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Need clarification - photon version

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Hello I used photon with Unity 2 years ago, and the only reason I left photon that's what I thought there was no dedicated server version I used PUN for 3-4 months but the master & client system didn't suit me So my question is the next one, I have my own server which I pay every month ( it's not my real computer ) can I use it as a photon server to send and receive photon request ? I know that it's probably distinctly written in the documentation, but please, i'm so confused Thanks!

Self hosted server with Unity Pun connection issues

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Hey all Just wondering if anyone knows a step by step guide to set up a self hosted server and then connect a unity Pun game to this. Been racking my brain now for about half a day trying to get the whole thing set up and working. I am trying to run a server from 1 computer/network connection and connect to a second computer/network. Best i have gotten so far is to connect them both to the same network and use the local connection (which works and i can see my unity clients) but as soon as i turn this to us the public network or move then to different connects i can no longer either connect to the server as it just drops. Been following the instructions on the server in 5 minutes/server configuration and just having no success. so yeah any help or if there is a step by step video series anyone knows i can follow along with that would be great. Thanks

Saving and Loading Data

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Hello folks! First time posting here. I'm trying to make an experience that involves recording some audio at certain positions of a scene that get stored somewhere online for another user to listen to. Kind of like dark souls messages but with audio. So I need to get the audio files, store them somewhere and then fetch them again when needed. I've heard that Photon isn't great with storing and loading, but I just wanted to double check with the community. Is Photon a good answer to this, or should I look elsewhere? If so where? Should I get another SDK or plugin, or rely on Unity's built in webrequests? Thank you!

Create Room On Cloud, No Problem. Create Room on Stand Alone Server... No Go :(

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Hey guys, anyone have any idea what might be up here. I can easily connect and do whatever via the cloud, but on the stand alone server, i CAN connect to the master, but i can NOT create a room for the life of me. It doesn't even throw an error, nothing. Its hosted locally, i'm connecting via 127.0.0.1. Connection makes it, but rooms just don't create. I've disabled my firewall completely just to be sure, along with the port forwarded 5055 udp, 5056 tcp, but no luck. TIA.

