ThePhotons's Forum Posts

  • You can use "Set region" action for regions which are not in list yet.

  • Hi,

    Please reset region in Photon object properties. Currently set value EU is wrong.

  • With 'SelfHost' option chosen you can connect to your own Photon server. The CCU is limited by server license.

    Make sure that WebSocketListener is enabled in your sever configuration.

  • You need to reconnect after setting region property.

  • How can i check an actor's userID that close his/her browser page.

    Hi,

    If "suspended player live time" set (as done in demo-test "onJoinRandomRoom no match found" handler), "On actor leave" called only after specified timeout since client disconnects abruptly. "On actor suspend" called immediately in this case. "Suspend" means that client can reconnect within this timeout.

    Remove this action or set the value to 0 to get "On actor leave" as soon as player disconnects instead.

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  • Yeah, a plugin with Photon's simplicity crossed with the Multiplayer object's capabilities would be the perfect package.

    TabloidA - I agree man. ThePhotons - is that something you all would possibly look into?

    The plugin is simple wrapper around javascript Photon library which basically sends and receives messages.

    We do not plan to integrate it more tightly into Construct at the moment.

  • ThePhotons

    Oh and there is one more thing i would like to ask.

    The pricing explanation on the photon site does not make many sense.

    What i would like to know in simplicity is how many players can simultaniously play my game with each plan?

    On the site there is so much info given, which i guess for server tech's is common knowledge.

    Which i am not.

    A rough estimate of how much simultanious players per plan would be enough.

    Than i know what i need to focus on during alpha/beta/release.

    Plan CCU is the number of users which can play the game concurrently

  • ThePhotons - that's interesting. To be honest I think there might be some factors on my side that don't have to do with the photon service that I'm looking in to right now.

    Search for "Client: Connecting to Game" in browser log. Found line contains games server address. Ping it.

    For EU server I connect to, ping is 48-49ms. It's very close to RTT values i measure by client.

  • Can you explain what those obvious reasons are?

    Because the official multiplayer object from scirra does support UDP.

    ...

    The reason is that only websocket available for Photon communication in browser. Photon servers do not support WebRTC used in Multiplayer plugin.

    We are testing websockets currently. For dotnet Photon clients (no browser) there is no noticeable difference between UDP and Websockets under normal connection conditions. But for javascript lib running in browser we always have 100 ms more latency. Need to investigate more.

    In any case peer-to-peer used in Multiplayer is always faster than communication via server.

    UPDATE: Photon js sdk and C2 plugin show 50-60 ms round trip time in Chrome and IE and slightly higher values in FireFox.

    Savvy001

    mudmask

    Which values do you expect?

  • so Savvy001 - do you know if the premium plans increase speed at all?

    We never decrease speed intentionally.

    To get the best of Photon, you need to use UDP which is not available in Constuct2 for obvious reasons. Websockets are slower.

  • See samples provided with Photon Scirra SDK: demo-pool.capx, demo-test.capx, demo-chat.capx.

  • What does the localhost:9090 option in the photon cloud plug in properties allow you to do?

    Can you connect to a host locally over your Lan? And if so do you need to be running a local photon server? Or is that built into the plug in?

    This address used when "Self Hosted" HostType is selected. You can set up your own self-hosted Photon Server and connect it instead of Photon Cloud:

    http://doc.photonengine.com/en-us/onpre ... rver-intro

  • tatogame

    Photon has 2 products for Unity:

    1. Unity SDK should work with C2 clients w/o additional effort.

    2. PUN adds its version to application version set by user (to avoid incompatibility issues when running different PUN versions in same room). You can find version code in NetworkingPeer.cs:

    protected internal string AppVersion
    {
        get { return string.Format("{0}_{1}", PhotonNetwork.gameVersion, PhotonNetwork.versionPUN); }
    }[/code:3oy3drfo]
    You need to update app version in C2 accordingly. It would be something like "1.0_1.75"
  • GameThirsty

    You can choose "Self hosted" option and set server address in Photon object properties.

  • You can simply hardcode all world names in you clients. Then first client entering the world will create room for it. Instead of list of worlds in code, you can fetch them dynamically from your http endpoint with webrpc.

    If you really need to have access to server side, use self-hosted Photon Server.