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Photon Loadbalancing Errors Spam

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Hello. I am using Photon Server. Periodically I can see the "Can't optimise broadcast to disparate peers" error. I couldn't find anything on google. So does anybody know what problem it is and how to fix it? Sometimes clients can't connect to master for 10+ minutes. I think that this error can be the source of my problem

Proper way to use PooledRedisClientManager in Plugins(GameServer)

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Hello! Right now I'm using Singleton instance to get BasicRedisClientManager (ServiceStack.Redis) When I create room I instantiate class where I keep methods with queries to Redis db(class Leaderboard). Through connector I define manager which is used to get clients for queries to db inside Leaderboard class. Example: var lb = new Leaderboard(SingletonInstance.GetRedis()) Are there any another ways to use Redis Managers in Plugins? Using PooledRedisClientManager instead of BasicRedisClientManager causes some problems with connections (Can't really understand because of using singleton or not). If it possible I'd like to instantiate one PooledRedisClientManager and get clients from it. From any room. Would be much appreciated for any advice and help!

What can I do with Photon server(on Premise)?

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I am beginner to photon. I really want to know what can I do with Photon server that I cannot do with photon cloud?
Also some questions:
1- Do I have to host a server by my self or photon handles this?
2- Do I have to know php or other programming languase to work with servers or I can use c#?
3- How is the pricing?
4- can send messages and news to users, like advanced games do now days?

Photon Server Setup and Tutorial

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Hi, I have previously used photon unity networking cloud to create a real time multiplayer game. I used photon cloud for that. Now, I am thinking of creating another game similar to agar.io. Now for that I know I need a server which is online and can manage clients on multiple rooms with bots. I want all calculations of the movement for each client (which will be using Unity) should be done on the server side so that everything is synced. I was thinking of using photon server and was hoping to run the server on the machine and i will be able write the code to manage my requirements but I cannot seem to find the example of server side code and setup. Can anyone help me in this regard.

Test Plugin Sample DLL is not loading

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HI @Tobias, I have added a log in the Test Plugin RaiseEventChecksPlugin class and trying to load but there is no sign of loading in PhotonCLR of it's loading. (Once it worked but after that server start without it). Thanks in advance for your help.

Local host LoadBalancing server can't creat room

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When I Extract Zip,and run loadBalancing without any change of configuration,can't creat room.Whatever by TestClient or by PhontonNetwork.creatroom. I'm sure all Ip are "127.0.0.1".I need help. Here is TestClient Log: I:\PhotonServer\Photon-OnPremise-Server-SDK_v4-0-29-11263\deploy\bin_tools\stardust.client\ Test case: Master Settings: 5 games per process, 3 players per game, game server at 127.0.0.1:5055 Sending reliable operation every 100 ms Starting 5 games with 3 players [14312] Press Return to End Connecting to 127.0.0.1:5056 [14312] Started game DESKTOP-P403K88(14312)1 with 3 clients OnOperationReturn: CreateGame failed: ReturnCode: 32752 (Failed to create game on http://photon-photon-pluginsdk-v1.webscript.io/GameCreate? : '未能解析此远程名称: 'photon-photon-pluginsdk-v1.webscript.io'' httpcode=-1 webstatus=1 response='', HttpQueueResult=5.). Disconnecting... [14312] Started game DESKTOP-P403K88(14312)2 with 3 clients Connecting to 127.0.0.1:5056 OnOperationReturn: JoinGame failed: ReturnCode: 32758 (Game does not exists). Disconnecting... OnOperationReturn: JoinGame failed: ReturnCode: 32758 (Game does not exists). Disconnecting... OnOperationReturn: CreateGame failed: ReturnCode: 32752 (Failed to create game on http://photon-photon-pluginsdk-v1.webscript.io/GameCreate? : '未能解析此远程名称: 'photon-photon-pluginsdk-v1.webscript.io'' httpcode=-1 webstatus=1 response='', HttpQueueResult=5.). Disconnecting... Connecting to 127.0.0.1:5056 OnOperationReturn: CreateGame failed: ReturnCode: 32752 (Failed to create game on http://photon-photon-pluginsdk-v1.webscript.io/GameCreate? : '未能解析此远程名称: 'photon-photon-pluginsdk-v1.webscript.io'' httpcode=-1 webstatus=1 response='', HttpQueueResult=5.). Disconnecting... OnOperationReturn: JoinGame failed: ReturnCode: 32758 (Game does not exists). Disconnecting... OnOperationReturn: JoinGame failed: ReturnCode: 32758 (Game does not exists). Disconnecting... [14312] Started game DESKTOP-P403K88(14312)3 with 3 clients Connecting to 127.0.0.1:5056 OnOperationReturn: CreateGame failed: ReturnCode: 32752 (Failed to create game on http://photon-photon-pluginsdk-v1.webscript.io/GameCreate? : '未能解析此远程名称: 'photon-photon-pluginsdk-v1.webscript.io'' httpcode=-1 webstatus=1 response='', HttpQueueResult=5.). Disconnecting... OnOperationReturn: JoinGame failed: ReturnCode: 32758 (Game does not exists). Disconnecting... [14312] Started game DESKTOP-P403K88(14312)4 with 3 clients OnOperationReturn: JoinGame failed: ReturnCode: 32758 (Game does not exists). Disconnecting... Connecting to 127.0.0.1:5056 OnOperationReturn: CreateGame failed: ReturnCode: 32752 (Failed to create game on http://photon-photon-pluginsdk-v1.webscript.io/GameCreate? : '未能解析此远程名称: 'photon-photon-pluginsdk-v1.webscript.io'' httpcode=-1 webstatus=1 response='', HttpQueueResult=5.). Disconnecting... OnOperationReturn: JoinGame failed: ReturnCode: 32758 (Game does not exists). Disconnecting... [14312] Started game DESKTOP-P403K88(14312)5 with 3 clients OnOperationReturn: JoinGame failed: ReturnCode: 32758 (Game does not exists). Disconnecting... OnOperationReturn: JoinGame failed: ReturnCode: 32758 (Game does not exists). Disconnecting... OnOperationReturn: JoinGame failed: ReturnCode: 32758 (Game does not exists). Disconnecting...

