Hi there,
I'm working with the MMO demo for Photon Server on-Premise and I need to get to the ItemBehaviour component in the Player. But there is no "gameObject" property on the Game.Avatar property.
How do I access the Player Avatar gameObject that "IsMine" ?
Thank you!
Caesar
↧
How to get "gameObject" from Game.Avatar in RunBehavior?
↧
photonserver crashed,No erroLog,No regularity, And photonConrol crashed too,
photonserver crashed by nearly day,No erroLog,No regularity
And photonConrol crashed too
There has never been any problem,
if photonServer crashed by have any logic problom but why photonCotrol crashed too?
What causes such problems?
help me please
↧
↧
[HELP] MySQL Database Connection
Hi,
Recently bought a source code from a person and they haven't been responsive, so I am left setting the game up now.
Currently getting this in the logs:
2019-03-31 00:00:02,902 [9] ERROR Photon.SocketServer.ApplicationBase [(null)] - MySql.Data.MySqlClient.MySqlException (0x80004005): Authentication to host 'localhost' for user 'root' using method 'mysql_native_password' failed with message: Access denied for user 'root'@'localhost' (using password: YES) ---> MySql.Data.MySqlClient.MySqlException (0x80004005): Access denied for user 'root'@'localhost' (using password: YES)
I already set up MySQL with a password and etc. also added the database schema. It seems Photon can't access MySQL due to the password? I'm a bit confused where the actual password is set in the Photon SDK. If that is the problem, could someone let me know which files I would need to edit in my MySQL password to allow Photon to connect to it?
Thank you!
↧
Moved: Using PUN unity with on-Premise server?
This discussion has been moved.
↧
[Resolved] Using MySQL Database with Photon
Hi guys, I have a question about using a MySQL database with Photon.
First of all, would it be better to:
A. Establish a connection with Photon, then have Photon execute the MySQL database commands on the Server localhost.
B. Establish a connection with Photon and the MySQL databases separately with the same external IP but different ports.
I assume that A. is more secure? Also, for either selection, would it be better to keep the connection open to the database constantly, or open and close it for each database command?
Could you explain the security risks associated with A, B, or even a different option that you might think is better? (and ways to increase security)
I am comfortable with MySQL, but still learning how Photon works. I am making a Windows Standalone with Unity3D.
I'd understand how to code B, but how would I go about making the database command execute on localhost for the server computer (if A. is the better choice)?
Not sure if this is relevant, but these questions arose during the process of creating a Login system (It is not a MMO, Login will go to the main menu, and then to a Lobby.)
Thanks
First of all, would it be better to:
A. Establish a connection with Photon, then have Photon execute the MySQL database commands on the Server localhost.
B. Establish a connection with Photon and the MySQL databases separately with the same external IP but different ports.
I assume that A. is more secure? Also, for either selection, would it be better to keep the connection open to the database constantly, or open and close it for each database command?
Could you explain the security risks associated with A, B, or even a different option that you might think is better? (and ways to increase security)
I am comfortable with MySQL, but still learning how Photon works. I am making a Windows Standalone with Unity3D.
I'd understand how to code B, but how would I go about making the database command execute on localhost for the server computer (if A. is the better choice)?
Not sure if this is relevant, but these questions arose during the process of creating a Login system (It is not a MMO, Login will go to the main menu, and then to a Lobby.)
Thanks
↧
↧
Moved: Photon OnPremise Server
This discussion has been moved.
↧
Performance Loss without reaching Hardware/Bandwidth Limits.
Hi we are load testing a load balancing with multiple VMs creating thousands of rooms, and which send 4 events every second. The master and game server are in one VM. After 10000 users or so, all events start delaying and we are also loosing some events. While all this happening CPU usage is not utilized more than 30% and Bandwidth not more than 20%. Loadbalacing configuration is default. Could you help us figure out how to fix the issue to push maximum games on one VM till it reaches hardware limits?
↧
Max people supported in SQL Lobby?
Guys we are not able to match people in SQL Lobby containing more than 1000 people.
We are checking for 3-4 string properties.
↧
Photon Counters (Counter Publisher) to AWS CloudWatch
Hello Exit Games!
We have been using your Photon Server SDK for our online game server project.
We decide to use the Photon Counter in order to get more detailed data for our AWS Cloud Watch and I found that you can publish the Counter data to CloudWatch directly.
I have been reading your Photon Counter documentation in
https://doc.photonengine.com/en-us/server/current/performance/photon-counters#_usage_cloudwatch
and
https://github.com/PhotonEngine/photon.counterpublisher.cloudwatchover
over and over but I can't seem to able to follow the instruction on how to do the setting for CounterPublisher.dll.config to send the data over to CloudWatch automatically.
I'm not an avid programmer myself so I decide to ask some help in this forum,
Is there any more documentation about how to use the Counter Publisher for AWS CloudWatch because It really not much on the internet?
Thank you very much.
↧
↧
PhotonNetwork.GetRoomList() is deprecated in PUN2 v2.5?
I cannot find the function and how can I get the room list when joining lobby?Thank you.
↧
Number of Players Supported by Photon Cloud?
How many players can Photon Cloud Handle and still Perform pretty well?
I have a project I worked on previously where I limited the Game Sessions to 10 Max Players, and if I reached the Max Players of 10, the Game would Lag like Crazy!
I was never sure if it was the Code, or it was Photon Cloud Server not able to Handle more than a Few Players...
What is a Safe Number of Players per Game Session should we allow when using Photon Cloud?
I have a project I worked on previously where I limited the Game Sessions to 10 Max Players, and if I reached the Max Players of 10, the Game would Lag like Crazy!
I was never sure if it was the Code, or it was Photon Cloud Server not able to Handle more than a Few Players...
