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  • Hi @angelskieglazki. It looks like you are receiving over 100 incoming reliable messages for which the client needs to send out acks in the time that passes between 2 service() calls. This is usually a symptom of a problem elsewhere in your code. H…
  • Hi @SBelyaev. Setting these RoomOptions is not currently supported in the C++ Client. The Client always sends 'true' for 'cleanupCacheOnLeave'. 'deleteNullProperties' is not set, so that the serverside default value of 'false' takes effect.
  • @Christian_Simon: The Cloud happily understands clients that communicate with it using 1.6.
  • Hi @Kendo. Please re-download the demo. I have just uploaded a new version with changes that address this issue. Background info: Unreals FString class internally stores its characters as c-array of TCHAR, while the Photon Clients JString class in…
  • Hi @Kendo. I assume that you refer to the link to the demo from the unreal-page in our online docs at https://doc.photonengine.com/en-us/realtime/current/getting-started/unreal-engine. That link is indeed currently broken. The link to the demo from…
  • Hi @ExitVip. Please run a wireshark traffic capture on your server and filter it for incoming traffic on the port(s) on which your Photon server is listen. Then look at the filtered packets and compare them to what you receive from your local test …
  • Hi @ExitVip. This is intended behavior. When you turn off WiFi on you device, then the OS knows that the connection is lost and the socket can report an error to the Photon Client, which can inform you about the connection loss. The disconnect tim…
  • Hi @ExitVip. Which client and server version do you use?
  • Hi @ExitVip. Which application are you running on the server side? Note that the default application is the LoadBalancing application and when you run the LoadBalancing application (or a (custom) application that inherits from it or is otherwise …
  • Update: 4.1.11.1, which does not have this issue, has been released. Hence I am taking down the linked workaround for 4.1.11.0
  • Hi @SHiruh. Please replace the files defines.h and TypeName.h inside your Common-cpp/inc folder with the following version of these files: *links removed, see update below* This assumes that you are on version 4.1.11.0 (the at the time of this post…
  • Hi @angelskieglazki. There is nothing wrong with negative timestamp values. They are perfectly valid. It is pointless to re-fetch the server time because of it being negative and it won't make it become positive, no matter how often you do it. The …
  • Hi @hmfff. Please re-download the UE4 demo. I have just uploaded an updated version of it which works with the 4.1.11.x Client API.
  • Hi @nirob_kuet. I am afraid that this is a bug that slipped through with the 4.1.11.0 release. We will fix this is in 4.1.11.1, of course. For now please drop the following folder into pathToTheRootFolderOfYour4-1-11-0-SDK/Photon-cpp/inc to fix th…
  • Hi @SHiruh. So this is solved now? When you just want to use Chat and not Realtime (why else would you remove the Realtime connetion code?), then you can remove the line AddPhotonLibPathWin(Target, "LoadBalancing"); and also everything else that i…
  • Hi @Kurtav. It is true that their free plan includes more users than ours. From our experience one CCU equals roughly about 400 MAU for the average game. This means that their 100k MAU are comparable to 250 CCU. We don't offer more than 20 CCU fo…
  • Hi @Yogesh_Dev. No, that is not possible. Those 5-10 seconds are the server-side timeout. Only when the server does not see any life sign from the client for that amount of time it considers the client to be disconnected. Waiting a few seconds befo…
  • Hi @GreenRollingHills. Yes, that is correct. You can't put a JVector into a Hashtable. However you can put a C array into a Hashtable and hence you can put the content of a JVector into a Hashtable like this: ExitGames::Common::Hashtable data; …
  • Hi @lpp168. 4.1.10.2 is available in our download section now.
  • Hi @lpp168. Thank you for reporting this. The next release (which will likely be released next week already) will contain libs that are built with that VS2017 version. For the time being please follow the advice that @vadim gave you and build wit…
  • Hi @lpp168. There has never been a Photon Client SDK with a version number 3.4. This number has only been used for a Server SDK release. All client SDKs have jumped from 3.2.x.x directly to 4.0.0.0. We have dropped support for VS2008 with 3.0.3.0,…
  • Hi @eza. The Photon clients don't ever require you to provide an authTokenKey through their APIs, no matter if your are using them with a self hosted Server or with the Photon Cloud. The encrypted auth token gets provided to them by the Photon Ser…
  • Hi @Hi @shovancj. PhotonServerSettings should contain separate fields, for the PUN and for the Voice appID. If this is not the case for you, then maybe something went wrong when installing or updating the assets or you are not using up to date ve…
  • Well, a separate appID, but not a separate application in the sense of another app running on the client device.
  • Hi @shovancj. Each application has photon and photon voice. Not sure if this matters or not. Do you use the same appID for both? Each connection will count as one CCU and Photon and Photon Voice both have their own connection. Hence it is expect…
  • Hi @GreenRollingHills. demo_Type_support sends various data inside CPhotonLib::sendData() in Photon_lib.cpp and receives it in Listener::customEventAction() in Listener.cpp. An NSDictionary in an objC Client is equivalent to an ExitGames::Common::…
  • Hi @AlexFriedrich. Those files are all included in the Photon Windows Client SDK that you can download here: https://www.photonengine.com/en-US/sdks#realtimewindows Honestly I am surprised/confused on how you know the filenames for all those files…
  • Hi @Harish_Kagale. opJoinOrCreateRoom() either creates a room with the specified name or joins it if it already exists. Room names are unique. No two rooms with the same name can exist at the same time. Hence when calling opCreateRoom() and spec…
  • Hi @titonbrujah. Hi, I've gone through the matchmaking checklist: - Both Unity and JavaScript are using the same AppID and Version - Both are also connecting to the same master region, EU? I assume that with 'matchmaking checklis' you refer to htt…
  • Hi @domp_. This is a known issue that we have already fixed in the latest development state of the code base. The fix will be part of the 4.1.10.0 release. It is only happening with event code 223. Your code should simply ignore all event codes t…