Hi,
We planning to develop multiplayer battle royale game for mobile, which can support 100 or more
players on single map. I followed basics tutorial for PUN.
I have some questions:
1) Can we able to achieve with Photon?
2) With which product should we start? PUN or Realtime? OR any other networking library?
3) How many maximum players photon can handle?
4) I made sample demo with PUN, where 4 players can move around level with key board input.
Let's say, I make build for 40 players. then how can I test the build on mobile device??
should I really need 40 mobile devices? or is there alternative to test build?
5) Can we use free version while developing the game?
Thanks
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Multiplayer Battle Royale game, with 100 or more players
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how to use LoadBalancing(MyCloud)start a MyGameServer?
how to use LoadBalancing(MyCloud)start a MyGameServer?
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Unity's PUN 2 connection to local server (LoadBalancing)
Hey! I've been trying to connect my unity game to a local server I'm running on the same computer.
I'm running the loadbalancing configuration as an application, and when I try to run the test clients everything works properly.
I'm connecting via "PhotonNetwork.ConnectUsingSettings();", but I get the following error on the console:
OperationResponse 230: ReturnCode: 32767 (Authentication token is missing). Parameters: {} Server: MasterServer Address: (IP:port)
The log file at deploy\bin_Win64\log does not show any changes when connecting the unity client.
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I want to add my own game logic to LoadBalancing. Then, what code or file should I modify?
I want to add my own game logic to LoadBalancing. Then, what code or file should I modify?
Please tell me if you have any detailed procedures or tutorials, and I will be appreciated for that.
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Logs of LoadBalancing app in Visual Studio
Hi!
I'm trying to extend the LoadBalancing app but I first need to understand its execution flow. I've tried to add my own debug messages but I can't see them in the VS console.
Here's what I've done:
-I've opened the photon-sdk/src-server/LoadBalancing/LoadBalancing.sln project in Visual Studio
-I've added some debug messages in HandleJoinLobby() of MasterClientPeer.cs and in Initialize() of MasterApplication.cs
-I've set
in log4net.config.
-I've added the appropriate logger nodes as well for each of the classes mentioned above
- I've replaced all instances of
by
-I've been able to run the LoadBalancing project in VS
-I've been able to connect to the server launched in VS with a client (in Unity).
-I've been able to see logs in the VS console. Most of them begin with:
'PhotonSocketServer.exe' (CLR v4.0.30319: DefaultDomain) : loaded
log4net: Logger
log4net: Converter
log4net: Assembly
or The thread 0xxxx has exited with code x (0xxxx)
But I can't see any of my logs.
So I'm either missing something in the logging configuration or the code in HandleJoinLobby and Initialize is not being executed when a player connects to the server a creates a room.
Is there anything obvious that I'm doing wrong?
Thanks a lot!
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Unable to send HTTPRequest using Photon Plugins
I'm trying to make a HttpRequest to my azure server but it is throwing following error:
The underlying connection was closed: An unexpected error occurred on a send.
I would also like to know what all these code mean.
I tried same thing using Rest Sharp library , and it is throwing above error only in Load balancing solution.
There request works just fine on Postman and Windows console application.
Please help ASAP. :smile: Thank you :wink:

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tutorial for photon server & unity3d
Hello everyone! I already have a working game in unity for photon, however how do I set up a photon server with it - is there some tutorial?
I only found https://doc.photonengine.com/en-us/server/current/getting-started/photon-server-intro and this is more advertisements/features not really a tutorial
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When Photon Server On Premise Update ?
Any news about Photon Server Self-Host update. I saw the update along time ago
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Photon On-premises Server: operation Code: 227, return Code: 32762 (Failed to get server instance.)
Hi all,
I've downloaded and followed the setup instructions for creating an on-premisis server following this tutorial: https://youtu.be/0mXmapcJ1b4
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?
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[On Premises] Failed to Get Server Instance (Occasional) and BroadcastEvent Fail cases.
Hey, hi sorry about creating new discussion , as i was not getting reply on existing discussion i though i would make a new. I have few questions hope if someone could help answer them.
