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Photon Unity Networking

Discussion in 'Connected Games' started by tobiass, Aug 23, 2011.

  1. tobiass

    tobiass

    Joined:
    Apr 7, 2009
    Posts:
    2,186
    Photon Unity Networking

    Get it. No server setup needed - runs in the Photon Cloud. Includes a free plan - no obligations. Exports to all major platforms.

    Download:
    PUN 2 Free from the Asset Store.


    Overview
    This package implements a comfortable Unity-specific networking API on top of Photon.
    Keeping the API simple, this gives you dedicated servers, authentication integration, matchmaking, first-class in-game communication, fixes, tweaks and ongoing support.
    This package contains a setup wizard, the fully integrated API, Editor extensions and the client library. It's compatible with the Photon Cloud Service, so you don't even have to setup a server!

    Requirements
    Unity v5.3 or up.

    Server Options
    cloud-banner.jpg


    PUN 2
    There are two "PUN 2" packages in the Asset Store: Both contain the same content, so everyone can just get and use the Free package. The Plus package includes a 100 CCU subscription, which is good for a bigger test group or an early soft launch (100 CCU cover approximately 40k monthly active users).

    What's new?!
    PUN 2 has a new structure and comes in just one "root" folder. We cleaned up the naming of many classes, fields and interfaces and there is a new callback system. We created new demos and are in the process of re-writing the documentation (note the v2 in the link). Currently the API reference is only in the package (see the PDF or CHM files). Updating existing projects will be quite some work. Here are the migration notes we took.

    Existing subscriptions
    (e.g. of a previously purchased PUN Plus) can be used with PUN 2. There is no upgrade fee or such! If you got an existing 100 CCU subscription, you can use that. Existing AppIDs can be used in PUN 2 (and vice versa).

    Why a second package then?!
    PUN 2 wraps up a lot of internal refactoring and includes multiple breaking changes for existing PUN projects. As we don't want to break existing projects, PUN 2 got separate packages.

    Should I update? Bigger or almost complete projects should probably stick with PUN "Classic". We will keep that package around and update it but we probably won't add more features. Projects starting recently or soon, should use PUN 2.

    Something is broken, right?! We tested PUN 2 in early access and with our demos but of course, there can be bugs. When reporting issues in PUN 2, please make sure to tell us you're using PUN 2 already. Reply here or mail to: developer@photonengine.com.

    Release History
    (recent releases)


