Anyone using Zeus? (Confused on using it)

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1. What does the Zeus server actually do? "integrated matchmaking" and "NAT-punchthrough" -- is this basically a way for PCs to connect to each other behind routers? Is it continued to use to maintain the PC to PC connection once established (like a a 'relay server')?
2. Are you using your own deployment of Zeus?
3. Do you have any details you can share of your Zeus deployment? (hosting location, costs, 4 IPs???, etc)
4. Does Photon offer a "production" Zeus server for us to use / rent? (i.e. is this the intent of Photon Server?) I see a mention of "Photon Squad", but no details.
5. Or is the idea to use Zeus until you can use Steam SDK?



Some concerns reading through the documentation...
1. This "in depth" documentation isn't deep at all. https://doc.photonengine.com/en-us/bolt/current/in-depth/zeus
2. I see Bolt listed in multiple places as P2P, but the diagrams aren't P2P. Also, this shows it is not client / server... http://doc.photonengine.com/en-us/bolt/current/reference/photon-vs-bolt
3. Any Details on the "Cloud Matchmaking" or the "Cloud Relay"? https://www.photonengine.com/en-US/Bolt



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  • McCann
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    Thank you.
    #1 - So, the Zeus server is really only 'active' during the initial client connection (and removal), right?
    #2 - I don't know of any hosting locations that offer 4 IPs. (Confused on the need for 4 IPs, but read we don't have to have 4 - just improves performance.)
    #3 - I don't see "Photon Swarm" advertised anywhere. Is this available to others?

    Thanks for your hastebin code... it looks like it is an advanced "BoltInit.cs" version. Is the goal of this code to show how you can leverage Zeus better? (I reviewed the code and launched it. I see the list of 'game sessions' running and easy join button.)


    It would be awesome if there was a Sequence Diagram of the typical Server, Client, and Zeus connections / methods being called for a game.

    Thanks again for the help!