1: Hey while debugging using visual studio only 1 or 2 times i am able to create a room. Rest of the time ill get Failed to get Server instance error. How could i fix this? FYIs:
a: I'm using photon on premises server.
b: I'm running socket server using visual studio F5 command.
c: The clients are unity editors running on same machine.
d: In configuration files i have only added a plugin , all IP settings are default that is 0.0.0.0 which should do auto detection i guess.
e:Once i start getting that error ill keep getting it until i rebuild project and restart it (event that does not guarantee fix )
f: Server has no issue when deployed on remote server.
Hoping any one could share a config file for local development.
2: BroadcastEvent is triggered on server , but when on of the actor has disconnected the connected actor is unable to receive the event at all. Is there a way to debug this issue? Broadcast does not return success anything.. so i don't know if broad cast was successful.
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ICallInfo Processing Methods "Countinue()"
According to the documentation:
Continue(): Used to resume the default Photon processing.
Is there any difference between this and "base.OnXXX(info)" ?
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Run PhotonServer in foreground mode
Hello.
Is there any way to start photon server from CLI in foreground mode? For example, something like this:
./PhotonSocketServer.exe /run /foreground LoadBalancing
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How to handle CustomHttpHeaders (htaccess) for Custom Authentication Server?
Hi,
We have a question regarding the your hosted PUN solution.
We want to use a Custom Authentication Server which uses an htacces file.
When connecting with PUN it says:
Operation failed: OperationResponse 230: ReturnCode: 32755 (Custom authentication service error: Error). Parameters: {} Server: NameServer
We assume that this is due to the htaccess file with username and password.
For the Webhooks we are going to use, we will use the CustomHttpHeaders value in the setup, but we cannot find anything in the Custom Authentication Server section.
Can you help us on this issue?
Thank you.
Regards
André
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Steam Authentication
Hi,
I was looking into integrating steam authentication into the photon server, I understand that I need to create my own endpoint for it, but isn't the endpoint is somewhere on steam?
I followed the ticket option, but its not giving me the option to see if the user owns the game, just if the ticket is valid
Can someone clarify this for me a bit?
Thanks!
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Unity PUN can't connect unless application is restarted
Hi guys,
I can connect ONCE to my self-hosted server running the "Load Balancing (MyCloud) demo server application from a unity PUN app. Then when I stop the unity client, and restart it, it will not connect again until I restart the server application.
The Unity Debug console shows the following when it won't connect:
Resending: CMD(2 c#:255 r/u: 1/0 st/r#/rt:16/1/10016). times out after: 220 sent: 16 now: 312 rtt/var: 200/5 last recv: 357
Resending: CMD(2 c#:255 r/u: 1/0 st/r#/rt:312/2/10016). times out after: 220 sent: 312 now: 558 rtt/var: 200/5 last recv: 603
... does this about 5 more times ending with:
Resending: CMD(2 c#:255 r/u: 1/0 st/r#/rt:3955/7/10016). times out after: 3520 sent: 3955 now: 7538 rtt/var: 200/5 last recv: 7583
SocketUdp.Disconnect()
SocketUdp.Disconnect()
After I restart the server and wait a bit to reconnect, I finally get a "connected to master" debug message and the PhotonNetwork.NetworkStatisticsToString() update in realtime on the screen as I have it configured.
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Photon Server Self Shutdown Issue
Hi, I've had no issues with our game server until recently. We've had 3 server self shutdowns in the past 2 weeks and I'm not sure what is causing the shutdowns.
Here is the basic configuration:
I have an unlimited CCU license
Our peak CCU around the time of the crashes is about ~900.
Here is the server log prior to the shutdown:
2019-03-25 10:10:50,648 [70] ERROR Debug - [ERROR] Facebook.FacebookOAuthException: (OAuthException - #190) Error validating access token: The session has been invalidated because the user changed their password or Facebook has changed the session for security reasons.
at Facebook.FacebookClient.ProcessResponse(HttpHelper httpHelper, String responseString, Type resultType, Boolean containsEtag, IList`1 batchEtags)
at Facebook.FacebookClient.Api(HttpMethod httpMethod, String path, Object parameters, Type resultType)
at Facebook.FacebookClient.Get(String path, Object parameters, Type resultType)
2019-03-25 10:10:52,121 [51] ERROR Debug - [ERROR] Facebook.FacebookOAuthException: (OAuthException - #190) Error validating access token: The session has been invalidated because the user changed their password or Facebook has changed the session for security reasons.