Unable start photon Server on AWS

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hi... i am able to connect to photon server locally on my machine but when I am trying to host it on AWS using Load Balancing option. Whenever I am trying to test the connection using Test client option i am getting the following error:- INFO Photon.StarDust.Client.Program - Starting 5 games with 3 players 2019-06-22 20:44:06,395 [4] INFO Photon.StarDust.Client.Program - [2016] Started game EC2AMAZ-6FIB8I2(2016)1 with 3 clients 2019-06-22 20:44:06,910 [4] INFO Photon.StarDust.Client.Program - [2016] Started game EC2AMAZ-6FIB8I2(2016)2 with 3 clients 2019-06-22 20:44:07,301 [4] INFO Photon.StarDust.Client.Program - [2016] Started game EC2AMAZ-6FIB8I2(2016)3 with 3 clients 2019-06-22 20:44:07,754 [4] INFO Photon.StarDust.Client.Program - [2016] Started game EC2AMAZ-6FIB8I2(2016)4 with 3 clients 2019-06-22 20:44:08,223 [4] INFO Photon.StarDust.Client.Program - [2016] Started game EC2AMAZ-6FIB8I2(2016)5 with 3 clients 2019-06-22 20:44:08,223 [4] DEBUG Photon.StarDust.Client.Program - peers: 7, r-ev: 5.488001, ur-ev: 0, r-op: 9.407998, ur-op: 0, res: 4.703988, r-rtt: 0, ur-rtt: 0, rtt: 0, var: 0, flsh-rtt: 0, flsh-ev 0, flsh-op 0 2019-06-22 20:44:08,239 [4] WARN Photon.StarDust.Client.ConnectionStates.LoadBalancing.AuthenticatedOnMaster - OnOperationReturn: JoinGame failed: ReturnCode: 32758 (Game does not exists). Disconnecting... 2019-06-22 20:44:08,239 [4] INFO Photon.StarDust.Client.ConnectionStates.LoadBalancing.WaitingForGameServerConnect - Connecting to 10.0.10.172:5056 2019-06-22 20:44:08,239 [4] WARN Photon.StarDust.Client.ConnectionStates.LoadBalancing.AuthenticatedOnMaster - OnOperationReturn: JoinGame failed: ReturnCode: 32758 (Game does not exists). Disconnecting... 2019-06-22 20:44:08,239 [4] WARN Photon.StarDust.Client.ConnectionStates.LoadBalancing.AuthenticatedOnMaster - OnOperationReturn: JoinGame failed: ReturnCode: 32758 (Game does not exists). Disconnecting... 2019-06-22 20:44:08,239 [4] INFO Photon.StarDust.Client.ConnectionStates.LoadBalancing.WaitingForGameServerConnect - Connecting to 10.0.10.172:5056 2019-06-22 20:44:08,270 [4] ERROR Photon.StarDust.Client.Connections.ClientConnection - 63094882: Receive issue. State: Connected Exception: System.Net.Sockets.SocketException (0x80004005): An existing connection was forcibly closed by the remote host at System.Net.Sockets.Socket.Receive(Byte[] buffer, Int32 offset, Int32 size, SocketFlags socketFlags) at System.Net.Sockets.Socket.Receive(Byte[] buffer) at ExitGames.Client.Photon.SocketUdp.ReceiveLoop() 2019-06-22 20:44:08,270 [21] ERROR Photon.StarDust.Client.Connections.ClientConnection - 24388906: Receive issue. State: Connected Exception: System.Net.Sockets.SocketException (0x80004005): An existing connection was forcibly closed by the remote host at System.Net.Sockets.Socket.Receive(Byte[] buffer, Int32 offset, Int32 size, SocketFlags socketFlags) at System.Net.Sockets.Socket.Receive(Byte[] buffer) at ExitGames.Client.Photon.SocketUdp.ReceiveLoop() 2019-06-22 20:44:08,270 [4] WARN Photon.StarDust.Client.ConnectionStates.LoadBalancing.WaitingForGameServerConnect - Waiting: OnPeerStatusCallback: unexpected return code ExceptionOnReceive 2019-06-22 20:44:08,270 [21] WARN Photon.StarDust.Client.ConnectionStates.LoadBalancing.WaitingForGameServerConnect - Waiting: OnPeerStatusCallback: unexpected return code ExceptionOnReceive 2019-06-22 20:44:08,317 [21] INFO Photon.StarDust.Client.ConnectionStates.LoadBalancing.WaitingForGameServerConnect - Connecting to 10.0.10.172:5056 2019-06-22 20:44:08,348 [4] ERROR Photon.StarDust.Client.Connections.ClientConnection - 49924125: Receive issue. State: Connected Exception: System.Net.Sockets.SocketException (0x80004005): An existing connection was forcibly closed by the remote host at System.Net.Sockets.Socket.Receive(Byte[] buffer, Int32 offset, Int32 size, SocketFlags socketFlags) at System.Net.Sockets.Socket.Receive(Byte[] buffer) at ExitGames.Client.Photon.SocketUdp.ReceiveLoop() 2019-06-22 20:44:08,348 [4] WARN Photon.StarDust.Client.ConnectionStates.LoadBalancing.WaitingForGameServerConnect - Waiting: OnPeerStatusCallback: unexpected return code ExceptionOnReceive 2019-06-22 20:44:09,410 [21] DEBUG Photon.StarDust.Client.Program - peers: 12, r-ev: 6.750286, ur-ev: 0, r-op: 13.50057, ur-op: 0, res: 12.65679, r-rtt: 0, ur-rtt: 0, rtt: 0, var: 0, flsh-rtt: 0, flsh-ev 0, flsh-op 0 2019-06-22 20:44:09,426 [4] WARN Photon.StarDust.Client.ConnectionStates.LoadBalancing.AuthenticatedOnMaster - OnOperationReturn: JoinGame failed: ReturnCode: 32758 (Game does not exists). Disconnecting... 2019-06-22 20:44:09,426 [4] INFO Photon.StarDust.Client.ConnectionStates.LoadBalancing.WaitingForGameServerConnect - Connecting to 10.0.10.172:5056 2019-06-22 20:44:09,426 [4] WARN Photon.StarDust.Client.ConnectionStates.LoadBalancing.AuthenticatedOnMaster - OnOperationReturn: JoinGame failed: ReturnCode: 32758 (Game does not exists). Disconnecting... 2019-06-22 20:44:09,426 [4] WARN Photon.StarDust.Client.ConnectionStates.LoadBalancing.AuthenticatedOnMaster - OnOperationReturn: JoinGame failed: ReturnCode: 32758 (Game does not exists). Disconnecting... 2019-06-22 20:44:09,426 [4] INFO Photon.StarDust.Client.ConnectionStates.LoadBalancing.WaitingForGameServerConnect - Connecting to 10.0.10.172:5056 2019-06-22 20:44:09,426 [4] WARN Photon.StarDust.Client.ConnectionStates.LoadBalancing.AuthenticatedOnMaster - OnOperationReturn: JoinGame failed: ReturnCode: 32758 (Game does not exists). Disconnecting... 2019-06-22 20:44:09,457 [4] ERROR Photon.StarDust.Client.Connections.ClientConnection - 41773672: Receive issue. State: Connected Exception: System.Net.Sockets.SocketException (0x80004005): An existing connection was forcibly closed by the remote host at System.Net.Sockets.Socket.Receive(Byte[] buffer, Int32 offset, Int32 size, SocketFlags socketFlags) at System.Net.Sockets.Socket.Receive(Byte[] buffer) at ExitGames.Client.Photon.SocketUdp.ReceiveLoop() 2019-06-22 20:44:09,457 [4] WARN Photon.StarDust.Client.ConnectionStates.LoadBalancing.WaitingForGameServerConnect - Waiting: OnPeerStatusCallback: unexpected return code ExceptionOnReceive 2019-06-22 20:44:09,457 [4] ERROR Photon.StarDust.Client.Connections.ClientConnection - 4831898: Receive issue. State: Connected Exception: System.Net.Sockets.SocketException (0x80004005): An existing connection was forcibly closed by the remote host at System.Net.Sockets.Socket.Receive(Byte[] buffer, Int32 offset, Int32 size, SocketFlags socketFlags) at System.Net.Sockets.Socket.Receive(Byte[] buffer) at ExitGames.Client.Photon.SocketUdp.ReceiveLoop() 2019-06-22 20:44:09,457 [4] WARN Photon.StarDust.Client.ConnectionStates.LoadBalancing.WaitingForGameServerConnect - Waiting: OnPeerStatusCallback: unexpected return code ExceptionOnReceive 2019-06-22 20:44:09,473 [4] WARN Photon.StarDust.Client.ConnectionStates.LoadBalancing.AuthenticatedOnMaster - OnOperationReturn: JoinGame failed: ReturnCode: 32758 (Game does not exists). Disconnecting... 2019-06-22 20:44:09,473 [4] WARN Photon.StarDust.Client.ConnectionStates.LoadBalancing.AuthenticatedOnMaster - OnOperationReturn: JoinGame failed: ReturnCode: 32758 (Game does not exists). Disconnecting... 2019-06-22 20:44:09,598 [4] WARN Photon.StarDust.Client.ConnectionStates.LoadBalancing.AuthenticatedOnMaster - OnOperationReturn: JoinGame failed: ReturnCode: 32758 (Game does not exists). Disconnecting...