    v2.14 (9. August 2019)
    Updated: To using Unity 2017.4.7 as lowest supported version. The Asset Store no longer supports uploading packets for older Unity versions. A few variables are now public, as they were not accessible otherwise due to assembly definitions.
    Changed: The callbacks to OnDisconnected(reason). On timeout or exception, there is now only one callback which happens after the client/peer is actually disconnected. The peer's status changes (timeout, etc.) are used to identify the reason but don't cause a callback on their own. Previously, you could run into more than one OnDisconnected call and fail to reconnect in the first one.
    Changed: There are now fewer calls of OnDisconnected(). Example: A timeout disconnect caused two calls because signalled the timeout and the second signalled when the client locally finished disconnecting. Now, the DisconnectCause stores the reason and there is only one callback.
    Changed: Internal use of DisconnectCause. It's now set in LBC.Disconnect() and by errors from the Peer. It's reset to "None" before calls to Peer.Connect().
    Removed: DisconnectCause enum values that were obsolete already. DisconnectByServerUserLimit is now MaxCcuReached. TimeoutDisconnect is now ClientTimeout. DisconnectByServer is now ServerTimeout.
    Changed: SupportLogger. Traffic stats are enabled by default. The PhotonHandler no longer has to enable this.
    Added: Min/max ping to logged statistics. SupportLogger.TrackValues is invoked to keep track of min/max ping for each connection.
    Fixed: Statistics logging is started on Connect and stopped OnDisconnected().
    Added: AssemblyDefinition for the Editor scripts of Demos (which have been one big assembly, including the Editor scripts).
    Fixed: Basic Tutorial Player UI hiding system when player is not visible.
    Added: Check to Connect methods to not connect, if the app quits. This was freezing of the Editor in some cases.
    Changed: Callback registration.
    Changed: All callback target changes are now queued in one queue and executed in order. This avoids cases where our implementation defined if a callback got added or removed, when a target got added and removed.
    Changed: Duplicate addition and removal is now prevented.
    Changed: The callback containers now know and use the LoadBalancingClient to update the targets. This means they don't need lists for additions and removals anymore.
    Changed: Events will now also update the callback targets before executing the event callback.
    Changed: WebRpcCallbacksContainer is now also a List<i> like the other containers. This is simpler to maintain. The only "custom" callback implementation is that for events. This was an event delegate before and remains one. No change for this.
    Changed: PhotonViewIdHandler to keep assigned viewIDs if they don't clash. This avoids some issues when editing projects.The workflow now applies the minimum scene view ID for PhotonViews for multiple open scenes.
    Changed: Editor usage of PUN.
    Changed: PhotonEditor no longer uses the Editor update loop. It updates less frequently and more to the point with specific events.
    Changed: The PhotonEditor is not using PhotonNetwork.PhotonServerSettings anymore, which could cause a freeze of the Editor.
    Fixed: The PhotonEditor could fail to load the PhotonServerSettings when loading a project without "library" folder in Editor 2019. This showed as a lost app id, even though the project had one earlier.
    Fixed: UpdateRpcList failed to load any "user assemblies", due to now using AssemblyDefinitions. This means RPCs were sent as full name, which is wasteful (but not an error as such).
    Changed: UpdateRpcList with LINQ. This is less code, easier maintain and read.
    Changed: The "on compile" disconnect is done much faster now and hopefully avoids some issues.
    Internal: Removed PhotonNetwork.photonMono. As the Handler is supposed to be a singleton with Instance, PUN should use that.
    Fixed: Two layout issues in the PhotonView Inspector GUI (for very lean windows).
    Added: Option to dispatch incoming messages, even if Time.timeScale = 0: PhotonNetwork.MinimalTimeScaleToDispatchInFixedUpdate. It defaults to not being used.
    Changed: Execution order for disconnect on quit. As OnApplicationQuit is followed by OnDisable, PUN now disconnects in OnDisable, if OnApplicationQuit was called previously. This means that you can now send a final message in OnApplicationQuit. It's not guaranteed to arrive anywhere, as the message won't be repeated on loss.
    Changed: WebRpcResponse.ReturnCode -> ResultCode and WebRpcResponse.DebugMessage -> Message.
    Added: Now showing current best region and its ping from Players' Prefs in ServerSettings.
    Added: ServerSettings now lets you edit Rpc List in Inspector, shows the rpc hash as Hex string and let ypu copy it in the OS Clipboard.
    Fixed: Textures needed for editor interfaces now search for the PUN folder instead of assuming a hardcoded path.
    Updated: To new library version v4.1.2.17.

    v2.13 (25. June 2019)

    Added: Options for OpFindFriends to filter which rooms should be returned by the server. The default is the same as before but now the friend list may exclude rooms which are not yet on the game server, invisible, closed (or any combination).
    Fixed: Typos and null checks in PhotonNetwork class.
    Fixed: SerializationProtocol selection for WebGL.
    Fixed: Missing IWebRpcCallback interface reference added to MonoBehaviourPunCallbacks.
    Added: PhotonNetwork.AllocateViewID(bool sceneObject), which can be used to just get a viewID that is then assigned manually.
    Updated: Improved wording for warning on missing photonViews during serialization.
    Changed: The library now has a changes-realtime.txt file instead of a release_history.txt. The plan is to separate library and Realtime API updates from those of PUN and other packages. Also check out changes-realtime.txt and changes-library.txt.
    Updated: PUN Cockpit. It will now rejoin instead of join if needed.
    Updated: To new library version 4.1.2.16.
    This fixes an issue with a ThreadAbortException thrown on Android (with specific Unity build settings) and improves connection stability in cases where the ping goes up temporarily.
    Chat
    Added: ChatClient.TryGetPrivateChannelByUser.

    v2.12 (6. May 2019)
    Fixed: Breaking change of EventData. The properties Sender and CustomData are back and they keys (in the event Parameters) can now be configured at runtime (if needed).
    Updated: To new library version 4.1.2.14 (6. May 2019 - rev5088).

    v2.11 (3. May 2019)
    Fixed: EventData usage. PUN v2.10 had a bug in Ownership Transfer calls and some events.
    Fixed: ClientState.ConnectedToMasterserver did not have the same value as ConnectedToMasterServer (and no longer got used at all). This affects only rare cases where the enum is directly used (PUN was updated).
    Changed: Account registration scripts to use Unity's built-in JSON parsing. Now, PUN no longer incldues the NewtonSoft Json dll (which should avoid the occasional clash of dlls).
    Updated: To new library version 4.1.2.13 (3. May 2019 - rev5086).
    Changed: EventData was changed in the Photon3Unity3d.dll again. Now it does not have a Sender or CustomData property anymore as those were not workign for Chat (and misleading). Instead, those are fetched from the Parameters of an event (each API provides accessor extensions).
    Added: PhotonPeer.ReuseEventInstance as option to use a single EventData instance for all incoming events. This reduces memory garbage. The drawback is: An event provided via OnEvent(EventData photonEvent) is invalidated right after the callback finished. That event's content will get modified. Typically this is not a problem as events are rarely cached.
    Chat
    Fixed: Properly add local client's UserId to public channels' Subscribers list when applicable.

