Hi,
I purchased PUN+ and I was gonna use it for realtime application,
but I did it on the wrong one.
Totally mistake.
I already sent mail to support team, but seems like they didn't read it yet..
Is there any way to reverse the coupon use?
Thanks, Steve.
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Is there any way to reverse the coupon use?
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Photon Pun - Animation Sync Help
Can someone try to help me fix my animation sync problem? I've tried using, RPC, animation view, and even making my own OnPhotonSerializeView. They all ended up resulting in the same exact outcome. If you're wondering what exactly is the problem, basically all animations are WORKING on each individual client, BUT clients cant see each others animations. (Can only see it''s own animations NOT others.)
Please if someone could help that would be greatly appreciated. I can't seem to find anything online and I've been stuck here for many hours.
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loading a self server license by command line
How do you load a license by command line.
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Is it possible to receive events on OutboundS2SPeer.OnEvent from PluginHost.BroadcastEvent ?
I'm trying to test our custom plugin functionality via Server-to-Server communication. I'm trying to mimic a client via OutboundS2SPeer peers and it worked fine until I hit the point where my events sent through PluginHost.BroadcastEvent does not invoke OutboundS2SPeer.OnEvent on my new applications outbound peer. My setup is following;
Adding to existing Master/Game application architecture I have an application called StressTestApplication. This application initiates TCP connection to the master server (OutgoingStressTestMasterServerPeer) on a regular client port 4530. After OnConnectionEstablished I'm executing the authentication stuff and authenticate to the master server (custom auth). After the authentication I get the game server address and the ParameterCode.Secret, disconnect from the master and connect to the game server with the info I got from the master auth by creating another peer called OutgoingStressTestGameServerPeer which also connects TCP using the client port again. This creates a GameClientPeer on the GameApplication side. All is well (or so I thought), I can create a new room with my plugin info and everything works as expected. From the logs I can see that the custom plugin code was invoked and working as expected. However, my OutgoingStressTestGameServerPeer only receives initial events (JoinStages) on the OnEvent callback and nothing else. My custom plugin code calls PluginHost.BroadcastEvent throughout the game's life but my OutgoingStressTestGameServerPeer never receives it. I thought that this is probably not how S2S was meant to be used since I'm creating a GameClientPeer on game server side instead of an inbounds2s peer. But this would work too well if I would have received the events from the plugin which is what I desired initially. Is this possible? If not, I would have to mirror the plugin logic in an inbounds2s peer which I would like to avoid if possible.
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uriformatexception-in-webgl-when-running-self-hosted
Hi,
I have recently been wanting to run a WebGl build inside my Unity project connecting to my self hosted server running a modified LoadBalancing app. I have the standard PUN Classic in my Unity project and am able to connect and run everything correctly when building for both mac and windows standalone, however as soon as I switch to WebGL I am getting this error:
System.UriFormatException: URI scheme must start with a letter and must consist of one of alphabet, digits, '+', '-' or '.' character.
at System.Uri.Parse (UriKind kind, System.String uriString) [0x00000] in :0
at System.Uri.ParseUri (UriKind kind) [0x00000] in :0
at System.Uri..ctor (System.String uriString, Boolean dontEscape) [0x00000] in :0
at System.Uri..ctor (System.String uriString) [0x00000] in :0
at ExitGames.Client.Photon.SocketWebTcp.Connect () [0x00060] in /Users/LeonP-S/Documents/RedShiftHD/RedShift/Assets/Photon Unity Networking/Plugins/PhotonNetwork/SocketWebTcp.cs:104
at ExitGames.Client.Photon.TPeer.Connect (System.String serverAddress, System.String appID, System.Object customData) [0x00000] in :0
at ExitGames.Client.Photon.PhotonPeer.Connect (System.String serverAddress, System.String applicationName, System.Object custom) [0x00000] in :0
at ExitGames.Client.Photon.NetworkingPeer.Connect (System.String serverAddress, ServerConnection type) [0x00078] in /Users/LeonP-S/Documents/RedShiftHD/RedShift/Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:672
at ExitGames.Client.Photon.PhotonNetwork.ConnectUsingSettings (System.String gameVersion) [0x001a0] in /Users/LeonP-S/Documents/RedShiftHD/RedShift/Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonNetwork.cs:1265
at ServerConnectionUtility.ConnectToServer (System.String gsUserID, System.String gsToken) [0x0003a] in /Users/LeonP-S/Documents/RedShiftHD/RedShift/Assets/Scripts/Server/ServerConnectionUtility.cs:19
It then seems to remain at the PeerCreated state, sorry if this would be better suited to the PUN section of the forum however i wasn't sure where it would be best placed. The title of the thread is a copy of someones from a while back however that was from 2015 and there was no solution that was of any help.