Photon Server version

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When is the updated Photon Server going to be released?

Failed to get server instance

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Hi,

I have same problem but with self hosted server.
createGame failed, client stays on masterserver: OperationResponse 227: ReturnCode: 32762 (Failed to get server instance.). Parameters: {}.
UnityEngine.Debug:LogError(Object)
PhotonHandler:DebugReturn(DebugLevel, String) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:125)
NetworkingPeer:DebugReturn(DebugLevel, String) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:700)
NetworkingPeer:OnOperationResponse(OperationResponse) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:831)
ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(Byte[])
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:79)

How do i fix this?

How to provide a second entrypoint (master server) for a dedicated network

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How could I connect two master server (s2s) so that a client is able to use different entrypoints ? One Photon Server in AWS (for external Unity developers) and the other one in a dedicated corporate network (for employees). We still have a vpn each host is able to ping the other one.

PluginManager initialization failed

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Dear Photon Community, I am getting Plugin errors when creating a room, using default "WebHooksPlugin1.2" and self hosted server. Here is the Game server log: 2019-06-27 13:22:10,506 [9] ERROR Photon.Hive.HiveHostGame - Game Room 7571 is created with ErrorPlugin. message:PluginManager initialization failed. 2019-06-27 13:22:10,538 [9] WARN Photon.Hive.HiveHostGame - Game 'Room 7571' userId 'b01d3527-9708-4376-8924-0466a4303dc3' failed to create game. msg:Plugin Mismatch requested='WebHooksPlugin1.2' got ErrorPlugin with message:'PluginManager initialization failed.' -- peer:GameClientPeer: PID 1, IsConnected: True, IsDisposed: False, Last Activity: Operation 227 at UTC 6/27/2019 8:22:10 PM in Room , IP 10.0.3.103:53760, My server version is v4.0.29.11263. Could this be a pathing issue? Sifang

data-in-transit encrypted & supporting evidences in terms of application configuration /URL/document

