Hello!
Me and my team are currently working on a game using PhotonPUN and we have a weird behaviour, I would like to confirm that it is normal.
For context, we are using Photon-OnPremise-Server-SDK_v4-0-29-11263 in localhost with the master server and the game server being on the same machine as the game itself.
So we connect to the master server with no problem, then we call
the server output this line in GSCode :
Is this a normal behaviour and we only need to set the timeout a bit higher or do we do something wrong?
Here is the full GSGame.log
You can see that it take approx. 6 seconds from the setup line ( the first one ) and the "server state set to online" line.
and here what we call in order :
Here are our 2 servers config files:
Master - http://txt.do/16g1v
GameServer - http://txt.do/16g1w
So is this a normal behaviour? if so, is there a way to pre-create the gameserver before trying to create a room?
Thanks in advance![:) :)]()
PS: if you need more log/code sample hit me up!
Me and my team are currently working on a game using PhotonPUN and we have a weird behaviour, I would like to confirm that it is normal.
For context, we are using Photon-OnPremise-Server-SDK_v4-0-29-11263 in localhost with the master server and the game server being on the same machine as the game itself.
So we connect to the master server with no problem, then we call
JoinOrCreateRoomand that's where things go weird.
the server output this line in GSCode :
INFO Photon.LoadBalancing.GameServer.GameApplication - Setup: serverId=ea1042c8-2498-4652-a729-1b165babf52cthat take between 1 and 15 secondes to complete, depending on the machine we run it on. Unfortunately, JoinOrCreateRoom times out after 10 seconds, so on some of our PC, the first time we try to create a room times out.
Is this a normal behaviour and we only need to set the timeout a bit higher or do we do something wrong?
Here is the full GSGame.log
2020-02-20 10:41:08,623 [19] INFO Photon.LoadBalancing.GameServer.GameApplication - Setup: serverId=ea1042c8-2498-4652-a729-1b165babf52c 2020-02-20 10:41:10,683 [19] INFO Photon.SocketServer.Diagnostics.HttpQueuePerformanceCounters - HTTP Queue performance counters successfully initialized 2020-02-20 10:41:10,683 [19] INFO Photon.SocketServer.Diagnostics.HttpQueuePerformanceCounters - Internal HTTP Queue performance counters successfully created 2020-02-20 10:41:10,688 [19] INFO Photon.LoadBalancing.GameServer.GameApplication - TokenCreator intialized with an expiration of 02:46:40 2020-02-20 10:41:14,575 [19] WARN Photon.Common.LoadBalancer.LoadShedding.WorkloadController - Did not find counter Business Logic Queue 2020-02-20 10:41:14,576 [19] WARN Photon.Common.LoadBalancer.LoadShedding.WorkloadController - Did not find counter ENet Queue 2020-02-20 10:41:14,577 [19] WARN Photon.Common.LoadBalancer.LoadShedding.WorkloadController - Did not find counter bytes in/sec 2020-02-20 10:41:14,578 [19] WARN Photon.Common.LoadBalancer.LoadShedding.WorkloadController - Did not find counter bytes out/sec 2020-02-20 10:41:14,579 [19] WARN Photon.Common.LoadBalancer.LoadShedding.WorkloadController - Did not find counter ENet Threads Processing 2020-02-20 10:41:14,580 [19] WARN Photon.Common.LoadBalancer.LoadShedding.WorkloadController - Did not find counter ENet Threads Active 2020-02-20 10:41:14,581 [19] WARN Photon.Common.LoadBalancer.LoadShedding.WorkloadController - Did not find counter Time Spent In Server: In (ms) 2020-02-20 10:41:14,582 [19] WARN Photon.Common.LoadBalancer.LoadShedding.WorkloadController - Did not find counter Time Spent In Server: Out (ms) 2020-02-20 10:41:14,583 [19] WARN Photon.Common.LoadBalancer.LoadShedding.WorkloadController - Did not find counter TCP: Disconnected Peers +/sec 2020-02-20 10:41:14,584 [19] WARN Photon.Common.LoadBalancer.LoadShedding.WorkloadController - Did not find counter TCP: Disconnected Peers (C) +/sec 2020-02-20 10:41:14,585 [19] WARN Photon.Common.LoadBalancer.LoadShedding.WorkloadController - Did not find counter TCP: Peers 2020-02-20 10:41:14,586 [19] WARN Photon.Common.LoadBalancer.LoadShedding.WorkloadController - Did not find counter UDP: Disconnected Peers +/sec 2020-02-20 10:41:14,586 [19] WARN Photon.Common.LoadBalancer.LoadShedding.WorkloadController - Did not find counter UDP: Disconnected Peers (C) +/sec 2020-02-20 10:41:14,587 [19] WARN Photon.Common.LoadBalancer.LoadShedding.WorkloadController - Did not find counter UDP: Peers 2020-02-20 10:41:14,597 [19] WARN Photon.Common.LoadBalancer.LoadShedding.FeedbackControlSystem - Could not initialize Feedback Control System from configuration: Invalid configuration file P:\production\UNITY_Production\REDACTED\BuildSettings\Arcade\Photon\PhotonServer\deploy\Workload.config. Using default settings... (Le fichier 'P:\production\UNITY_Production\REDACTED\BuildSettings\Arcade\Photon\PhotonServer\deploy\Workload.config' est introuvable.) 