cloud to self hosted LAN server
Options
deldam
✭
I am adding an option to switch the connection to the local server
so if i understand i dont have to change RFC and other network code but only use a new connect function
[code2=csharp]public virtual void Update()
{
if (ConnectInUpdate && AutoConnect)
{
Debug.Log("Update() was called by Unity. Scene is loaded. Let's connect to the Photon Master Server. Calling: PhotonNetwork.ConnectUsingSettings();");
ConnectInUpdate = false;
PhotonNetwork.ConnectUsingSettings("1");
}
if (LanConnect && AutoConnect)
{
Debug.Log("Photon is trying to connect on a local lan server;");
LanConnect = false;
PhotonNetwork.Connect("10.0.0.1",port,"appID","appVersion");
}
}[/code2]
this would work for lan right ?
how i m supposed to find the appVersion?
so if i understand i dont have to change RFC and other network code but only use a new connect function
[code2=csharp]public virtual void Update()
{
if (ConnectInUpdate && AutoConnect)
{
Debug.Log("Update() was called by Unity. Scene is loaded. Let's connect to the Photon Master Server. Calling: PhotonNetwork.ConnectUsingSettings();");
ConnectInUpdate = false;
PhotonNetwork.ConnectUsingSettings("1");
}
if (LanConnect && AutoConnect)
{
Debug.Log("Photon is trying to connect on a local lan server;");
LanConnect = false;
PhotonNetwork.Connect("10.0.0.1",port,"appID","appVersion");
}
}[/code2]
this would work for lan right ?
how i m supposed to find the appVersion?
0
Comments
-
This seems about right.
You can ignore the AppId for the self-hosted servers. While the Cloud hosts a lot of games, we assume only one game will access a server. AppId and GameVersion don't have any effect on the Server.
Here is the summary of differences between Cloud and running the Server on premise:
http://doc.exitgames.com/en/onpremise/c ... se-or-saas0