Room dispose reason

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Hello! I have some little question. Sometimes I can see in counters big count of disconnects by timeout per second. Whenever it happens I see that all my rooms are closing. In debugs I see these messages: 2019-01-29 12:40:45,820 [94] DEBUG Photon.Hive.Caching.RoomCacheBase - Removed room instance reference: roomName=2f4729ec-0c12-4152-afa2-587231ae2244, referenceCount=1 2019-01-29 12:40:46,226 [63] DEBUG Photon.Hive.Caching.RoomCacheBase - Removed room instance reference: roomName=2f4729ec-0c12-4152-afa2-587231ae2244, referenceCount=0 2019-01-29 12:40:46,226 [63] DEBUG Photon.Hive.Caching.RoomCacheBase - Room has no references. Tring to remove it. room:2f4729ec-0c12-4152-afa2-587231ae2244 2019-01-29 12:40:46,226 [63] DEBUG Photon.Hive.Caching.RoomCacheBase - Room BeforeRemoveFromCache returned 'false'. Removing stopped. room:2f4729ec-0c12-4152-afa2-587231ae2244 All actors removed from rooms as well. So I don't really understand what could be the reason of such behaviour. Is it possible to log the reason why room was closed/disposed? Would be much appreciated for any help!

Wait for state JoinedLobby or ConnectedToMaster and their callbacks before calling operations.

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I am getting this on client side: "Operation 253 could not be executed (yet). Wait for state JoinedLobby or ConnectedToMaster and their callbacks before calling operations. WebRPCs need a server-side configuration. Enum OperationCode helps identify the operation." And if we talk about getting state joinedLobby or ConnectedTomaster. I am getting state of ConnectedToMaster but didn't get their callbacks. second things is : How do I recongnize that joining is finished because I am raising event after getting state of joined and OnJoinedRoom Callback.

Moved: Wait for state JoinedLobby or ConnectedToMaster and their callbacks before calling operation…

How to determine if the player REjoined the room?

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Hi to all! For example: Disconnected players in my game are replaced with bots. After player has rejoined the room the OnJoin() callback is called and I have to replace one of the bots with a player. But if this is a new player who has just joined the room the OnJoin() callback is also called but I dont have to do anything. So the question: is the a way to figure out if this is a join or REjoin? P.S. I'm sorry for my English!

Duplicate OnLeave callbacks while playerTtl > 0

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Hi! I have a room with playerTtl equal to 20000 and a couple of players within it. If any of those players has connection problems then OnLeave callback is called twice: the first time is not exactly after the player has left the room but a bit later and the second time is (or seemed like) the playerTtl period after the first one. So I wonder if this is the expected behaviour? If it is, why is it so and is there a way to detect if this was the first callback for the exact player or the second?

