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  • https://blog.photonengine.com/photonnotaffected/
  • Hi @Fire1nRain. Have you figured this out by now or do you still have issues to get your project to connect? From the info that you have provided your setup sounds correct, so the connection problems must be caused by something that you have not m…
  • Hi @zhuchun. I am not too familiar with the C# Client myself, so I am not 100% sure that this will work, but what you could also try is casting your array of Dictionaries into an array of Objects. Object arrays are treated differently by Photons …
  • Hi. To clarify for future readers, who use other clients: Actually sending Arrays of Dictionaries is supported on the server and in some clients (I know for sure that it is supported in the C++ and objective C clients - @vadim should be able to tel…
  • Hi @sentoplene. 1. With the standard LoadBalancing application Clients can only communicate with other clients that are inside the same room. Cross-room communication is not supported. Putting all users of your app into one big room will cause scal…
  • Hi @GreenRollingHills. In ./Common-cpp/lib/common-cpp-prebuilt/Android.mk please change LOCAL_SRC_FILES := libcommon-cpp-static_${APP_OPTIM}_android_$(TARGET_ARCH_ABI).a into LOCAL_SRC_FILES := libcommon-cpp-static_${APP_OPTIM}_android_$(TARGET_ARC…
  • Hi @GreenRollingHills . As I have explained in my previous post, you need to make sure that your app links against the "_lib_c++" variants of the libs when it uses c++_static itself.
  • Hi @Digital_Nomad. With 'platform' that doc doesn't mean "game engine", but "platform" as in "platforms that are supported by both, UE4 and Photon are Windows, OS X, Android NDK, iOS, PS4, XB One and Nintendo Switch". This should be clear from the…
  • Hi @laz. UE4 does not destroy the Client instance directly. It only destroys the actor. Hence the key is to make sure that the Actor does not destruct the Client when the actor gets destructed itself. To achieve this you need to understand or reme…
  • Hi @Avalin. For in-room messages (no matter if private to just one user, to the full room or as a team chat) just PUN is all that you need. Photon Chat comes into play when you want to enable communication between users that are not inside the sam…
  • Hi @GabrielKotev. You can't directly pass the std::vector to Photon (at least not without registering it as a custom type) as it is not one of the types that Photons serialization supports out of the box (see http://doc-api.photonengine.com/en/cpp/…
  • My question: Why service-method can run so long? Am I doing something wrong? service() is from where the Photon client is calling your implementations of the callbacks in the Listener interface. So if one of your callbacks takes a really long time…
  • What you can do is write a special client that just connects to all regions and idles on the region masters 24/7 just to retrieve the player counts and run this client on your own server hardware. Then you can let your real clients retrieve the play…
  • but the last time we download the sdk, there was a C++ client sdk listed. When I wrote Note that there are no client SDKs listed for the 'Self-Hosted' filter in our download section anymore, as that confused many users who where looking for the Se…
  • Hi @mjoye. For UE4 you use the standard Photon C++ Client SDKs for PS4 and Windows (or for any other platforms that are supported by both, UE4 and Photon). Note that there are no client SDKs listed for the 'Self-Hosted' filter in our download sect…
  • Hi @emrahsungu. We are not permitted to give access to console SDKs without prior verification that you are permitted by the platform owner (in this case Nintendo) to develop for that platform. For this reason the Photons Client SDKs for consoles l…
  • Does room creation work for you with the WindowsStore SDK demo project? What is the error message that you get when room creation fails?
  • Hi @GreenRollingHills. The Photon SDK for Android NDK supports both, gnustl_static (libstdc++) and c++_static (libc++). The build variants of the prebuilt libs that have a "_lib_c++" in their filenames have been built against c++_static, while the …
  • The Windows SDK is for classic Windows Desktop apps. The WindowsStore SDK is for UWP apps. However the Windows SDK has more demo projects. That's why I suggested that you would additionally to the WindowsStore SDK that you already downloaded, also d…
  • Hi @GabrielKotev. No, none of these need to exist in your project for the callbacks to get called. Having access to a variable or reference of type Logger that is called 'mLogger' is necessary for close that you want to be able to call EGLOG(), as…
  • Hi @GabrielKotev. Well, I suppose that you call connect() itself, of course. Aside from that and the requirement to call service(), no other calls should be necessary to receive a callback for your connect attempt. Are you receiving any other callb…
  • Hi @GabrielKotev. Have you made sure that service() is called regularly?
  • Hi @angelskieglazki. If you don't actually need it (and you only need it if either you don't know the size of the array at compile time or if your array is huge (at least a couple millions of elements)), then I would recommend to get rid of the dyn…
  • Hi @legend411. Gah, sorry, I meant 600-800 bytes/sec. Typo lol. Ah, that sounds much better. With that number you would actually stay within the included traffic. As @JohnTube has already mentioned in his initial response, the 500msg/s is a so…
  • @JohnTube: If I understand @legend411 correctly, then he is asking if we would allow for a higher message limit if one pays for the additional traffic. @legend411: This is not how it works. The traffic overuse fees apply independently from the msg-l…
  • Hi @coldev. From your build log it looks like the compiler tries to compile some code in defines.h that is wrapped inside an '_EG_MS_COMPILER' ifdef and only intended for Microsoft Visual Studio instead of the alternative code that is intended for …
  • 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…