

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Hi,

The player name is not returned when I use custom authentication, when I do not it is returned correctly?

UE4, self hosted.
void UDTClient::ConnectToServer() {
	Logging::get().logToOutput("Connecting...");

	ExitGames::Common::JString jUser  = *username;
	ExitGames::Common::JString jPass  = *password;
	ExitGames::Common::JString params = "username=" + jUser + "&token=" + jPass;

	ExitGames::LoadBalancing::AuthenticationValues authValues;
	authValues.setType(ExitGames::LoadBalancing::CustomAuthenticationType::CUSTOM);
	authValues.setParameters(params);
	mpDTClient->setAutoJoinLobby(false);
	mpDTClient->connect(authValues, ExitGames::Common::JString(L"TESTUSERNAME"), *serverAddress, ExitGames::LoadBalancing::ServerType::MASTER_SERVER);
}
void DTListener::joinRoomEventAction(int playerNr, const JVector<int>& playernrs, const Player& player)
{
	Logging::get().logToOutput(JString("Player ") + playerNr + L" " + player.getName() + L" has joined the game");
	mpView->addPlayer(playerNr, player.getName(), player.getNumber() == mpDTc->getLocalPlayer().getNumber());;
	updateGroups();
}
My custom authentication does not return/edit the player name/nickname, is the server returning a blank player name/nickname that is overriding what I am setting the in connect?

Unable to find where a log is being called.

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Hi, I have been searching the project for ages and just can't find at all where this Debug is - 2018-08-02 19:13:23,796 [37] DEBUG Photon.Hive.Plugin.RaiseEventCallInfo - Continue.

Any help would be greatly appreciated, thanks.

Developing for Photon Server on OSX/Linux

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Hi guys, I know there have been topics in the past related to this, but I haven't found quite the answer I was looking for, so please bear with me!

I'm currently evaluating a few software backend options for a project (installed software, not BaaS), and Photon Server seems like a really strong contender. I noticed that it's mainly geared towards Windows development, which is unfortunate because our studio is like 90% Macs at the moment.

I was wondering whether people have had success developing their backend code in a non-Windows environment. For example, does the Photon server still work if we use Mono instead of .NET? Are there any big functional or workflow issues with using Xamarin or MonoDevelop instead of Visual Studio?

I should note that we DO intend to ultimately deploy and run our Photon server on Windows Server machines. I'm mainly wondering about day-to-day development on Macs instead of Windows machines. If a developer is writing server code on a Mac, would it be reasonably straightforward to use Xamarin/MonoDevelop for writing code, and then run a local test instance of the server via Mono or similar? Or do we need to set up bootcamp and work in Windows during development?

UNET vs PHOTON PUN: 1 to 1(ish) relation

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Hi to everyone!
I have been searching for quite a while, on a good doc for a 1 to 1(ish) relation between UNET and PHOTON PUN.
The context is, that I have an asset from the unity asset store, that users UNET multiplayer, and I prefer to switch it to photon.
As I am new to Photon, I have been looking everywhere for a doc that says: in UNET you do this, in photon, you do this, blabla
Similar to what Epic has in the "UE for unity devs" blog page
I've found this so far, which is kind of the first steps:
https://blog.photonengine.com/dev-story-tanks-multiplayer/
But in no way a comprehensive doc about this.
Or maybe it is and this are the only things that are different?
Any insight or link or whatever will be greatly appreciated, as I don't want to learn the entire UNET framework just to port to photon. Unless this is strictly the only way to move forward.
Thank you all!

Moved: UNET vs PHOTON PUN: 1 to 1(ish) relation

Problem Setting Up Photon Server

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Hi everyone,

I'm trying to setup a Photon Server to let it run 24/7 on my AWS EC2 Machine, but I've encountered some prolems, here what I've done so far:

-Download and unzipped the Photon On-Premise in my EC2 Machine with Win Server 2012 Base.
-Started PhotonControl and set the GameServer IP on the public ones that PhotonControl advised me.
-In the Admin Tool of Windows I added two rules inbounds for 5055/5056 UDP Ports and two rules for the same ports outbounds
-Tried to connect to my IP and it's not working. Unity can't connect to the MasterServer

I tried to add wherever there was an IP address the public IP from PhotonControl in "PhotonServer.config" and "Photon.LoadBalancing.dll.config" both in GameServer and Master folder.

Can you point me out a good guide where to set up correctly this kind of setup. Or explain me what I've done wrong? Thank You
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