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Kindly let us know the data-in-transit encrypted & documents the example of the Cipher Suite are as below TLS_ECDHE_RSA_WITH_AES_256_GCM_SHA384. TLS_ECDHE_RSA_WITH_AES_128_GCM_SHA256 TLS_ECDHE_ECDSA_WITH_AES_256_GCM_SHA384 TLS_ECDHE_ECDSA_WITH_AES_128_GCM_SHA256 TLS_ECDHE_RSA_WITH_AES_256_CBC_SHA384 TLS_ECDHE_RSA_WITH_AES_128_CBC_SHA256 TLS_ECDHE_ECDSA_WITH_AES_256_CBC_SHA384 TLS_ECDHE_ECDSA_WITH_AES_128_CBC_SHA256 TLS_ECDHE_RSA_WITH_AES_256_CBC_SHA These cipher suites support backward compatibility. TLS_ECDHE_RSA_WITH_AES_128_CBC_SHA TLS_ECDHE_ECDSA_WITH_AES_256_CBC_SHA TLS_ECDHE_ECDSA_WITH_AES_128_CBC_SHA TLS_DHE_RSA_WITH_AES_256_GCM_SHA384 TLS_DHE_RSA_WITH_AES_128_GCM_SHA256 TLS_DHE_RSA_WITH_AES_256_CBC_SHA256 TLS_DHE_RSA_WITH_AES_256_CBC_SHA TLS_DHE_RSA_WITH_AES_128_CBC_SHA256 TLS_DHE_RSA_WITH_AES_128_CBC_SHA TLS_RSA_WITH_AES_256_GCM_SHA384 TLS_RSA_WITH_AES_128_GCM_SHA256 TLS_RSA_WITH_AES_256_CBC_SHA256 TLS_RSA_WITH_AES_128_CBC_SHA256 TLS_RSA_WITH_AES_256_CBC_SHA TLS_RSA_WITH_AES_128_CBC_SHA

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?

Matching type serial matching not working

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When I use function joinRandomOrCreateRoom function with serial matchmaking mode it first lands me in the same room again then on the second call I get in the new room.

PhotonControl Error: System.Management.ManagementException: Invalid class

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When I try to launch LoadBalancing (MyCloud)->start as application, I got this error message: PhotonControl Error Failed to query processes. Exception: System.Management.ManagementException: Invalid class at System.Management.ManagementException.ThrowWithExtendedInfo(ManagementStatus errorCode) at System.Management.ManagementObject.Get() at PhotonControl.Helper.ProcessInfo..ctor(Process process) at PhotonControl.Helper.PhotonHandler.GetActiveProcesses(Int32& serviceCount, Int32& appCount, Int64& memory) My environment: Win10+.Net 4.7 Thank you very much.

Licensing & horizontal scaling

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Hello! I'm currently evaluating Photon server and I'd like to confirm that I understood correctly how the licenses system works. From what I understand from the docs and the discussions I could find here, the self-hosted server solution requires one license per server. This would mean that if at some point more game servers are required for a game, I would need to buy a new license before being able to launch a game server on a new server. So it would be impossible to horizontally scale game servers dynamically. Is that correct?

Server Send Data

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HI .. i have a project that had a Dynamic Array: List Rooms_Name the first Client "Server" that enter the game had all the information about the rooms .. thats mean the array Rooms_Name !=null . but every client entering the game need to fill the Rooms_Name Array .. so he need from the server to send to him that array ... How can i do that Please ?

Using RaiseEvent from a client (PUN2) throw an exception on the server (Realtime v4)

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Hello I'm actually trying to make a simple client-server application using PUN2 and Photon Realtime v4, and got a problem with the RaiseEvent method. I'm actually using PUN2.5 and Photon Reatime 4.0.28.2962, and the following code:
byte[] data = new byte[] { 136, 137, 138 };
RaiseEventOptions reo = new RaiseEventOptions()
{
    TargetActors = targets,
    CachingOption = EventCaching.DoNotCache,
    InterestGroup = 0,
    Receivers = ReceiverGroup.Others
};
SendOptions so = new SendOptions
{
    Channel = 1,
    DeliveryMode = DeliveryMode.ReliableUnsequenced
}
PhotonNetwork.RaiseEvent(1, data, reo, so);
When I'm using this code, my client get instantly disconnected from the server, and I got the following error in my LoadBalancing logs:
14028: 20:33:37.234 - 0000000009CFE420: id = 6 [0] disconnected due to exception
14028: 20:33:37.235 - CENetThreadPool::Process - Exception - CENetPeerBase::HandleIncomingCommands() - CENetPeerBase::HandleIncomingCommands()- Unexpected: id = 6 [0] ENET_PROTOCOL_COMMAND type: 14 : id = 6 [0]
(followed by the datagram hex and string representations) Also, the id is never the same. Thanks for your help Slaynash