What is a Safe Number of Players per Game Session should we allow when using Photon Cloud?
↧
Photon Standalone Server & Oculus
Hi,
Using Unity to build VR app using Oculus asset. Have the Photon standalone server on the backend, not the cloud. I am able, however, able to switch back and forth between the cloud and the standalone. When connecting to the cloud, everything works fine. When I attempt to connect to the standalone server, I throw exceptions all over the place in the OVR scripts.
So, general question: is there some type of download I need for the stand alone server? I have only downloaded the Photon SDK, so do I need to download an Oculus SDK? Is Oculus somehow supported in the cloud but not on the stand alone server? I know, maybe stupid questions. New to this and just trying to feel my way through. I can't find any documentation for using Oculus with the Photon OnPremise server.
↧
Photon server error when starting loadbalancing
Hi,
i use Photon Server for a while now, but somehow it stopped working and I can't get it to work anymore.
Here's what I did to reproduce:
I downloaded Photon Server SDK v4-0-29-11263 on Windows 10 x64 (Build 17763) and extracted it to HDD. After that I started Photon Control with Admin Rights (bin-w64) and set Game Server IP to IP of my ethernet adapter (there is a wifi adapter running in parallel on a different subnet).
When I then start Loadbalancing, Photon stops quickly after that due to following error:
6744: 14:42:13.521 - Service is running...
6744: 14:42:20.326 - Game:3 - PhotonRunning() failed.
Exception:
System.InvalidOperationException: Die Kategorie ist nicht vorhanden.
bei System.Diagnostics.PerformanceCounterLib.GetCategorySample(String machine, String category)
bei System.Diagnostics.PerformanceCounterCategory.GetCounterInstances(String categoryName, String machineName)
bei Photon.SocketServer.Diagnostics.PerfCounterManagerBase.ValidateCategory(PerformanceCounterCategory category, CounterCreationDataCollection counterCreationData) in h:\svncontent\photon-socketserver-sdk_cloud\src\Photon.SocketServer\Diagnostics\PerfCounterManagerBase.cs:Zeile 16.
bei Photon.SocketServer.Diagnostics.PerfCounterManagerBase.GetOrCreateCategory(String categoryName, CounterCreationDataCollection counterCreationData) in h:\svncontent\photon-socketserver-sdk_cloud\src\Photon.SocketServer\Diagnostics\PerfCounterManagerBase.cs:Zeile 83.
bei Photon.SocketServer.Diagnostics.HttpQueuePerformanceCounters.Initialize() in h:\svncontent\photon-socketserver-sdk_cloud\src\Photon.SocketServer\Diagnostics\HttpQueuePerformanceCounters.cs:Zeile 201.
bei Photon.LoadBalancing.GameServer.GameApplication.Setup() in d:\dev\photon-socketserver-sdk_cloud\src-server\LoadBalancing\LoadBalancing\GameServer\GameApplication.cs:Zeile 334.
bei Photon.SocketServer.ApplicationBase.PhotonHostRuntimeInterfaces.IPhotonControl.OnPhotonRunning() in h:\svncontent\photon-socketserver-sdk_cloud\src\Photon.SocketServer\ApplicationBase.cs:Zeile 1189.
bei PhotonHostRuntime.PhotonDomainManager.PhotonPlainAppDomainBehavior.PhotonRunning()
bei PhotonHostRuntime.PhotonDomainManager.PhotonRunning()
6744: 14:42:20.326 - CService::OnException() - Exception: CManagedHost::PhotonRunning() - Failed in AppDomain: 3 - Die Kategorie ist nicht vorhanden.
6744: 14:42:20.326 - Server shutting down...
I haven't found anything on that. Also it makes no sense to me.
Anyone having ideas on that?
↧
↧
Is Enet thread pool only for processing reliable UDP?
Hi
Should I care about EnetThreadPool in PhotonServer.config file, if my application is using WebSockets only?
Thanks
↧
How to maintain player connections.
Hello. I have a question. I want to maintain a list of connections for all players. I might add, remove, or retrieve a player's connection to this list. For example, when a player goes online, I need to add his connection to the list, and when the player drops, I need to remove the connection. Can you give me a suggestion on what data structures to use to maintain this list. List or Dictionary. Do I need to focus on multithreaded access. Do I need to use thread locks.
↧
How to send messages between master server and game server
Hi,I'm using photon loadbalancing to build my own server, and is works very nice so far, bu i'facing a problem now. i want to send events between my master server and my game server, but i only found that my master server can use IncomingGameserverPeer class to receive event from game server, and games server can use outgoingMasterServerPeer to send events to master server, but i wonder how can master server send events to game server and how can game server receive events from master server ?
↧
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:
Update: Works with http:// could you help to get it working with https://?

↧
↧
Server freeze - channel timeout
Situation:
We have Photon standalone, on-premise server, serving PvP games. Each game is played by 2 peers and has its own PoolFiber. Each action from peer is directed to corresponding game using RequestReplyChannel.
Under a load of some 700 simultaneous users and 350 games we experience a 'freeze' situation - e.g. request received from peer, goes to channel and then - timeout.
Strange thing is that we are logging requests on game side, in channel subscriber function. That log is empty - as if subscriber was not called at all. How is it possible?
Server has 24 cores, 16 GB RAM
Thanks
↧
Self Hosted Server for UE4 Demo - PhotonDemoParticle
Hi
Could someone from Photon advise me why the PhotonDemoParticle does not work with the on-premise (self-hosted) photon server. I am trying to get some ideas on what the server is doing in the UE4 demo but it seriously is looking like the functionality is hidden from our eyes in the off-premise cloud based photon server.
Please assist if possible and thanks.
Regards
petergpls
↧
Moved: Self Hosted Server for UE4 Demo - PhotonDemoParticle
This discussion has been moved.
↧