    v2.10 (26. April 2019)
    Fixed: Unity 2019 compatibility. Removed warnings about obsolete APIs. Code clean up to remove compiler warnings in Unity 2019.
    Fixed: PhotonTransformView does not interpolate between the first streamed data and subsequent to avoid the initial drift between the player's original position and the current position.
    Added: Nintendo Switch Authentication enum value. More about this on our doc page for Nintendo Switch development.
    Changed: GetGameList operation is not sent when filter is null or empty. This resulted in a server-side error and now GetGameList logs this case and returns false.
    Changed: IsConnectedAndReady is now also false for ClientState.DisconnectingFromGameserver, DisconnectingFromMasterserver and DisconnectingFromNameServer.
    Changed: InLobby property is now checking the State == JoinedLobby, which is analog to InRoom.
    Changed: InRoom property getter checks if CurrentRoom is not null.
    Changed: removed references to PUN1's removed PhotonNetwork.GetRoomList().
    Changed: Renamed ClientState items which ended on "Gameserver" and "Masterserver" to using PascalCase "GameServer" and "MasterServer". The previous names are obsolete to ease upgrading this, if needed.
    Fixed: BroadcastPropsChangeToAll is applied correctly (it wasn't used properly, when false).
    Fixed: When in offline mode, OpSetPropertiesOfActor does not get called (it failed due to not being connected).
    Updated: To new library version 4.1.2.12 (26. April 2019 - rev5046).
    Note: EventData.Parameters is no longer guaranteed to be non-null! Events sent via RaiseEvent (the most common form) will have Code, Sender and CustomData but Parameters will be null. Internally, this means we can re-use some more memory. PUN covers this change for you but if you use the events more directly, you may notice.
    Chat
    Fixed: properly add local client's UserId to public channels' Subscribers list when applicable.


    Release History
    All updates are detailed in the changelog.txt in the package.


    Download
    PUN 2 in the Asset Store

    Special thanks go to Jean, Vadim, Leepo, Hamza and Olli for their great work, feedback and support.


    Upcoming
    Support for more platforms, more useful components and lighter networking.


    Known Issues
    When you load a new scene, all instantiated GameObjects are destroyed only locally but not on the server. Anyone who joins the room later on still creates those GOs. To work around this, PhotonNetwork.Destroy your instantiated game objects before loading a new scene. Or use: PhotonNetwork.RemoveAllInstantiatedObjects(player).
    Changing the group of a PhotonView is only done locally and not synced. If you Instantiate a new object in a group that wasn't subscribed first, then the local client won't create the GameObject (it is culled by Interest Group).
    When you use multiple scenes, the viewIDs of PhotonViews in those scenes will always start at 1. Edit the PunSceneSettingsFile in your project to enter a minimum ViewID per scene if needed.


    Feedback is welcome! Just reply here.
    This post will be edited over time with more info, updates, etc.
     
    Last edited: Aug 9, 2019
  2. MikeHergaarden

    MikeHergaarden

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    Woohoo, we now finally have a proper networking solution available in Unity.
    (If I can bluntly say so myself ;))
     
  3. Tomme

    Tomme

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    Jun 17, 2010
    Posts:
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    Wow, that was a lot more than I expect way to go! Will be having a fun little tinker around :)
     
  4. omgitsalexl

    omgitsalexl

    Joined:
    Jun 20, 2011
    Posts:
    70
    Downloading and will take a look at the package now. I have just recently started playing with Photon, so if this behaves like it sounds, you have just saved me a lot of time!
     
  5. Dreamora

    Dreamora

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    Looking forward to see what changed from 0.93 to 1.0 :D
     
  6. saymoo

    saymoo

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    May 19, 2009
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    850
    how is the promised linux version development going? (express edition should be out this month, according to roadmap)
     
  7. bertelmonster2k

    bertelmonster2k

    Joined:
    Apr 3, 2009
    Posts:
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    You will be able to use "Photon Unity Networking" on any platform for Unite11 (end of next month).
     