SocketException: ConnectionReset - An app from Scratch

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Hello, I´m new using Photon, and I managed to setup a self hosted server and launched Photon The server side for the ChatServer app seems to be working fine, even the service. When I run a client, I got the following... INFO: Connecting to server at 127.0.0.1:4530 using TCP ERROR: Receiving failed. SocketException: ConnectionReset ERROR: DisconnectByServer ERROR: Disconnect I tried running chat server and chat client in my local machine, also in the server and tried to do a client-server connection, always getting the same error. While running the ChatClient console, I see no logs in the server. One last comment, the ChatServer application consumes a lot of cpu, any clue why? Thanks and regards! My PC: Windows 10, VS2019 Server: Windows 2016 .Net Frameworks, I build using 4.7.2, 4.6, 3.5

OnRoomPropertiesUpdate not triggered on local Photon Loadbalancer

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Hello there, I'm updating one RoomProperty to be sure one specific data is the same for everyone, and update the UI in the "OnRoomPropertiesUpdate" event. Setting the property like this:
    /// 
    /// Sets the Tracer Bonus value
    /// 
    public static void SetTracerBonusValue(this Room p_Room, float[] _value)
    {
        p_Room.SetCustomProperties(new Hashtable() { { TracerBonusKey, _value } });
    }
And managing the event like this:
    /// 
    /// Called when a room's custom properties changed
    /// 
    public override void OnRoomPropertiesUpdate(ExitGames.Client.Photon.Hashtable propertiesThatChanged)
    {
        base.OnRoomPropertiesUpdate(propertiesThatChanged);

        if (propertiesThatChanged.ContainsKey(PhotonRoomExtension.TracerBonusKey) && TracerBonusGenerator.instance != null)
        {
            TracerBonusGenerator.instance.UpdateUI();
        }
    }
This is working fine when connected to the PhotonCloud, or when using Offline mode. However, the event OnRoomPropertiesUpdate is never triggered when connected to a self-hosted Loadbalancer (currently on my own PC). I checked with some Debug.Logs to be sure the function was not called at all. Everyting else is working as intended, so the connection to the server is OK. The property is also well setted, as I have another way of updating the UI on specific events. The UI does something like this:
public void UpdateUI()
    {
        float[] _values = PhotonNetwork.CurrentRoom.GetTracerBonusValue();

        // Do things with the values
    }
Getting the value is this (and get the correct values):
    /// 
    /// Gets the Tracer Bonus value
    /// 
    public static float[] GetTracerBonusValue(this RoomInfo p_RoomInfo)
    {
        object f_tracerBonus;
        if (p_RoomInfo.CustomProperties.TryGetValue(TracerBonusKey, out f_tracerBonus))
            return (float[])f_tracerBonus;
        return new float[2] { 0f, 0f };
    }
Is it a bug in Photon or something I can fix by modifying the local server? Thanks !

Run TestClient throws error messages

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Hello, I am trying to setup my Photon server on Google cloud platform. It's not listed along with AWS and Azure in your website as the supported providers. I am not sure if those are hard requirements to use those providers. I have a Windows 2016 Server VM running. I have created network firewall rules on that machine so that the ports are unblocked. (https://doc.photonengine.com/en-us/realtime/current/connection-and-authentication/tcp-and-udp-port-numbers) I have also disabled the Windows firewall just so that I can run this test. After I start the LoadBalancing application and run the test client. I get error message below. OnOperationReturn: JoinGame failed: ReturnCode: 32758 (Game does not exists). Disconnecting... Can someone help me figure out what might be wrong?

Client periodically disconnected

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Hello Here's my server structure. I have two lobby servers A and B, and a central server C. Users are randomly connected to different lobby servers. The lobby server then established 200 connections to the central server through OutboundS2SPeer.ConnectTcp. Users can set up a chat room. His request process is to send the request to the hall service, and then the hall service is forwarded to the center service. A room is created on the center suit. Then all users can join in. The problem now is that we periodically receive ClientDisconect callbacks every 15 seconds. Could you help me analyze the problem?
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