Thanks for any help.
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Possible load on one server
Has anyone checked the maximum number of users that can be supported and how many conference calls can be produced with one server?
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I want to create dedicated server?
I want to create dedicated server to prevent cheating and I know it can be achieved by photon server but I can't understand from documentation it's working . First what is lite,MMO and loadbalancing?
Second where to code for server and please guide to a tutorial?
Second where to code for server and please guide to a tutorial?
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not connecting to room
I made a photon application using webgl and am having trouble having another player connect to the room.
Does pun2 allow me to make a multiplayer browser game or do i have to use something else?
This is stopping my company from buying the100 player package because im not sure if this works. can anyone help me?
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Moved: not connecting to room
This discussion has been moved.
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Porting from PUN >> Server: Any guides?
Any good guides/tutorials/videos for this?
We're experiencing some crazy instability with PUN's own servers and may have to consider going to our own.
Any guides? Links? Tips? Resources?
Thanks!!
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Is it possible to connect to a certain Game Server?
Hello!
So I am working on a project where we will have one Master Server and multiple Game Servers. Is there a way for a client to connect to a certain Game Server? In our project we will have multiple areas where each area will be a Game Server and wanted to see if its possible to connect to a Game Server depending on the area a client is in. If so, what would be the best possible way to do this?
With some tweaking to the code, I was thinking that each area would be a Lobby and that Lobby would detect which server it should go to. Any thoughts?
Thanks again!
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send data from photon self hosted server to game server
Hello,
I have two servers for my online game. the first one is for storing player's data and the other one is a photon self-hosted server. I want my photon server to send some data to my game server with some specified APIs. for example, when a player disconnects from the photon server, the photon server should send player score and match result to the game server by sending an HTTP request. Please let me know if this is possible and how I can do it. thank you.
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Sending messages from Master Application to peer(s)
Hello, we are looking to find out if there is a way to send messages from Master application to a specific peer(s).
As we can see from "HiveGame.cs", we are able to send events to clients at will without having to go through a operation response. We are looking to see if to see if there is an alternative for the Master.
///
/// Sends an event for all clients.
///
/// The code of the event.
/// The parameters for the event.
public void SendEventToAllClients (byte eventCode, object[] eventParameters)
{
try
{
var customEvent = new CustomEvent(0, eventCode, eventParameters);
this.PublishEvent(customEvent, this.Actors, new SendParameters());
}
catch (System.Exception e)
{
throw new Exception("Unknown error in SendEventToAllClients: " + e.Message);
}
}
As you can see, "PublishEvent" allows us to achieve this, is there something similar to this in the Master application?
Thanks in advance.
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Issue getting Photon Server to connect
Hi, We are having an issue setting up a self-hosted Photon Server and believe it is something to do with the Windows server config. If we try and run the load balance test built into the Photon Server it is not able to connect, return code 32758. The server is a new VM install with zero customisation, hosted with Rack Space. We are able to connect one client to it but no more.
Thanks,
Ben
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Using Custom Authentication in an onpremise server
Hello, are there any docs about how to configure Custom Authentication for an on-premise Photon Server instance of LoadBalancing? For example, where I put the URL to use and the key-value pairs. All the docs I can find deal with how to configure it for Photon Cloud.
Thanks!
Update: Found it here, now can't figure out how to delete my post :) https://doc.photonengine.com/en-us/server/current/applications/loadbalancing/custom-authentication Sorry about that!
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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.
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Photon Server cannot Start
Hi all,
I am a newbie to photon server. I followed the instruction on Starting Photon in 5 Minutes. When I start LoadBalancing as an application, the server starts for few seconds then it shut down and throw some exceptions. The exceptions are shown as following:
14536: 15:35:49.925 - Service is running...