  8. the_gnoblin

    the_gnoblin

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    Great update! :)
     
  9. the_gnoblin

    the_gnoblin

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    Is it possible to create an authoritative setup with unity-builds launched on a dedicated hardware alongside photon to simulate movement and raycasting on the server with this new API?

    So players won't be able to start rooms (and only serverside unity builds will be able to do so) and their movement and shooting would be checked on server.

    And the message flow would go like that: clients->photon->unity-build-for-collision-checking-attached-to-photon-like-a-client->photon->clients

    ...I hope that makes sense ).
     
  10. Dreamora

    Dreamora

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    Thats exactly what this extension is actually about with the "photon side client" being called master client.

    The allowing only server to create room can also be easily done: only allow the real clients to join existing rooms by only using join room there and restrict createroom to the master clients you start on the server.

    rooms created will show up in the room listing :)
     
  11. Kaiserludi

    Kaiserludi

    Joined:
    Jan 21, 2009
    Posts:
    88
    That was already possibel before. This new unity-builtin-netwoking like API is only affecting the client-side. The server-side is completely independent from the client-API. You can have clients, working with the "old" Photon for Unity APi, clients with this new approach, non-unity-clients, all communicating with the same servercode, even in the same rooms, so of course the client-api is not relevant for if you can use an authoritive approach on the server.

    But attention with the authoritve approach: I would recommend to do some load testing rom time to time from the early stages of development on, as depending on the unity-features, you use, even headless-unity instances on the server can get really expensive in terms of cpu if you simualte all movements of a lot of clients in realtime with them.

    For example movement physics in general (not unity-specific, I even do not know, if unity has builtin physiscs or if this would have to be done by a 3rd party middleware anyway) can easily get quite expensive.
    If your client only needs 5% of its cpu power for physics (which by far isn't a critical number for the client), a server with 10 times as much cpu as the client would already run at 100%, if it has to do the same calculations for just 200 clients.

    So you should think about if some serverside expensive game-logic is really needed, before using so much server-side ressources for it, that your server is at its limits with just a few users, although it could handle thousands without that expensive game-logic, or if a simpler logic would also do it.
     
  12. Dreamora

    Dreamora

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    yupp unity has PhysX integrated, thats why it holds even more, you can assume that a game with 32 players requires a 3ghz core of a i5 / i7 cpu on its own in an FPS or similar heavy title, especially if you use physical projectiles, not ray predictions.
     
  13. fholm

    fholm

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    Aug 20, 2011
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    2,031
    A quick question: Does this help you with integrating the physics/game logic parts from unity that you might need to make an authorative server that has control over movement? I downloaded the example and messed around with it, but it just seems like the only thing you've built is a game chat / room server that uses relaying to send the data between clients, trusting clients to not cheat as the server has zero control over the clients positions/actions?
     
  14. aleksbgs

    aleksbgs

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    Dec 25, 2010
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    Thanks all for this great product !
     
  15. tobiass

    tobiass

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    fholm:
    The server is currently just organizing your players into games and then relays everything.
    So far, the server does not understand what's going on in Unity. It would need the levels, the physics engine (which is not deterministic across platforms) and most of all, the server needs to know what sort of cheating has to be detected and how. And then, there's corrections.

    It's usually not a good idea to run a full blown physics environment on the server for every room (or the complete world), just to check if positions are reported correctly.
    The cheapest way to check this is using one of the clients - the host or MasterClient maybe. Or, if absolutely necessary, you could run a Unity headless instance to correct the players.

    I would try to check only a limited set of data from the client. Maybe when the client reports his new score, check if it's possible to reach that score, if the player played at all and if you like, make all clients report all player's scores at the end of the game. Make sure noone can submit scores every second.

    Most of this really depends on the game and is not solved out of the box. But we do most of the rest and now you can. ;)
     
  16. the_gnoblin

    the_gnoblin

    Joined:
    Jan 10, 2009
    Posts:
    722
    When I try to launch Photon from the package I get the following error (please see the image attached).

