Our client asked us if we could make their application work in a place with poor or no internet connection.
We continued developing in the cloud and when we were happy with the game we started testing it on our self hosted server.
We quickly noticed that some configurations / settings of the LoadBalancing solution are a bit different then working in the cloud.
1) We had to authenticate our user by setting PhotonNetwork.AuthValues (otherwise we could not connect)
2) We noticed that some events were not being passed on to the player that was setting them. I.e. When we were settings player / room properties in the cloud everything was being passed on to ALL the players, including the player that was sending out these events.
3) We also noticed that room properties (& player properties) were often erased after level load. We are not sure if this was or was not happening in the cloud. I assume room properties should keep existing when the level reloads? In our project immediately when the new level was loaded the masterclient had correct roomproperties, the second client did not. We temporary hacked it by resending the roomproperties from the master client. A few seconds later the master client received empty room properties (don't know where they came from). Could someone explain me what is happening here?
We were wondering if it is possible to get a LoadBalancing setup that immitates the Cloud properly. This would allow us to develop our application in the cloud and afterwards move to a self hosted solution seamlessly. Is there such LoadBalancing setup / config available?
Are there any other differences between the cloud and the loadbalancing setup?
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