ThePhotons's Recent Forum Activity

  • 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.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • 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.

  • Is there a list/descriptions for all the actions, expressions, and conditions for this thing floating around somewhere?

    Construct2 provides context dependent list of items when you chose any object, including Photon's. This is most handy list I can imagine for app design.

    You can also look at plugin sources where everything declared in terms of Construct2 plugin api.

  • ...

    What's up with this 500 Msg/s limit ?

    ...

    Sending 10 regular updates per player per seconds looks quite reasonable. You can send only changed parameters optimizing message size this way.

    And you still have 20 message more which you can use for immediate updates on user input e.g.

    [quote:2s6yh1tn]

    Why can we only send strings ?

    ...

    Photon can use arbitrary javascript object, array or basic type as event's payload. From the other hand, It's impossible (or at least I don't know how) to set javascript objects or array as Construct2 action parameter. String is chosen as most generic type available in C2. Using JSON, you can encode any js data as string.

  • What is the best way to do Turnbased game?

    Please read Photon Turnbased documentation: http://doc.photonengine.com/en-US/realt ... -turnbased

    We do not have Scirra plugin specific tutorials or samples for Turnbased but approach is the same for any Photon SDK.

  • Photon Scirra SDK updated: https://www.photonengine.com/Download/P ... -0-0-5.zip

    Please select region again in regions list or app will fail to connect to Photon server (regions codes are in lowercase since this update)

    FIXED: client did not disconnect from game server after Leave operation (and was disconnected by server after 10 sec. if reconnected within this time)

    FIXED: custom and well-known properties retrieval from properties update event (number instead of bool in IsOpen and IsVisible options issue)

    FIXED: options objects literals keys replaced with strings to avoid replacement during export to HTML5 (e.g. join createIfNotExist option did not work in HTML5 export)

    ADDED: 'MasterActorNr' expression

    ADDED: usw, sa, cae regions to dropdown menu

    CHANGED: (BREAKING) existing regions in dropdown menu lowercased (reset menu selection in ui after update)

  • See

  • ThePhotons

    Im having an issue .. if I join a room , then toggle IsOpen or isVisible , then leave the room and try to create a new room... I get this error and the room creation fails. but if i dont touch IsOpen or isVisible , i can join and leave and create as many rooms as I want

    any ideas?

    I managed to reproduce this with 2 clients. One of them updates property. Other leaves and fails to create room then. Please report detailed reproduction steps next time.

    Workaround switching properties back and forth before room creation should work while the issue is being fixed.

  • You may try to use disconnect -> connect sequence instead of leave until it's fixed.

  • [quote:2ym4y1r5]The fix is still there. It may be another bug. I could not reproduce it by quickly leaving the room and joining back. Can you please send simple app reproducing the issue? What's in your browser console when this happens?

    ThePhotons

    Sure, please put in your own AppID - https://we.tl/PGjJangeCB

    ...

    Thanks for detailed report and repro app.

    This is another known issue. If client reconnects to game server within 10 sec. after leaving a room, game server disconnects client by timeout thinking that this is still old client connected.

    Most likely this is because browser reuses connection when new websocket created. We are working on this.

  • Hi all,

    This is Vadim again.

    ThePhotons

    Im having an issue .. if I join a room , then toggle IsOpen or isVisible , then leave the room and try to create a new room... I get this error and the room creation fails. but if i dont touch IsOpen or isVisible , i can join and leave and create as many rooms as I want

    any ideas?

    I used single client (slightly modified demo-test) and simple action sequence: create room -> set isVisible to false -> leave room -> create room. That worked fine for me. Can you please provide more details on how to reproduced it?

    >

    > > Hi guys i´m trying to use this plugin but having troubles with it. Could you guys help me? I am makina a multiplayer quiz with Photon. When a player logs in he goes to a main room where he could find other spare players in order to invite. When he invites another player and the other accepts, both are taken to a new room, just for them. This works fine in multiplayer plugin, but when trying to make it in photon (I first leave room and then, when i am in lobby again), the room is created but some seconds later i get an error 1003/ Server closed connection.

    > >

    > > Thank you for your help

    > >

    > This is due to a bug in leaving room logic in Photon js SDK. Fixed. Please download updated Scirra SDK version 4.0.0.1.

    > Thanks for report.

    >

    I still seem to be getting the exact same bug with version 4.0.0.4. Did the fix possibly revert in the last patch?

    The fix is still there. It may be another bug. I could not reproduce it by quickly leaving the room and joining back. Can you please send simple app reproducing the issue? What's in your browser console when this happens?

    Hi!

    I've been faced the problem - black screen of death.

    It's all okay when I run app using Construct2, but when I export html5 version and then upload it on google drive, it's impossible to see app because black screen only appears.

    Problem disappears if I delete photon plugin.

    HTML5 version here's:

    https://goo.gl/SFy30x

    CapX file here's:

    https://goo.gl/z5YUt0

    What app should do?

    Just send number to all peers and show received number.

    When I run HTML5 versuin, I get errors in browser console:

    Photon-Javascript_SDK.min.js:3 Mixed Content: The page at 'https://64d21b694948dcf0b8ea14978f9568fb0b1c9f82.googledrive.com/secure/AH5…k-X02ZN_wybPaNvb7ay9kOtN07ZticHA2_QdoM=/host/0B55PnHLHjkIGM2VOQmJoaENJYmM/' was loaded over HTTPS, but attempted to connect to the insecure WebSocket endpoint 'ws://ns.exitgames.com:9093/'. This request has been blocked; this endpoint must be available over WSS.a.connect Photon-Javascript_SDK.min.js:3

    Photon-Javascript_SDK.min.js:3 Uncaught SecurityError: Failed to construct 'WebSocket': An insecure WebSocket connection may not be initiated from a page loaded over HTTPS.

    Try to switch Photon client to wss.

    ThePhotons is there a way to check who the master peer is at any time? I noticed the Unity Photon docs have PhotonNetwork.isMasterClient but I don't see an equivalent for C2.

    This is not implemented in Photon javascript client. To be done. For now you can consider the player with lowest actorid as master. This is not very reliable but should work in most cases.

    digitalsoapbox , you can send a message that only goes to the master , I just send a function call that only the master gets and make Host=1; incase the host leaves, OnLeave just send that master call and will transfer host to a different client ~~ Send types ( All , others , masterclient)

    Interesting idea. Should work too.

ThePhotons's avatar

ThePhotons

Member since 13 Feb, 2015

Twitter
ThePhotons has 7 followers

Connect with ThePhotons