14536: 15:35:50.181 - CounterPublisher:4 - PhotonRunning() failed. Exception:
System.Net.Sockets.SocketException (0x80004005): A socket operation was attempted to an unreachable host 255.255.255.255:40001
at System.Net.Sockets.Socket.DoConnect(EndPoint endPointSnapshot, SocketAddress socketAddress)
at System.Net.Sockets.Socket.Connect(EndPoint remoteEP)
at System.Net.Sockets.UdpClient.Connect(IPEndPoint endPoint)
at ExitGames.Diagnostics.Monitoring.Protocol.PhotonBinaryWriterBase.CreateSender(CounterSampleSenderSettings s) in c:\(Work)\(EG)\exitgames-libs\src\Core\Diagnostics\Monitoring\Protocol\PhotonBinaryWriterBase.cs:line 138
at ExitGames.Diagnostics.Monitoring.Protocol.Photon.Binary.PhotonBinaryWriter..ctor(PacketWriterSettings s) in c:\(Work)\(EG)\exitgames-libs\src\Core\Diagnostics\Monitoring\Protocol\Photon\Binary\PhotonBinaryWriter.cs:line 60
at ExitGames.Diagnostics.Monitoring.CounterSampleSender.CreateWriter(CounterSampleSenderSettings s) in c:\(Work)\(EG)\exitgames-libs\src\Core\Diagnostics\Monitoring\CounterSampleSender.cs:line 60
at ExitGames.Diagnostics.Monitoring.CounterSampleSender..ctor(CounterSampleSenderSettings s) in c:\(Work)\(EG)\exitgames-libs\src\Core\Diagnostics\Monitoring\CounterSampleSender.cs:line 50
at Photon.SocketServer.Diagnostics.CounterPublisher..ctor(CounterPublisherSettings settings) in h:\svncontent\photon-socketserver-sdk_cloud\src\Photon.SocketServer\Diagnostics\CounterPublisher.cs:line 96
at Photon.SocketServer.Diagnostics.CounterPublisher.Nested..cctor() in h:\svncontent\photon-socketserver-sdk_cloud\src\Photon.SocketServer\Diagnostics\CounterPublisher.cs:line 39
at...
System.TypeInitializationException: The type initializer for 'Nested' threw an exception. ---> System.Net.Sockets.SocketException: A socket operation was attempted to an unreachable host 255.255.255.255:40001
at System.Net.Sockets.Socket.DoConnect(EndPoint endPointSnapshot, SocketAddress socketAddress)
at System.Net.Sockets.Socket.Connect(EndPoint remoteEP)
at System.Net.Sockets.UdpClient.Connect(IPEndPoint endPoint)
at ExitGames.Diagnostics.Monitoring.Protocol.PhotonBinaryWriterBase.CreateSender(CounterSampleSenderSettings s) in c:\(Work)\(EG)\exitgames-libs\src\Core\Diagnostics\Monitoring\Protocol\PhotonBinaryWriterBase.cs:line 138
at ExitGames.Diagnostics.Monitoring.Protocol.Photon.Binary.PhotonBinaryWriter..ctor(PacketWriterSettings s) in c:\(Work)\(EG)\exitgames-libs\src\Core\Diagnostics\Monitoring\Protocol\Photon\Binary\PhotonBinaryWriter.cs:line 60
at ExitGames.Diagnostics.Monitoring.CounterSampleSender.CreateWriter(CounterSampleSenderSettings s) in c:\(Work)\(EG)\exitgames-libs\src\Core\Diagnostics\Monitoring\CounterSampleSender.cs:line 60
at ExitGames.Diagnostics.Monitoring.CounterSampleSender..ctor(CounterSampleSenderSettings s) in c:\(Work)\(EG)\exitgames-libs\src\Core\Diagnostics\Monitoring\CounterSampleSender.cs:line 50
at Photon.SocketServer.Diagnostics.CounterPublisher..ctor(CounterPublisherSettings settings) in h:\svncontent\photon-socketserver-sdk_cloud\src\Photon.SocketServer\Diagnostics\CounterPublisher.cs:line 96
at Photon.SocketServer.Diagnostics.CounterPublisher.Nested..cctor() in h:\svncontent\photon-socketserver-sdk_cloud\src\Photon.SocketServer\Diagnostics\CounterPublisher.cs:line 39
--- End of inner exception stack trace ---
at Photon.CounterPublisher.Application.Setup() in d:\dev\photon-socketserver-sdk_cloud\src-server\CounterPublisher\Application.cs:line 57
at Photon.SocketServer.ApplicationBase.PhotonHostRuntimeInterfaces.IPhotonControl.OnPhotonRunning() in h:\svncontent\photon-socketserver-sdk_cloud\src\Photon.SocketServer\ApplicationBase.cs:line 1189
at PhotonHostRuntime.PhotonDomainManager.PhotonPlainAppDomainBehavior.PhotonRunning()
at PhotonHostRuntime.PhotonDomainManager.PhotonRunning()
14536: 15:35:50.188 - CService::OnException() - Exception: CManagedHost::PhotonRunning() - Failed in AppDomain: 4 - Unspecified error
14536: 15:35:50.188 - Server shutting down...
