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  • 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…
  • 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…