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How do I authenticate users?

Hi,
I am trying to prototype a game (my client is Unity), and I'm trying to authenticate users. The page on the subject at the main site is confusing at best, so I have no idea how to do it.

What I would kind of expected to happen was that I will be able to send the login information through the InitRequest object, however, I was unable to find any way to control it from the client and enter any information into it.

So, how do I solve this?
Thanks.

Setting AuthValues doesn't work

I really don't know what more to say,
What information can I provide to help?
I assign the authvalues in the OnConnectedToMaster() callback, yet they are not being set and causing the errors:

Operation failed: OperationResponse 230: ReturnCode: 32767 (Authentication token is missing). Parameters: {} Server: GameServer

&

The appId this client sent is unknown on the server (Cloud). Check settings. If using the Cloud, check account.

I'll emphasis, this is a On-Premise server I'm hosting, and I haven't changed any settings, I just built from "C:\Photon Server\build\build.prompter.bat"

Do I even need to define the appID anywhere in the source code if it is not the cloud?

Moved: Authentication Token Issues

Unable to create room on client.

Hi, I've downaloded the photon server sdk, installed it and its up and running with LoadBalancing.

I created a sample client on Unity and seems I can connect and connect to master, even auto join lobby. But when I try to create room, this error log appears:


Failed parsing address:
UnityEngine.Debug:LogError(Object)
NetworkingPeer:DebugReturn(DebugLevel, String) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1574)
ExitGames.Client.Photon.IPhotonSocket:Connect()
ExitGames.Client.Photon.SocketUdp:Connect()
ExitGames.Client.Photon.EnetPeer:Connect(String, String, Object)
ExitGames.Client.Photon.PhotonPeer:Connect(String, String, Object)
NetworkingPeer:Connect(String, ServerConnection) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:590)
NetworkingPeer:OnStatusChanged(StatusCode) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:2175)
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:158)


And here is the c# code:


public override void OnConnectedToMaster() {
base.OnConnectedToMaster();
Debug.Log("Connected to Master");

RoomOptions room = new RoomOptions();
room.MaxPlayers = 1;
room.IsOpen = true;
room.IsVisible = true;

PhotonNetwork.JoinOrCreateRoom("Room123", room, TypedLobby.Default);
}


Checked the logs from the photon server and there isn't any log that correspond to that error.

Tried in Photon cloud and works flawlessly, this only happens when using the self hosted option. I'm using latest version of Photon server sdk and using Unity LTS 2017.4.1f1.

I would greatly appreaciate any help.

Photon Server + Plugins + PUN

Hi there,

I'm currently using PUN for my game, which is limiting to my case since I want to be able to have dozens/hunderds of players in the same world (MMoish)..

Atm I limit the number of players per room to 10. Also cheating is relatively simple since the authority is at best a master client.

My question is, can I use Photon Server + Plugins + PUN to run an a server that hosts hundreds of players? Or do the plugins stuff with the callbacks on the server work on for room based stuff?

Thanks ahead,
Michael.

Photon Server not receiving operations + Weird log

Hi!

I have been lately having a issue where I send my GameStart operation server but the server doesn't send anything back or even log that the operation has been called when I do the debug directly on the ExecuteOperation.

After I disconnect from Photon on my client, I get these weird logs in the server:

0000000006216080 Sent: 254018218 now: 254046171 (diff: 27953 >= max: 30000) new rtt timeout: 3200 since last touch:28968
Disc: Seq: 66 CH: 255 RTT: 109 VAR: 31 Now: 254046171 Sent: 254018218 Diff: 27953 Resends: 9
Resend: Seq: 66 CH: 255 RTT: 109 VAR: 31 Now: 254042109 Timeout: 3200 Resend: 9
Resend: Seq: 66 CH: 255 RTT: 109 VAR: 31 Now: 254038046 Timeout: 3200 Resend: 8
Resend: Seq: 66 CH: 255 RTT: 109 VAR: 31 Now: 254033968 Timeout: 3200 Resend: 7
Resend: Seq: 66 CH: 255 RTT: 109 VAR: 31 Now: 254029906 Timeout: 3200 Resend: 6
Resend: Seq: 66 CH: 255 RTT: 109 VAR: 31 Now: 254025843 Timeout: 3200 Resend: 5
Resend: Seq: 66 CH: 255 RTT: 109 VAR: 31 Now: 254021781 Timeout: 3200 Resend: 4
Resend: Seq: 66 CH: 255 RTT: 109 VAR: 31 Now: 254019906 Timeout: 1864 Resend: 3
Resend: Seq: 66 CH: 255 RTT: 109 VAR: 31 Now: 254018953 Timeout: 932 Resend: 2
Resend: Seq: 66 CH: 255 RTT: 109 VAR: 31 Now: 254018468 Timeout: 466 Resend: 1
ACK: Seq: 65 CH: 255 RTT: 109 VAR: 31 Now: 254017203 Sent: 254017015 Diff: 188
ACK: Seq: 64 CH: 255 RTT: 98 VAR: 15 Now: 254016000 Sent: 254015890 Diff: 110
ACK: Seq: 63 CH: 255 RTT: 97 VAR: 16 Now: 254014875 Sent: 254014796 Diff: 79
ACK: Seq: 62 CH: 255 RTT: 99 VAR: 15 Now: 254013781 Sent: 254013703 Diff: 78
ACK: Seq: 61 CH: 255 RTT: 101 VAR: 13 Now: 254012687 Sent: 254012593 Diff: 94
ACK: Seq: 60 CH: 255 RTT: 101 VAR: 15 Now: 254011578 Sent: 254011468 Diff: 110
ACK: Seq: 59 CH: 255 RTT: 100 VAR: 17 Now: 254010453 Sent: 254010343 Diff: 110

There are more of them, but all are the same just with different values.

