PoolFiber executionFiber = new PoolFiber();
executionFiber.Stop();
executionFiber.Start();
disposeTimer = executionFiber.ScheduleOnInterval(() => Prepare(), 0, 1000);
If I put Stop before Start, the Prepare function would never execute. Why does that happen?
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Fiber don't start
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User ID Not Set
We are setting up PhotonServer locally but can only connect and join a room once (one player). Any secondary attempts throw the following error:
Operation failed: OperationResponse 226: ReturnCode: -2 (Join failed: UserId is not set, checkUserIdOnJoin=true expects a UserId.)
From what I've read, this is a known issue since last year, and the suggestions have been to send a UserID from the client by setting it before connecting. This shouldn't be a problem because we authenticate users elsewhere and already have unique identifiers we can use. The question is WHERE do we set the UserID needed by Photon? What is the syntax? What class or property is accessed? I can find no documentation that works.
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Garbage Rooms on Server
Hi, I have a game that are runing in self hosted server. So I realized with this log that some rooms are still open with nobody inside them. This are like garbage rooms that couldn't be closed for some reason. How Can I resolve this to the server dont keep these rooms with 0/0 players? The link to the image with log are below.
https://imgur.com/a/h9rzI3s
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Server abort abnormally
Hello, my server program automatically aborted, here is the log. Please help me analyze the cause of the problem. In addition, I'd like to ask if the service has this feature: if the server stops abnormally, can I get an email or text message notification?
2088: 07:14:48.884 - CManagedHost::OnDefaultAction() - OPR_ThreadAbort - eAbortThread
5308: 07:15:06.602 - CTCPSocketServer::OnWriteCompletionError() - Flow control - Connection aborted due to - An existing connection was forcibly closed by the remote host.
2952: 07:15:06.606 - CTCPSocketServer::OnWriteCompletionError() - Flow control - Connection aborted due to - An existing connection was forcibly closed by the remote host.
2952: 07:15:06.624 - CTCPSocketServer::OnWriteCompletionError() - Flow control - Connection aborted due to - An existing connection was forcibly closed by the remote host.
2952: 07:15:06.627 - CTCPSocketServer::OnWriteCompletionError() - Flow control - Connection aborted due to - An established connection was aborted by the software in your host machine.
2088: 07:15:06.634 - CManagedHost::OnTimeout() - OPR_FinalizerRun - eUnloadAppDomain
2088: 07:15:06.634 - CManagedHost::OnDefaultAction() - OPR_AppDomainUnload - eUnloadAppDomain
2192: 07:15:06.665 - CFilterDataBase::OnSocketReleased() - References still held: 2
2272: 07:15:06.669 - CFilterDataBase::OnSocketReleased() - References still held: 2
2192: 07:15:06.850 - CThreadPool::Process - Exception - PeerAppSelection() - Init: Unexpected message length, need at least 40 bytes, got: 38
2272: 07:15:06.882 - CThreadPool::Process - Exception - PeerAppSelection() - Init: Unexpected message length, need at least 40 bytes, got: 14
2272: 07:15:07.042 - CThreadPool::Process - Exception - PeerAppSelection() - Init: Unexpected message length, need at least 40 bytes, got: 18
2272: 07:15:07.224 - CThreadPool::Process - Exception - PeerAppSelection() - Init: Unexpected message type, expected: 0x00 got: 0x82
2192: 07:15:07.774 - CThreadPool::Process - Exception - PeerAppSelection() - Init: Unexpected message length, need at least 40 bytes, got: 18
5500: 07:15:08.639 - Unloading Domain: ApplicationName = 'P2PLiveServer', DomainId='2'
