chvetsov mod

with best regards. ExitGames Staff

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chvetsov
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  • Then I would suggest you write to us at [email protected] Please provide your photon server config. ip address best, ilya
  • Hi, @BencinStudios are you able to reach this port using telent? if not, then something wrong with setup. Either photon config is wrong or firewall settings best, ilya
  • Hi, Michael You should check server-side logs to see what happened. in case it is still unclear, please send us logs. I assume you have there NullReferenceException or something like this. best, ilya
  • Hi, @friuns2 we do not have such things. Just in case you are not aware, we have: 1. unreliable unsequenced 2. unreliable sequenced 3. reliable unsequenced 4. reliable sequenced Plus channels, plus encryption. best, ilya
  • >Now how do I add another game server that would be reachable it's master server. your game server should be aware of the master location. so, in LoadBalancing.dll.config for the game server you should set master server address which it may acce…
  • hi, @enigma in LoadBalancing.dll.config there is settings PublicIpAddress which you may set to what you need for your GameServer. master will return this address to clients. so this address should be something accessible by your clients. if you ar…
  • hi, @LeonPS if you send from client - yes, check RaiseEvent operation documentation if you just modified sources and send from the server - also yes. get from ActorManager list of actors filter them and broadcast to data best, ilya
  • hi, @Tinasious could you describe more what are you doing? in what case does this happen? what join request do you send? best, ilya
    in Plugin Error Comment by chvetsov July 2
  • hi, @NoelBlakley It would be good if your posts would be more nicely formatted. if your question is about authentication checks, then I would say that you do not need an extra thread. in our code we setup timer in peer's constructor. when we get …
  • HI, @NoelBlakley What client lib are you using? What version? if you connect to cloud did register your application and set its appId to be used in auth request? best, ilya
  • hi, @ZigzaTom Definitely, you should not call Defer the second time. Once will be enough. I do not see in code anything that could prevent you from doing what you want. So I think it is safe to call second http request and call cancel or fail in s…
  • well, I do not know what you mean under Lite lobby. it would be good to understand what are you doing to get lobby working. usually, we recommend next scenario for lobbies. you join a lobby, try to join a random game if there is no match, you creat…
  • hi, @Anty. EDT.: We did support WebSockets but made some fixes in Photon 4. Photon 3.4 is not supported anymore. so I would say you need to upgrade best, ilya
  • hi, @shovancj I'm sorry to say that I do not understand what is your problem is. If you connect to the server then your connection will be counted, no matter on which port you are connected. best, ilya
  • hi, @eza chat api and demo for it works only with cloud. if you will be able to simulate work of chat for it using photon server, then it will work. but then you have one more obstacle - lacking of nameserver in photon socket server sdk. Chat AP…
  • Hi, @LeonPs > if I send an Actor number of 0 for the property request will it be updated on all clients. yes, it should be updated. but you should broadcast property change for that. >Also if that actor leaves does the new actor become 0? no…
  • Probably implementation of IPluginHost.SetProperties method will help you. you may find it in HiveHostGame.cs. Probably you may use it instead of your implementation best, ilya
  • probably because you do not trigger an update of properties on clients take a look at HiveGame.SetProperties. from there we call PublishResultsAndSetGameProperties method to publish changes best, ilya
  • Hi, @LeonPS why did you decide that value is not set? you may see how we update properties in HiveGame.SetProperties which should be called from HandleSetPropertiesOperation method if I remember right best, ilya
  • >Well, it's too slow. of course, native implementation will work faster. but it is not too slow >Is deserialization implemented in C++? no. we do not allow too big messages. clients are not allowed to send more than 32Kb, S2S 512Kb. So we a…
  • >But why a client send messages at a steady and fast rate, PhotonSocketServer's memory keeps increasing for 5 minutes.Does that, by your interpretation, mean that the number of threads is also increasing for 5 minutes? because initially, thread …
  • hi, @ling0kill this memory will not come down, because of how deserialization works. we allocate memory stream for a thread. The stream has 1Mb size and it stays there till stop of photon. Because inside we use the thread pool, it involves many t…
  • hi, @eza AuthTokenKey is used to encrypt tokens. it should be same on master and on GS >Also, I do not need an AppID if I am self hosting? no, you do not need it best, ilya
  • hi, @Ximishen everything from Mmo\Photon.MmoDemo.Server\bin\ should be put into deploy/MmoDemo/bin. Only config (PhotonServer.config) should be placed to bin_Win32 folder. Not sure why you are using bin_Win32 version. best, ilya
  • hi, @MostHated TcpClient, TcpClientBase were developed in earlier days to support client-like interface to connect to other photon socket server instances. Since then we've added s2s communication. TemporaryServerPeer should not be used by you. E…
  • hi, @LeonPS we have for instance this tutorial: https://doc.photonengine.com/en-us/onpremise/current/app-framework/an-app-from-scratch. it helps to see how to operations are used. this is a very basic tutorial. there is no need to repeat basic thi…
  • hi, @pavelbaslak everything works as expected. You have attached to late. S2S connections already established. What you see is client connection to your Master server. it is done on port 5055. you may start photon right from Visual Studio. Set Lo…
  • well, you may create 16 games, that will launch 16 unity instances best, ilya
  • >1) I don't really see how to launch additional Game Servers with LoadBalancing (MyCloud). Is there documentation or a tutorial that covers how this works? you should do this manually. >2) The docs say to "delete the /deploy/LoadBalancing/Game…