at Facebook.FacebookClient.ProcessResponse(HttpHelper httpHelper, String responseString, Type resultType, Boolean containsEtag, IList`1 batchEtags)
at Facebook.FacebookClient.Api(HttpMethod httpMethod, String path, Object parameters, Type resultType)
at Facebook.FacebookClient.Get(String path, Object parameters, Type resultType)
at Server.Facebook.FacebookSystem.GetBasicInfoByActionToken(String accessToken) in F:\GitHub\PitayaGames-Danh-Bai\Backend\src-server\Photon\Server\Facebook\FacebookSystem.cs:line 16
2019-03-25 10:11:12,538 [70] ERROR Debug - [ERROR] Facebook.FacebookOAuthException: (OAuthException - #190) Error validating access token: The session has been invalidated because the user changed their password or Facebook has changed the session for security reasons.
at Facebook.FacebookClient.ProcessResponse(HttpHelper httpHelper, String responseString, Type resultType, Boolean containsEtag, IList`1 batchEtags)
at Facebook.FacebookClient.Api(HttpMethod httpMethod, String path, Object parameters, Type resultType)
at Facebook.FacebookClient.Get(String path, Object parameters, Type resultType)
at Server.Facebook.FacebookSystem.GetBasicInfoByActionToken(String accessToken) in F:\GitHub\PitayaGames-Danh-Bai\Backend\src-server\Photon\Server\Facebook\FacebookSystem.cs:line 16
2019-03-25 10:11:13,991 [33] ERROR Debug - [ERROR] Facebook.FacebookOAuthException: (OAuthException - #190) Error validating access token: The session has been invalidated because the user changed their password or Facebook has changed the session for security reasons.
at Facebook.FacebookClient.ProcessResponse(HttpHelper httpHelper, String responseString, Type resultType, Boolean containsEtag, IList`1 batchEtags)
at Facebook.FacebookClient.Api(HttpMethod httpMethod, String path, Object parameters, Type resultType)
at Facebook.FacebookClient.Get(String path, Object parameters, Type resultType)
at Server.Facebook.FacebookSystem.GetBasicInfoByActionToken(String accessToken) in F:\GitHub\PitayaGames-Danh-Bai\Backend\src-server\Photon\Server\Facebook\FacebookSystem.cs:line 16
2019-03-25 10:11:14,641 [27] ERROR Debug - [ERROR] Facebook.FacebookOAuthException: (OAuthException - #190) Error validating access token: The session has been invalidated because the user changed their password or Facebook has changed the session for security reasons.
at Facebook.FacebookClient.ProcessResponse(HttpHelper httpHelper, String responseString, Type resultType, Boolean containsEtag, IList`1 batchEtags)
at Facebook.FacebookClient.Api(HttpMethod httpMethod, String path, Object parameters, Type resultType)
at Facebook.FacebookClient.Get(String path, Object parameters, Type resultType)
at Server.Facebook.FacebookSystem.GetBasicInfoByActionToken(String accessToken) in F:\GitHub\PitayaGames-Danh-Bai\Backend\src-server\Photon\Server\Facebook\FacebookSystem.cs:line 16
2019-03-25 10:11:15,097 [79] ERROR Debug - [ERROR] Facebook.FacebookOAuthException: (OAuthException - #190) Error validating access token: The session has been invalidated because the user changed their password or Facebook has changed the session for security reasons.