2192: 07:15:09.806 - CThreadPool::Process - Exception - PeerAppSelection() - Init: Unexpected message type, expected: 0x00 got: 0x82
2272: 07:15:13.107 - CThreadPool::Process - Exception - PeerAppSelection() - Init: Unexpected message length, need at least 40 bytes, got: 18
2272: 07:15:13.674 - CThreadPool::Process - Exception - PeerAppSelection() - Init: Unexpected message type, expected: 0x00 got: 0x82
2192: 07:15:13.879 - CThreadPool::Process - Exception - PeerAppSelection() - Init: Unexpected message length, need at least 40 bytes, got: 18
2272: 07:15:14.086 - CThreadPool::Process - Exception - PeerAppSelection() - Init: Unexpected message length, need at least 40 bytes, got: 33
2272: 07:15:14.626 - CThreadPool::Process - Exception - PeerAppSelection() - Init: Unexpected message length, need at least 40 bytes, got: 18
2088: 07:15:23.678 - CManagedHost::OnTimeout() - OPR_AppDomainUnload - eRudeUnloadAppDomain
8868: 07:15:23.679 - CManagedHost::OnFailure() - FAIL_CriticalResource - eThrowException
8868: 07:15:23.679 - CManagedHost::OnFailure() - FAIL_OrphanedLock - eNoAction
2088: 07:15:23.689 - CManagedHost::OnTimeout() - OPR_AppDomainRudeUnload - eDisableRuntime
2088: 07:15:23.689 - CManagedHost::OnDefaultAction() - OPR_ProcessExit - eDisableRuntime
2088: 07:15:23.689 - CManagedHost::OnCLRDisabled()
2088: 07:15:23.689 - Shutdown request from PhotonHostRuntime: CLR Disabled Exit code: 107
2088: 07:15:23.689 - Shutdown requested.
5292: 07:15:23.696 - Service is stopped...
5292: 07:15:23.696 - Server shutting down...
5292: 07:15:23.696 - Shutdown monitoring enabled, 30000ms before process abort
5292: 07:15:23.696 - Notifying CLR applications of shutdown...
5292: 07:15:23.696 - RequestApplicationStop: 3
5292: 07:15:23.698 - RequestApplicationStop - Exception: CManagedHost::RequestApplicationStop() - Failed to request application to stop in AppDomain: 3 - The process terminated unexpectedly.
5292: 07:15:23.698 - RequestApplicationStop: 2
5292: 07:15:23.698 - RequestApplicationStop - Exception: CManagedHost::RequestApplicationStop() - Failed to request application to stop in AppDomain: 2 - The process terminated unexpectedly.
5292: 07:15:23.698 - RequestStop: defalt app domain
5292: 07:15:23.698 - RequestApplicationStop - Exception: CManagedHost::RequestStop() - Failed to request default app domain to stop - The process terminated unexpectedly.
5292: 07:15:23.698 - Shutting down WebSocket Outbound Connection Manager...
5292: 07:15:23.698 - Shutting down TCP Outbound Connection Manager...
5292: 07:15:23.698 - Shutting down ENet Outbound Connection Manager...
5292: 07:15:23.698 - Disconnecting all outbound peers...
5292: 07:15:23.698 - Shutting down ENet host...
5292: 07:15:23.698 - Disconnecting all peers...
5292: 07:15:23.698 - Shutting down socket servers...
5292: 07:15:23.705 - Shutting down ENet thread pool...
5292: 07:15:23.705 - Shutting down TCP inactivity timers...
5292: 07:15:23.705 - WaitingForShutdownToComplete: NativePolicy:0.0.0.0:843
5292: 07:15:23.705 - OnShutdownCompleted: NativePolicy:0.0.0.0:843
5292: 07:15:23.705 - WaitingForShutdownToComplete: NativePolicy:0.0.0.0:943
5292: 07:15:23.705 - OnShutdownCompleted: NativePolicy:0.0.0.0:943
5292: 07:15:23.705 - WaitingForShutdownToComplete: NativePolicy::::843
5292: 07:15:23.705 - OnShutdownCompleted: NativePolicy::::843
5292: 07:15:23.705 - WaitingForShutdownToComplete: NativePolicy::::943
5292: 07:15:23.705 - OnShutdownCompleted: NativePolicy::::943
5292: 07:15:23.705 - WaitingForShutdownToComplete: TCP:0.0.0.0:4520
5292: 07:15:23.705 - OnShutdownCompleted: TCP:0.0.0.0:4520
5292: 07:15:23.705 - WaitingForShutdownToComplete: TCP:0.0.0.0:4530
3488: 07:15:23.707 - CCLRApplicationCollection::Application::OnDisconnect() - Unabled to obtain COM error, treating hr as lastError: The process terminated unexpectedly.
