Wrong game/peerCount in Photon javascript?
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Moloko
✭
Hi,
I made a little node.js script to retrieve player and game counts from all region master servers. It seems fine but it doesn't show actual player numbers from the game. It seems it only counts the WebSocket client that is used to retrieve the information from Photon servers. Are WebSocket connections treated differently than UDP from the game? Or is this a bug? Or am I missing something?
My node.js script: https://pastebin.com/ZTdnaBdy
Logs output:
[0] State: ConnectingToNameServer
[0] ============ ws://ns.exitgames.com:9093/*APPID*7ea4?libversion=4.1.0.0
[0] ============
[0] State: ConnectedToNameServer
[0] Photon regions:
[0] eu : ws://***.exitgames.com:9090
[0] us : ws://***.exitgames.com:9090
[0] usw : ws://***.exitgames.com:9090
[0] cae : ws://***.exitgames.com:9090
[0] asia : ws://***.exitgames.com:9090
[0] jp : ws://***.exitgames.com:9090
[0] au : ws://***.exitgames.com:9090
[0] sa : ws://***.exitgames.com:9090
[0] in : ws://***.exitgames.com:9090
[0] ru : ws://***.exitgames.com:9090
[0] rue : ws://***.exitgames.com:9090
[0] kr : ws://***.exitgames.com:9090
[0] State: ConnectingToMasterserver
[0] ============ ws://***.exitgames.com:9090/*APPID*?libversion=4.1.0.0
[0] ============
[0] appStats: 1 0 0
[0] eu (1/12) : games 0 master peers: 1 peers 0
[0] Connecting to: us
[0] State: ConnectedToMaster
[0] onLobbyStats: 1
[0] lobby: lobbyType: 0 peerCount: 0 gameCount: 0
Says peerCount 0 although my game client is running and connected.
I made a little node.js script to retrieve player and game counts from all region master servers. It seems fine but it doesn't show actual player numbers from the game. It seems it only counts the WebSocket client that is used to retrieve the information from Photon servers. Are WebSocket connections treated differently than UDP from the game? Or is this a bug? Or am I missing something?
My node.js script: https://pastebin.com/ZTdnaBdy
Logs output:
[0] State: ConnectingToNameServer
[0] ============ ws://ns.exitgames.com:9093/*APPID*7ea4?libversion=4.1.0.0
[0] ============
[0] State: ConnectedToNameServer
[0] Photon regions:
[0] eu : ws://***.exitgames.com:9090
[0] us : ws://***.exitgames.com:9090
[0] usw : ws://***.exitgames.com:9090
[0] cae : ws://***.exitgames.com:9090
[0] asia : ws://***.exitgames.com:9090
[0] jp : ws://***.exitgames.com:9090
[0] au : ws://***.exitgames.com:9090
[0] sa : ws://***.exitgames.com:9090
[0] in : ws://***.exitgames.com:9090
[0] ru : ws://***.exitgames.com:9090
[0] rue : ws://***.exitgames.com:9090
[0] kr : ws://***.exitgames.com:9090
[0] State: ConnectingToMasterserver
[0] ============ ws://***.exitgames.com:9090/*APPID*?libversion=4.1.0.0
[0] ============
[0] appStats: 1 0 0
[0] eu (1/12) : games 0 master peers: 1 peers 0
[0] Connecting to: us
[0] State: ConnectedToMaster
[0] onLobbyStats: 1
[0] lobby: lobbyType: 0 peerCount: 0 gameCount: 0
Says peerCount 0 although my game client is running and connected.
0
Comments
-
Hi @Moloko,
There are two types of stats: Application Statistics and Lobby Statistics.[0] appStats: 1 0 01 peer on Master Server
[0] eu (1/12) : games 0 master peers: 1 peers 0[0] Connecting to: us"peerCount 0" is how many peers joined to default lobby (null or empty name).
[0] State: ConnectedToMaster
[0] onLobbyStats: 1
[0] lobby: lobbyType: 0 peerCount: 0 gameCount: 00 -
appStats masterPeerCount = 1. But that is just the javascript client connected to fetch the stats from what I undetstand. When I connect with my game, it doesn't change any of these stats. IT doesn't even count new game rooms.
It seems like the WebSocket stats are different than the Unity game photon stats .0