I reinstalled .NET Framework 3.5 according to the post here but it doesn't help. Does anyone have ideas about this problem?
Thanks in advance!
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Plugin doesn't work
hi.i have tried to use photon plugin documentation.here:
https://doc.photonengine.com/en-us/onpremise/current/plugins/manual
i have build my plugin dll and the LoadBalancing app can recognize it.and i used this code for my plugin to be simple.
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace MyPlugin
{
class my_plugin : PluginBase
{
public override void OnRaiseEvent(IRaiseEventCallInfo info)
{
string hi = "hello i have called u from unity";
string filePath = "E:\\log.txt";
// flush every 20 seconds as you do it
File.AppendAllText(filePath, hi);
}
}
}
so when i use my unity app to connect to the server in loadbalancing Log plugin will be created but my code wont work.
as johntube mentioned in this tread.
https://forum.photonengine.com/discussion/10264/how-to-handle-unity-events-from-server
There is no special flow for Unity clients.
Make a plugin (start with simple one: e.g. log OnRaiseEvent calls to file)
Build it
Configure it
Start server
Connect client to server (e.g. connect from Unity Editor)
See plugin in action
i will connect my unity editor to my photon server.it will connect to master, game server , and it will create a room but nothing will happen in my text file.
and i just confused with your plugin manual's page.
so so so confusing.as there is no simple plugin app tutorial from scrach.
so can u help me to work with plugins?
i don't know how to send data from unity to plugin o plugin to unity.
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AI Control
Currently our game has Bots that are evenly distributed among players in the room. If one player drops, AI that he controls immediately destroys itself. There are two things I want to ask:
1. Can AI not get destroyed but immediately transfer ownership if one client disconnects?
2. Can there be something like a Masterclient that hosts all the AI and not interfere with players?
Thank you
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Using Photon Server on VR-Shooting-Range Demo failed
Hello guys,
I'm trying to setup the Photon Server so I'm able to test it with the VR Shooting Range Demo. I'm using a local IP (both in LAN) - my 2nd PC can ping the IP.
Now my problem starts to appear when pressing Start (or connecting to the server):
If i start the Game(built or in Editor) on my first pc, everything works fine, it detects the server, creating room and joining (i'm able to play the game).
When im starting the built.exe on my second pc, it says "joining room" which I feel is no bad sign, since it looks like it detects the server and can establish a connection to it. My problem is now that it wont finally connect to the game - it freezes in "Joining Room" and I have no Idea what the issue is. Is it even possible to use the server for the VR Demo?
In the console (while playing in Editor) following output keeps getting generated (I'm not sure if this is related to my problem tho)
LastRoundtripTime is suspicious: 16 for command: CMD(1 ack for c#:255 s#/time 265/390052)
UnityEngine.Debug:Log(Object)
Photon.Realtime.LoadBalancingClient:DebugReturn(DebugLevel, String) (at Assets/ExternalPackages/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:1834)
ExitGames.Client.Photon.<>c__DisplayClass99_0:b__0() (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/PeerBase.cs:885)
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands() (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/EnetPeer.cs:429)
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands() (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/PhotonPeer.cs:1428)
Photon.Pun.PhotonHandler:FixedUpdate() (at Assets/ExternalPackages/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs:130)
Does anyone have an advice or a small push in the right direction for me too look at?
I really appreciate your help and thanks in advance,
Philipp
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