3908: 07:15:23.707 - CCLRApplicationCollection::Application::OnDisconnect() - Unabled to obtain COM error, treating hr as lastError: The process terminated unexpectedly.
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Why does't it get the roomlist when a new client join a lobby?
My code is follow:
public override void OnConnectedToMaster()
{
base.OnConnectedToMaster();
Debug.Log("LaunchNetMgr OnConnectedToMaster");
if(ConnectedToMasterEvent != null)
{
ConnectedToMasterEvent();
}
//加入Mar大厅
TypedLobby typedLobby = new TypedLobby();
typedLobby.Name = GlobalParam.Ins.lobbyName; //lobbyName is MarLobby
typedLobby.Type = LobbyType.SqlLobby;
PhotonNetwork.JoinLobby(typedLobby);
}
when OnConnectedToMaster is called,join a custom lobby called MarLobby
after joined the lobby,the client will create a room to wait other player join autolly
in normally, when another player join the same lobby called MarLobby,
OnRoomListUpdate will be called and get the exist rooms
now, the problem is that "when another player join the same lobby called MarLobby, but OnRoomListUpdate can't get the first player craeted rooms, the room count is 0"
why? and how to fix the problem? thank u for any reply :)
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Construct 3 Don't find the Name Server (Self Hosted)
Hi at All
Sorry for my bad English.
I have the following problem:
When I start my game via Construct 3 and want to connect to the name server I get an error after about 10 seconds.
My specifications:
- Server SDK v4-0-29-11263
- Platform: Construct 3 (OS Windows 10)
- Server Machine: Windows Server 2019 Essentials
- Network Ipv4
All necessary port forwarding is configured. The server IP address is static. Dyn DNS is activated.
Please Help us.
We are not programers.
We are Noobs with a big dream o:)
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Recording of Photon Transactions for 'INSTANT REPLAY' ?
Does Photon or Unity implement any data recording mechanisms that will allow Instant Replay of a video game?
I would like to continuously record the last 30 seconds of current game play. A user can then can pause the game and be shown an "Instant Replay" video of cool game events, such as a player exploding.
To solve my problem: Unity plugin video recorders are huge performance hogs. Alternatively, recording GameObject change deltas would be more efficient.
Photon transactions would be ideal to save/serialize to memory during game runtime.
Does Photon or Unity implement any data recording mechanisms that will allow Instant Replay of a video game?
Thanks!
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Using ConnectToMaster does not join self hosted photon server
I'm using this to connect to the server
PhotonNetwork.GameVersion = "v0.0.1";
PhotonNetwork.ConnectToMaster(IPAddress, 5055, "");
but it disconnects me immediately after trying to join
OnDisconnected was called by PUN with reason DisconnectByServerReasonUnknown
UnityEngine.Debug:LogWarningFormat(String, Object[])
LobbyManager:OnDisconnected(DisconnectCause) (at Assets/Scripts/LobbyManager.cs:108)
Photon.Realtime.ConnectionCallbacksContainer:OnDisconnected(DisconnectCause) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:3428)
Photon.Realtime.LoadBalancingClient:OnStatusChanged(StatusCode) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2568)
ExitGames.Client.Photon.<>c__DisplayClass103_0:b__0()
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
Photon.Pun.PhotonHandler:FixedUpdate() (at Assets/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs:116)
IPAddress is set to the Game Server IP Local address, any help is appreciated!
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Moved: Using ConnectToMaster does not join self hosted photon server
This discussion has been moved.
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Turn based card game best server solutions
Hello ....
My question in short
Whar is the best server solution to acard game with separate logic from app user interface
* game is asynchronous
* game logic must be server side
Thx ....
My question in short
Whar is the best server solution to acard game with separate logic from app user interface
* game is asynchronous
* game logic must be server side
Thx ....
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Turn based card game best server solutions
Hello ....
My question in short
Whar is the best server solution to acard game with separate logic from app user interface
* game is asynchronous
* game logic must be server side
Thx ....