at Facebook.FacebookClient.ProcessResponse(HttpHelper httpHelper, String responseString, Type resultType, Boolean containsEtag, IList`1 batchEtags)
at Facebook.FacebookClient.Api(HttpMethod httpMethod, String path, Object parameters, Type resultType)
at Facebook.FacebookClient.Get(String path, Object parameters, Type resultType)
at Server.Facebook.FacebookSystem.GetBasicInfoByActionToken(String accessToken) in F:\GitHub\PitayaGames-Danh-Bai\Backend\src-server\Photon\Server\Facebook\FacebookSystem.cs:line 16
2019-03-25 10:12:40,426 [67] ERROR Debug - [ERROR] OperationResponse: Disconnected, Code 20, UserId
2019-03-25 10:13:39,408 [68] ERROR Debug - [ERROR] OperationResponse: Disconnected, Code 21, UserId
2019-03-25 10:18:35,164 [45] ERROR ExitGames.Threading.FailSafeBatchExecutor - System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
at System.Collections.Generic.Dictionary`2.ValueCollection.Enumerator.MoveNext()
at System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
at System.Collections.Generic.List`1..ctor(IEnumerable`1 collection)
at System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
at Server.RoomSystem.ServerLobby.GetRoomInfo(Int32 skip, Int32 limit, Int64 minCoin, Int64 maxCoin, Boolean isVisible) in F:\GitHub\PitayaGames-Danh-Bai\Backend\src-server\Photon\Server\RoomSystem\ServerLobby.cs:line 62
at Server.MasterServer.MasterClient.HandleGetListRoomOperation(GetListRoomOperationRequest getListRoomOperationRequest) in F:\GitHub\PitayaGames-Danh-Bai\Backend\src-server\Photon\Server\MasterServer\MasterClient.cs:line 3784
at Server.MasterServer.MasterClient.HandleGetListRoomOperation(OperationRequest operationRequest) in F:\GitHub\PitayaGames-Danh-Bai\Backend\src-server\Photon\Server\MasterServer\MasterClient.cs:line 3771
at Server.MasterServer.MasterClient.OnOperationRequestAsync(OperationRequest operationRequest, SendParameters sendParameters) in F:\GitHub\PitayaGames-Danh-Bai\Backend\src-server\Photon\Server\MasterServer\MasterClient.cs:line 109
at ExitGames.Threading.FailSafeBatchExecutor.Execute(Action action) in c:\(Work)\(EG)\exitgames-libs\src\Core\Threading\FailSafeBatchExecutor.cs:line 111
2019-03-25 10:20:36,469 [1] INFO Photon.SocketServer.ApplicationBase - Application is stopping: AppId=Server
2019-03-25 10:20:36,543 [9] ERROR Debug - [ERROR] Event: Disconnected, Code 2, UserId c5890dc0-7045-4124-9c75-0e70c6e458da
2019-03-25 10:20:36,564 [1] INFO Debug - [INFO] Server had shutdown
2019-03-25 10:20:36,572 [1] INFO Photon.SocketServer.ApplicationBase - Application stop: AppId=Server
If there is any other information that I can provide to gain some insight on this issue, please let me know.
Thank you for your time!
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Strange Log in [Photon-Default] Log File
Hey Guys.
When I Start My Photon Server in this morning.
My Photon Server log file [Photon-Default]
Show my this log
------------------------Photon-Default -------------------- LOG START -------------------------------------------
4156: 04:01:54.569 - CTCPWebSocketServer::ReadCompleted - Exception - CRequestHeaders::ValidateBasicRequestHeaders() - Handshake headers do not include header: "upgrade" with value: "WebSocket".
"accept" - "*/*" - 61 63 63 65 70 74 00 - accept. -
"host" - "www.baidu.com" - 68 6F 73 74 00 - host. -
"proxy-connection" - "Keep-Alive" - 70 72 6F 78 79 2D 63 6F 6E 6E 65 63 74 69 6F 6E 00 - proxy-connection. -
Host: www.baidu.com
Accept: */*
Proxy-Connection: Keep-Alive
------------------------Photon-Default -------------------- LOG End -------------------------------------------
I never use baidu
I have no idea what happens.
Can anyone help me? thanks.
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Explain how to use byte code on PhotonPeer.RegisterType()
This link doesn't explain what byte code that we need to pass has to be. Can I get clarification? Why (byte)'W' in this example? What are the byte codes that are already being used by the framework? Thanks.
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Circle dependency issue
Hello, i have a special property for players in the LoadBalancing project - a role. I can get a role with the GameClientPeer method wich sends request to the backend. But i can't find a way to check it in the ActorsManager.cs of PHotonHive project. It seems I can't add reference to get GameClientPeer class in PhotonHive, due to "circular dependency" error.
I need this to make moderators able to get into full room's without need to kick anybody.
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How to Get Reason Details in Frontend when Plugin Remove Actor
Hi Guys.
I have a game that in some cases the Plugin must kick a player. I'm using this method
PluginHost.RemoveActor(int actorNr, string reasonDetails)
to make this action. So, in front end, when the player are kicked, with callbacks I change the scenes, but i want to know how to Get the Reason Details string that I've passed in RemoveActor method. There is a specific callback that is called when I use this method to remove a actor from room?
Other question. There is a way for me destroy imediatilly the room when I kick all actors from there?
Thanks!
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