Network simulation

pitch
edited March 2012 in Photon Server
Hello everyone

We will run our application with more than thousand clients playing in the same time trough the network.
Our unity project should be fluid even with a degraded network and we are making some coherence methods and predictive algorithms for that.

To improve them we have to simulate bad environment network.


Are there any doc for the network simulation of photon ?
How can we simulate different kind of environment network ?


We are under Windows system, using unity 3.5 pro.

Comments

  • Are you using Photon Unity Networking or the Unity Client SDK and API?

    Network simulation is done per peer on the client side. The PhotonPeer (LitePeer or PhotonNetwork.networkingPeer) contains a property: NetworkSimulationSettings.
    This should be relatively self-explaining and can be enabled simply. It simulated (per peer) in- and out-going lag, a jitter in lag as well as loss. Check the default values and adjust to your needs.
  • We use Unity for only for the high level of representation, the network layer is done by Photon.

    I saw on an other post that Photon has a network simulation and some parameters in "NetworkSimulationSettings", but but I have not found any documentation on this.
  • The documentation for that is in the client SDK.
    Get: Photon-Unity3D_v3-0-1-2_SDK.zip from: https://exitgames.com/download/photon and open the documentation PDF. It has a reference for the classes you named.