Kaiserludi admin

About

Username
Kaiserludi
Joined
Visits
3,611
Last Active
Roles
Registered, Administrator
Points
219
Badges
20

Comments

  • 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…
  • Hi @Manjunath. Which version of Xcode, of Unreal Engine and of the Photon OS X Client SDK do you use? In version 4.1.9.0 of the Client SDK Source/Photon/LoadBalancing-cpp/inc/Client.h:225 points to the line inside the implementation of Client::opR…
  • Hi @GreenRollingHills. NetworkLogic and AndroidNetworkLogic are both part of demo_loadBalancing, which is a demo project and not a library. So these classes are basically example code for how to use the libraries. Hence the recommended approach is…
  • Hi @GreenRollingHills. That looks like Android Studio can't find NetworkLogic.h, because it isn't aware that it should look for header files at any other paths than the one where the makefile is located. See https://stackoverflow.com/questions/336…
  • Hi @GreenRollingHills. i think that following the guide from you link should also work. Why do you think you need to modify anything the make-files? For your information: We don't use Android Studio ourselves, so I don't have first-hands experien…
  • Hi @GreenRollingHills. The Photon Client SDK for Android NDK ships with multiple demo projects and those demos come with make-files that link against the Photon libraries. They also contain some Java code that calls the C++ code through JNI. Pleas…
  • Hi @clem. Let me publish the answer here that I have given to your question in private support already, so that others with a similar question can find it as result to their search queries: Let me clarify terms here: CCU stands for concurrent use…
  • Hi @Zaur. The Mac OS X SDK does not contain that function either. I don't know where it is coming from in your copy, but it does not exist in the SDK in our download-section, nor in the latest development state of the code base. From a short look i…
  • @Zaur: before calling client.connect(...) What you do is not how selectRegion() is supposed to be used and produces undefined behavior. Please see the API-reference of Client::selectRegion() at http://doc-api.photonengine.com/en/cpp/current/html…
  • Hi @CuirassEntertainment. Photon Cloud is not p2p. It's client to server with the Photon Cloud servers being the server side and PUN (or another Photon Client SDK) bein the client side. However we don't allow custom server-side code on the public …
  • Hi @Zaur. Please check our matchmaking checklist at https://doc.photonengine.com/en-us/realtime/current/reference/matchmaking-and-lobby.
  • You're a liar. No, he is not. The video tutorials have been there back then when that post was written. It's just that the that post is from 2.5 years ago and he has taken them down by now.
  • Hi @kitofans. The LoadBalancing lib is a more high level layer that sits on top of the more low level Common and Photon lib. On the server side we have the Photon core functionality, which is a fully functional socket server on its own and on top …
  • Hi @squeezyPig. Could you please verify that you call service() regularly. This is required for becoming and staying connected.
  • Hi @shadowsora. That sounds like a perfect match for Photon Voice, which sits on top of PUN and handles audio streaming for you. It doesn't really matter if the audio stream that you send through it contains voice data from the microphone or if you…
  • Hi @yoman. Your latest code is actually entirely correct. I have identified that the reason why this is not working is actually a bug inside the LoadBalancing ObjC Client lib. Fortunately this lib ships with its source code, so that you can easily…
  • Hi @yoman. What exactly do you mean by "not working"? Does it find the match when it shouldn't find it, does it not find it when it should find it, or something else? Could you please provide your code as text so that I can copy and paste it into …
  • Hi @yoman. Please have a look at demo_typeSupport_objc inside the demo folder of the Client SDK. It demonstrates how to add various types of data to a Dictionary that is to be sent via Photon in function sendData() inside PhotonLib.mm. The very fi…
  • @juaxix: Interesting. That response seems to imply that UE4 uses widestrings not just inside the API and other code, but also as the format for transmitting the string over the network. So why are we using wide string in the API, when we use UTF8 i…
  • Hi @Ruhrpottpatriot. The wilderness part can easily be done with out of the box functionality of Photon. The city instances with lots and lots of players inside one instance are not so well suited for Photons room-logic, which is targeting many in…
  • @juaxix: Interesting. That response seems to imply that UE4 uses widestrings not just inside the API and other code, but also as the format for transmitting the string over the network. This is different in Photon. Photon uses UTF16 (on Microsoft p…
  • Hi @yoman. You should make your project link against Common-objc, Photon-objc and LoadBalancing-objc and you need to tell it where to find the header files of the aforementioned libs as well as the ones of their C++ equivalents. I recommend you to…
  • Hi @Ozymandias. I am glad you found a solution and thanks for letting us know about this issue. If you include Photon headers before CryEngine headers, then you should not need to #undef those definitions as then the CryEngine code that defines th…
  • Hi @HeadlessFly. You can only use those types with Photon out of the box that are supported by Photons serialization: https://doc.photonengine.com/en-us/pun/current/reference/serialization-in-photon For everything else you need to register it as a…
  • @HeadlessFly. You can't do that. You need to use SQL-filters to tell Photons matchmaking to match against ranges instead of against singel values, period. There is just no other way in Photon to achieve what you attempt to do than using SQL-lobbies …
  • Hi @HeadlessFly. You need to use SQL Lobbies for this. Please see the following paragraphs in our docs: https://doc.photonengine.com/en-us/realtime/current/reference/matchmaking-and-lobby#sql_lobby_type https://doc.photonengine.com/en-us/realtime/c…
  • PS: What is your schedule and budget? We are currently internally working on a new product flavor that adds some additional features, including using Photon as matchmaking and relay server for games that use Unreal networking. However this is still…
  • Hi @mantracker. The game client knows about the private/public IP, and also the private port, but the router might change the public port used tho. Thats why I am wondering whether Photon can detect which public IP and port was used to connect to…
  • Hi @mantracker. When I wrote "parallel", I didn't mean "at exactly the same point in time", but rather "one side should not be waiting to receive a message from the other side before sending one itself". It does not matter if step 7 or step 8 happe…
  • Hi @mantracker. Where can we specify exactly which port on client side we want to connect with? Sorry, but I am afraid that the client side port is rather random, NOT configurable and also not exposed in the Client API. However it does not ma…