2020-02-20 10:41:14,611 [19] INFO Photon.Common.LoadBalancer.ServerStateManager - Watching for application state file in P:\production\UNITY_Production\REDACTED\BuildSettings\Arcade\Photon\PhotonServer\deploy\ServerState.txt 2020-02-20 10:41:14,613 [19] INFO Photon.Common.LoadBalancer.ServerStateManager - Server state is set to online 2020-02-20 10:41:14,619 [19] INFO Photon.LoadBalancing.GameServer.GameApplication - Initializing master server connection ... 2020-02-20 10:41:14,665 [19] INFO Photon.LoadBalancing.GameServer.MasterServerConnectionBase - Connecting to master at 127.0.0.1:4520, serverId=ea1042c8-2498-4652-a729-1b165babf52c 2020-02-20 10:41:14,708 [19] INFO Photon.SocketServer.ApplicationBase - Application start: AppId=Game; AppPath=P:\production\UNITY_Production\REDACTED\BuildSettings\Arcade\Photon\PhotonServer\deploy\LoadBalancing\GameServer, Type=Photon.LoadBalancing.GameServer.GameApplication 2020-02-20 10:41:14,716 [19] INFO Photon.SocketServer.Diagnostics.CounterPublisher - CounterPublisher started publishing ExitGames.Diagnostics.Monitoring.CounterSamplePublisher to ExitGames.Diagnostics.Monitoring.CounterSampleSender 2020-02-20 10:41:14,745 [19] INFO Photon.LoadBalancing.GameServer.GameApplication - OnStopRequested: serverid=5d662a4c-5333-4b05-bf38-17be0c7d41fa 2020-02-20 10:41:14,747 [19] INFO Photon.SocketServer.ApplicationBase - Application is stopping: AppId=Game 2020-02-20 10:41:14,759 [15] INFO Photon.LoadBalancing.GameServer.OutgoingMasterServerPeer - connection to master closed (id=7, reason=ManagedDisconnect, detail=Application abort), serverId=5d662a4c-5333-4b05-bf38-17be0c7d41fa 2020-02-20 10:41:14,762 [19] INFO Photon.LoadBalancing.GameServer.GameApplication - TearDown: serverId=5d662a4c-5333-4b05-bf38-17be0c7d41fa 2020-02-20 10:41:14,763 [19] INFO Photon.SocketServer.ApplicationBase - Application stop: AppId=Game 2020-02-20 10:41:14,792 [17] INFO Photon.LoadBalancing.GameServer.MasterServerConnectionBase - Master connection established: address:127.0.0.1 2020-02-20 10:41:14,797 [17] INFO Photon.Common.LoadBalancer.ServerStateManager - Server state is set to online 2020-02-20 10:41:14,803 [17] INFO Photon.LoadBalancing.GameServer.OutgoingMasterServerPeer - Registering game server with address 192.168.4.14, TCP 4531, UDP 5056, WebSocket 9091, Secure WebSocket 19091, HTTP 80, ServerID ea1042c8-2498-4652-a729-1b165babf52c, Hostname localhost, IPv6Address 2020-02-20 10:41:14,843 [17] INFO Photon.LoadBalancing.GameServer.OutgoingMasterServerPeer - Successfully registered at master server: serverId=ea1042c8-2498-4652-a729-1b165babf52c 2020-02-20 10:41:15,744 [25] INFO Photon.Common.LoadBalancer.LoadShedding.FeedbackController - Transit CpuUsage from Lowest to Low with input 35 2020-02-20 10:41:15,745 [25] INFO Photon.Common.LoadBalancer.LoadShedding.WorkloadController - FeedbackLevel changed: old=Lowest, new=Low 2020-02-20 10:41:17,755 [24] INFO Photon.Common.LoadBalancer.LoadShedding.FeedbackController - Transit CpuUsage from Low to Normal with input 52 2020-02-20 10:41:17,755 [24] INFO Photon.Common.LoadBalancer.LoadShedding.WorkloadController - FeedbackLevel changed: old=Low, new=Normal
You can see that it take approx. 6 seconds from the setup line ( the first one ) and the "server state set to online" line.
and here what we call in order :
1 -> PhotonNetwork.ConnectUsingSettings(); 2 (OnConnectedToMaster) -> PhotonNetwork.JoinLobby(); 3 (When the lobby is join, click on a button) -> PhotonNetwork.JoinOrCreateRoom() 4 Sometime it time out right here.
Here are our 2 servers config files:
Master - http://txt.do/16g1v
GameServer - http://txt.do/16g1w
So is this a normal behaviour? if so, is there a way to pre-create the gameserver before trying to create a room?
Thanks in advance

PS: if you need more log/code sample hit me up!