Download Failed

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I cant download photon server sdk.when i download it say "Download Failed,File could not be found. — or — You are not allowed to download the requested file. Contact us if you think you should.".Please help me,im very need it.

Local server need AppId

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Hello everyone I am using the Local server of the photon on my laptop. The local server needs the appId when its run on local network and even its run in a specific country? Photon local sever needs the appid when to connect the local server.

Using Photon Voice with self hosted Photon Server

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Hello guys, I want to use Photon Voice in combination with my self hosted Photon Server. Is this even possible? I tried to figure it out yet, but failed to make it work. Im using Photon Voice1 and Photon Server 4.0.28... Best regards, Philipp

Connect a client to Photon Server over LAN

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Hello, I'm kind of new to Photon. I've managed to setup the photon server on one machine and it runs offline. I try to connect my second machine that's connected to the same wifi network. (my firewall is off) Could someone please help me connect a client to this machine. What are the steps i need to follow to do this. Is there some client sdk that I don't know about that I need to install on the client pcs?

Photon Server and PlayFab

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I built my game using Photon Cloud with PlayFab authentication and webhooks, but now want to move to Photon Server to make the game more robust to cheating by moving authoritative logic to the server using a plugin. I've spent a day trying everything and googling everywhere since it seems an obvious use-case, but I can't make it work or find a single example of an on-premises photon server hooking up nicely to PlayFab. My problem seems to be a failure in the authentication step, and it's probably something in the Loadbalancing GameServer and Master Photon.LoadBalancing.dll.config files that is misconfigured. I'm currently getting this error when trying to join/joinRandom/create a room: "Operation 227 failed in a server-side plugin. Check the configuration in the Dashboard. Message from server-plugin: Failed to create game on https://2036.playfablogic.com/webhook/1/prod/***MYPHOTONSECRETKEY***/GameCreate? : Error response ResultCode='1' Message='No title found for AppId'." (titleid and secret key removed here but they're the same values that work in the photon cloud) I changed the GameServer and Master dll.configs to include the webhooks plugin 1.2, webRPCs and AuthSettings with a custom authprovider as here:

  
    
      
    
  
  
  
  
    
  

  
  
    
      
    
  
Am I missing something obvious here? Am I on the right path here, or is PlayFab not supposed to be used with Photon Server in this way? Thanks, Duncan

Photon Server performance test.

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Are any methods in photon or some utility for testing server performance in Photon? For example delay between request and responce and etc. Thanks.

I need to demo my games multiplayer without internet, can server help?

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I'm working on a game that currently uses photon for it's 1v1 matches. I frequently need to show a live demo for the game, but I'll occasionally get burned because I have to assume that the venue will have internet (or fast internet at cons). It would be a lot easier and safer if I could just bring a 3rd comp to work as a local server.
I don't know anything about servers really.
Can I use server like this?
Would it be plug and play, or will I need to be changing parts of the game, and doing stuff to setup the server?
Is there a license I can use that would be free (and preferably would never need to be updated)?
Since the comp would be mobile, is powering it on gonna be an issue? Or could I get it to start everything automatically?

ReconnectAndRejoin not working

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I'm implementing reconnection to a custom Photon Server during a match, and I always receive the following error: Operation failed: OperationResponse 226: ReturnCode: 32746 (Join failed: UserId 'killshow1523607348.5625-1857031781618890656' already joined the specified game (JoinMode=3).). Parameters: {} Server: GameServer It happens even if i'm the only player in the room (I've also tried with several players), set PlayerTTL to 1s and wait 5s to try to reconnect. ReconnectAndJoin is call only 1 time and no other Connect calls are made. Any ideas about why this could be happening? It used to work correctly with Photon Cloud, although the code has changed a bit to adapt it to the Photon Server. I'm using Photon Unity Network 1.89 and Unity 2017.2.0p4.

2 Person multiplayer (Help: Camera issue)

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Hey I've been struggling to create a simple 1 vs 1 game. I've managed to do get both player join the same room and launch the scene. After that I've also managed to spawn 2 players each on their side. The part that bugs me is setting up the camera for each player so they can see from their own camera. The player prefab has a camera included So far in the code part i used the PhotonView.isMine to check which one i own and then i checked if PhotonView.isMine isn't mine then disable the camera. But that didn't seem to do what i want it to do. Can anyone point me in the right direction? Any help is really appreciated! :)
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