Question about setup udp paltform
Options
l_TJ_l
✭
in Photon Bolt
hey there
i am learning how to create the lobby match Making my project is about create main Server for all user's then they can create game server or join session's etc
as i find the server has Max connection can i increase the numbers of it?
is there limit?
and finally is this right way to do this OR there is an efficient way to do it?
i am learning how to create the lobby match Making my project is about create main Server for all user's then they can create game server or join session's etc
as i find the server has Max connection can i increase the numbers of it?
is there limit?
and finally is this right way to do this OR there is an efficient way to do it?
0
Best Answers
-
Hello,
- You can configure the max number of connections using the Bolt Settings Window and you can check this value using the APIBoltNetwork.MaxConnections
.
- After you start the game server, there is no way to increase the max number of connections. You would need to shutdown Bolt, reconfigure the value and start again.
- On the snippet below is shown how to create a custom `BoltConfig`, change the Max Number of Connection and use it to start Bolt as Server and Client. You can use this as the starting point to build your custom implementation. After the limit is reached by room, any other connection attempt will be refused.public class Menu : Bolt.GlobalEventListener { private BoltConfig _config; private void Awake() { _config = BoltRuntimeSettings.instance.GetConfigCopy(); _config.serverConnectionLimit = 32; // Set here the max number of clients } private void InitServer() { BoltLauncher.StartServer(_config); } private void InitClient() { BoltLauncher.StartClient(_config); } }
- Now, if you want your rooms to have different limits of connection per session, like, creating a number of some slots that can be filled, and then the game can start, you will need to use the Manual Accept Mode. You can read more about this here: https://doc.photonengine.com/en-us/bolt/current/community-wiki/bolt-essentials/accepting-and-refusing-connections5 -
Hello,
Have you checked to Lobby Manager sample?
- https://doc.photonengine.com/en-us/bolt/current/demos-and-tutorials/lobbymanager
This kind of implementation mainly depends on how your game is designed, and Photon Bolt takes care of the heavy lifting of the network.5 -
Hello,
Photon Bolt is meant to sync game state within gameplay. You could use it to share those pieces of information, but if you want to maintain a database using this data, it would be better to use an external BaaS.5
Answers
-
Hello,
- You can configure the max number of connections using the Bolt Settings Window and you can check this value using the APIBoltNetwork.MaxConnections
.
- After you start the game server, there is no way to increase the max number of connections. You would need to shutdown Bolt, reconfigure the value and start again.
- On the snippet below is shown how to create a custom `BoltConfig`, change the Max Number of Connection and use it to start Bolt as Server and Client. You can use this as the starting point to build your custom implementation. After the limit is reached by room, any other connection attempt will be refused.public class Menu : Bolt.GlobalEventListener { private BoltConfig _config; private void Awake() { _config = BoltRuntimeSettings.instance.GetConfigCopy(); _config.serverConnectionLimit = 32; // Set here the max number of clients } private void InitServer() { BoltLauncher.StartServer(_config); } private void InitClient() { BoltLauncher.StartClient(_config); } }
- Now, if you want your rooms to have different limits of connection per session, like, creating a number of some slots that can be filled, and then the game can start, you will need to use the Manual Accept Mode. You can read more about this here: https://doc.photonengine.com/en-us/bolt/current/community-wiki/bolt-essentials/accepting-and-refusing-connections5 -
@ramonmelo thanks for reply
i have other Question pls
how i link players over network i mean the main menu entry should lunch server with main menu session or what is the way because the tutorials only show how we create game play?
0 -
Hello,
Have you checked to Lobby Manager sample?
- https://doc.photonengine.com/en-us/bolt/current/demos-and-tutorials/lobbymanager
This kind of implementation mainly depends on how your game is designed, and Photon Bolt takes care of the heavy lifting of the network.5 -
@ramonmelo i did check the lobby manger correct me if i am wrong pls "the lobby manger will take the player from offline menu to photon network as host when he press Create button and as Client when press brows" i was mean sync player data on main menu coins ,xp ,online friends etc is this bolt part or there is add-on or something to handle this
0 -
Hello,
Photon Bolt is meant to sync game state within gameplay. You could use it to share those pieces of information, but if you want to maintain a database using this data, it would be better to use an external BaaS.5 -
@ramonmelo thanks for clear things
0