Marmalade C++ API and Photon turn based game

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Hello,

I'm quiet new to photon and would like to know a few things about it. I'm using marmalade C++ to create a turned based game. I plane to use photon with it but before i have a few questions.
After testing the api, it appears that :
- There is no cloud interface in the ExitGames::LoadBalancing api to save custom data, like nickname/game stats/user informations etc... Do i have to use another authentification server ? (I really hope you provide such a service, for achivements, player status etc...)
- Is there any method to put a few code on the server side, just a few lines of code to create a basic service, like a card dealer or a quest provider (depends of the type of game develloped of course) - And of course something that can be use in a marmalade project
- After looking at the examples, i only found 2 projects without any comments, just line code, is there any other place where i can find a sample project ?

Thanks in advanced for your answers.

Comments

  • Kaiserludi
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    Hi he2.

    Sorry for not answering your questions earlier. It came in on the first day of a three-weeks period in which most of our stuff has been on vacation over the holidays.

    1.
    Photon itself does not provide those features, but concentrates on ingame networking. We partner with playfab.com, who provide such features. Their premium and up subscription levels even already include a Photon subscription to cover ingame networking, so you would only need to pay for playfab and do not have to worry about any additional costs to use Photon.

    2.
    For security reasons we can't allow you to run any custom code on the Photon public cloud, as it could have negative impact not only on your own, but also on other customers applications.
    There are several options to approach this.
    a) you could host you own Photon server: https://www.exitgames.com/en/OnPremise
    b) you could let us run you own private photon cloud for you - we host it just for you, so you do not have to care about hosting yourself and you still can run your own custom code on it. However this option would only make sense for you cost-wise if you expect to have more than 5.000 concurrent users (which, on average, means about 1.000.000 monthly users!)
    c) With the introduction of Photon turnbased we have added the new feature of webRPCs - the client calls opWebRpc() and the in your applications dashboard you can set up the server side to redirect the payload of that webRPC to a http server and to send back the http response of that server to the client thathas made that webRPC call. You can this way implement that custom serverside behavior on a http server that you host yourself, but still can let us host Photon for you. Due to the overhead of the http protocol this is only making sense for turnbased stuff, but not for realtime data. The client side API for web RPCs has been added with version 4.0.0.0. However the Photon client version that ships with Marmalade itself is still 3.2.5.5 with Marmalade 7.4 and also with the Marmalde 7.5 beta. The final version of Marmalade 7.5 will probably contain a Photon 4 client API. Until the please download the most recent Photon Marmalade Client SDK from our download section an replace the version that ships within Marmalade with that download. For an example on how to use web rpcs, please refer to the new memory demo.

    3.
    The demos folder inside the Photon SDK contains all demos. Yea, they may be commented a bit sparsely, but the demo code is kept simple and focused and should be pretty self-explanatory.