My question in short
Whar is the best server solution to acard game with separate logic from app user interface
* game is asynchronous
* game logic must be server side
Thx ....
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Is Photonserver support flutter ?
Hello !
Is there any plan to support flutter ?
Is there any plan to support flutter ?
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Photon Server and Photon Cloud, number of concurrent users
Hi, I have a few questions i need to confirm for the concurrent users for photon
1. For photon cloud ccu is 20, which means the game can only be played by 20 users at the same time worldwide?
2. For self hosted photon server, the ccu is 100, does it mean that I can have 100 users playing at the same time in the same network and have another 100 users on another network?
3. Also every user can host their own game in the same network correct?
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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.
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OnRoomPropertiesUpdate not being called locally when use Photon Server
Hi Everyone,
I am using the local server of the photon for myTestProject.I notice the OnRoomPropertiesUpdate not being called locally when use local server(Other Clients is ok).
Then I switched to Photon Cloud,everything is fine.Any ideas as to why?
My Pun2 version:2.12
Photon Server version:4.0.29.11263
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Random Map and Map Rotation
Hey guys,
I'm currently working on a Quick Play Matchmaking System (Inspired by Overwatch) and so far the Players can join a room, or when no room is aviable, Photon will automatically create a room.
1. At this point, I wonder how it is possible for the automatically created room to choose a random map.
2. I also want to create a random map rotation, so when a randomly selected map is over, the next randomly selected map should start.
I don't expect any scripts written by you guys!
just a few tips and approaches would be very helpful.
Thanks for your attention. :)
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"SocketException: System call failed" from "ExitGames.Client.Photon.SocketUdp.DnsAndConnect"
Hi all,
My team has received some reports of user's who are failing to establish a connection to the game with this being written in the logs.
The user's are failing consistently after multiple attempts.
The server's they are connecting to are servicing other user's, so I don't think it's an issue with our server configuration.
Here's the stack trace written in their output log
Connect() to '{one of our servers}' failed: System.Net.Sockets.SocketException: System call failed
at System.Net.Sockets.Socket.Connect (System.Net.EndPoint remoteEP, Boolean requireSocketPolicy) [0x00000] in :0
at System.Net.Sockets.Socket.Connect (System.Net.EndPoint remoteEP) [0x00000] in :0
at System.Net.Sockets.Socket.Connect (System.Net.IPAddress address, Int32 port) [0x00000] in :0
at ExitGames.Client.Photon.SocketUdp.DnsAndConnect () [0x00000] in :0
The one thing the user's seem to have in common is that they are using Mac desktop, but we don't know which versions of the OS specifically (we're working on getting that info).
Is there any known causes for this issue from a Photon perspective?
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[Solved] UDP TCP with SendOptions.Reliability
Hello,
In the PhotonPeer class, it's been told about the SendOperation :
This method serializes and enqueues the operation right away while the actual sending happens later.
I would like to know if those waiting operations are saved on the Photon Cloud or locally until they are really sent ?
Beside, I would like to know about the RaiseEvent, the choice of Reliability = true/false means the use of TCP/UDP ?
If no, is it possible to choose between tcp/udp ? (position is sent with udp and death with tcp)
Thanks
(I'm using realtime SDK only)
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No credentials are available in the security package
Hi, I'm trying to setup secure web sockets so that I can run a webgl build of our Unity game.
I have unsecure web sockets and TCP working fine, but when I followed the instructions to get the SSL certificate installed, then try to run LoadBalancing, I get the following error -
4724: 09:13:26.023 - CService::OnException() - Exception: CCredentials::CreateCredentialsHandle() - No credentials are available in the security package
I know the ssl is valid because I'm also using it on the domain that the webgl is hosted (this is also where photon is running from). I've tried what I can but have hit a dead end, so if anyone could help me with this I would really appreciate it!
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PhotonNetwork.SetInterestGroups will affect RPC call multiple times
Hi,
I'm testing Photon "Interest Groups".Then I found When I Called PhotonNetwork.SetInterestGroups(1,true) more times.
The client will receive multiple RPC or RaiseEvent calls from photonView with group 1(Other Client).
Is the result correct?
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