Self hosting for large amounts of players

We have quite a heavy FPS game, we have been doing all testing on my local machine as the server. What are some of the best most affordable hosting options for hosting around 5k CCU, faced paced shooter? If I have multiple servers and I want to update the game, do I have to update every single server, that would be a nightmare?

Use wifi router without internet for multiplayer.

Hi, I'm very interested in using Photon server on a windows 10 laptop, and have android devices connected through the same wifi router, we won't have access to internet, so I'm wondering if we can have multiplayer between the android devices connected to this server through wifi, I read that I have to have a unique IP, but i would like your suggestion on how to setup this please.

We want to use photon voice as well using this setup but not sure if it would work.

Also if there is another solution, for example if Photon Bolt would work too please let me know as we have also considered the posibility of using the laptop as a client host too.

I would appreciate any help.

My first game I need you

Hello I'm french sorry for my english..
It's first time to use Photon

I will explain my concerns. So I'm developing a game like CS GO or R6S so a game with a game type called Demolition.
I used Photon for player interactions and everything around this area.

I would like to know how I can save data and store data by player (data like their weaponry, and get their stats in game and if you know how to take the steam account for player profile)

Thanks for your help..

Photon Server Chat Tutorial - weird issue

Hi,
I'm looking into Photon Server.. I'm following the chat tutorial:
https://doc.photonengine.com/en-us/onpremise/current/app-framework/an-app-from-scratch

I'm stuck on a weird issue on the last step where you need to add the broadcast using C# events.
If I add the line "BroadcastMessage += OnBroadcastMessage;" (subscribing to the event) in the ChatPeer constructor the client can no longer connect to the server.

Image may be NSFW.
Clik here to view.


If I comment it out I can connect and receive the response (not the broadcast obviously):

Image may be NSFW.
Clik here to view.


Any help?

Thanks ahead,
Michael.

How do I put Photon Server on cloud server?

I can connect to Photon Server locally,but I can't access it after I put Photon Server on a cloud server?May I ask what I should do?

Authoratitive Server Plugin

I believe a plugin is required to make the server authoritative? If so, what is the cost of this and/or is it included in any of the Server Licenses (Subscription or One-Off)?

Access to listening port

I have an interesting desire here:

In PhotonServer.config we set the UDP and TCP ports for listening to specific servers. In code we have access to ApplicationName and BinaryPath. Is there any way we can get an accessor to the UDP or TCP listening ports?

My reasoning is that when I'm building a set of servers in a generic way, I can't hard code a value and have it work. By giving us a getter for that value, I can take it and pass it to other applications on the same server so they can connect.

Maybe there is already a way to get this that I am unaware of?

Christian - CJR Gaming

Invalid message format

Hi all, Please help me, when I am trying to connect to photon server with TCP protocol I am getting this exception.

7828: 12:49:14.689 - CTCPSocketServer::ReadCompleted - Exception - CTCPStreamProcessor::ProcessDataStream() - Invalid message format: 0x0 - 25 - 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 - .........................


Any ideas?

Room is full when user creates it

hello, I have a game containing creating and joining random photon rooms.
the problem is when user creates a room, the room is full for about 5 seconds and other players can't join it. And after a few seconds the romm becomes available for others to join.
this is my code for creating room:


RoomOptions roomOptions = new RoomOptions();


roomOptions.CustomRoomProperties = new Hashtable { { "Game", "10" }, { "leagueName", leagueName }, { "mapName", mapName } };
roomOptions.CustomRoomPropertiesForLobby = new string[3];
roomOptions.CustomRoomPropertiesForLobby[0] = "Game";
roomOptions.CustomRoomPropertiesForLobby[1] = "leagueName";
roomOptions.CustomRoomPropertiesForLobby[2] = "mapName";
roomOptions.CleanupCacheOnLeave = false;
roomOptions.MaxPlayers = 2;
roomOptions.PlayerTtl = 2000;
roomOptions.EmptyRoomTtl = 2000;

PhotonNetwork.CreateRoom(null, roomOptions, null);

PhotonNetwork.autoCleanUpPlayerObjects = false;
PhotonNetwork.networkingPeer.DisconnectTimeout = 3000;
PhotonNetwork.BackgroundTimeout = 3;

please help my solve the problem. It's really annoying.

TCP issues on server

We are hosting a photon server. All ports are open on the firewall for both server and local computer. I can connect with UDP but I cannot connect through TCP. We are using Unity 2018.1.6f1 and Photon v1.90.

Photon server on Linux ??

Hi,

I was wondering if anyone ever tried to run a Photon instance on a Linux server ?

Or ... Do you have any plan to make a Linux version of your great piece of software ?
Photon will be our sockect server of choice (after trying SFS ...) but running on Linux is mandatory for anything serverside in our projects.

Cheers,

Arnaud

Moved: I used PUNVOICE to chat each player with their place but have some problem.

Image or notification through photon in unity3d

I am developing a application in which i wanted to send notification or image to friend and receive friend answer back from him is it possible in photon?

TimeoutDisconnect problem

Hello!

My friend has been trying to connect to a game server, but he is never able to actually connect.
In the console the is this error:
'TimeoutDisconnect while connecting to: ns.exitgames.com:5058. Check if the server is available'
We've been trying to resolve this issue all day but haven't been successful, so help would be appreciated.

Thank you in advance
Aether (I accidentally misspelled my name and hit enter, whoops)
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