    I think I've never used Photon on that hardware before - so I suppose I miss .net framework or smth like that (what should I install?).

    thanks,
    Slav
     

    Attached Files:

  17. tobiass

    tobiass

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    2,186
  18. BBGameDev

    BBGameDev

    Joined:
    Nov 23, 2010
    Posts:
    14
    Hi, got this error when start server
    ------------------------------------------------------------

    2124: 02:07:05.468 - ---
    2124: 02:07:05.468 - Service: "Photon Socket Server" starting
    2124: 02:07:05.468 - Config File: C:\Documents and Settings\Bruno\Desktop\Photon-Server\bin_Win32_xp\PhotonServer.config
    2124: 02:07:05.468 - Will NOT produce crash dumps
    2124: 02:07:05.468 -
    2124: 02:07:05.468 - WARNING: ***************************************************************
    2124: 02:07:05.468 - WARNING: Photon has been built to operate on an operating system earlier than Windows Vista.
    2124: 02:07:05.468 - WARNING: Performance will not be as good as when built for Windows Vista or later.
    2124: 02:07:05.468 - WARNING: ***************************************************************
    2124: 02:07:05.468 -
    2124: 02:07:05.468 - Server Starting...
    2124: 02:07:05.468 - CService::OnException() - Exception: CJob::IsProcessInJob() - Accesso negato.
    2124: 02:07:05.468 - Server shutting down...
    2124: 02:07:05.468 - Shutting down socket servers...
    2124: 02:07:05.468 - Destroying ENet thread pool
    2124: 02:07:05.468 - Destroying TCP inactivity timer
    2124: 02:07:05.468 - Destroying Business logic thread pool
    2124: 02:07:05.468 - Destroying servers
    2124: 02:07:05.468 - Destroying TCP Outbound Connection Manager
    2124: 02:07:05.468 - Destroying resolver
    2124: 02:07:05.468 - Destroying TCP Proxy Connection Manager
    2124: 02:07:05.468 - Destroying ENet host
    2124: 02:07:05.468 - Destroying CLR dispatcher
    2124: 02:07:05.468 - Destroying CLR applications
    2124: 02:07:05.468 - Destroying I/O thread pool
    2124: 02:07:05.468 - Destroying ENet buffer allocator
    2124: 02:07:05.468 - Destroying TCP buffer allocator
    2124: 02:07:05.468 - Destroying TCP socket allocator
    2124: 02:07:05.468 - Destroying ENet socket allocator
    2124: 02:07:05.468 - Destroying performance counters
    2124: 02:07:05.468 - Shutdown complete...
    ------------------------------------------------------
     
  19. the_gnoblin

    the_gnoblin

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    Package on asset store doesn't contain source code for serverside app(s) - should I just take lite app sources from previous releases? (I'd like to add some logic on the server and not just send data from client to client). Sorry if I misunderstood something :).

    What is the difference between Master, Game1 and Game2 apps? (is there any place I missed where I can read about it?)

    thanks,
    Slav
     
  20. Dreamora

    Dreamora

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    Master is the master server (you talk to it initially, hides the policy server behind it and in the end forwards you to the actual server (Game1 / Game2) that handle your room in the end which are used for load balancing and can technically even be distributed to other machines
     
  21. the_gnoblin

    the_gnoblin

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    How should I specify to which machines to load balance? (if for example Game1 and Game2 are on different machines)
     
  22. yunspace

    yunspace

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    Nov 8, 2010
    Posts:
    41
    Hi Tobias, great product! I'm guessing the Windows Azure deploy kit should be out soon too? :D

    Just wondering is there a reason why only the Win_32 binaries are included in the Photon-Server zip?
     
  23. Kaiserludi

    Kaiserludi

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    Jan 21, 2009
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    By specifiying their urls/ips and ports in the config.
     
  24. Igavva

    Igavva

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    Aug 26, 2011
    Posts:
    5
    Hi.
    JavaScript conflict: BCE0004: Ambiguous reference 'RPC': PhotonView.RPC(String, PhotonTargets, *Object[]), PhotonView.RPC(String, PhotonPlayer, *Object[]), UnityEngine.RPC. What to do?
     
  25. MikeHergaarden

    MikeHergaarden

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    How are you calling the RPC?
     
  26. MikeHergaarden

    MikeHergaarden

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    Game1 and Game2 are no different...but different instances. They could've been placed on two seperate servers. Master is the app that routes all players to a game server. (The master contains the room list of rooms on ALL game servers).

    Currently you cannot -yet- modify the server side logic. This is an idea for future updates though. You need to use the bundled server, using the lite app server will not work. When&if server side logic is added, you will be able to use RPCTarger.Server to send an RPC to the server only.
     
  27. bertelmonster2k

    bertelmonster2k

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    Indeed - Azure version is in the works and looks good already. We had to build a special tech to allow sticky sessions with a specific node through the Azure Loadbalancer.

    This version runs on all Windows Versions: XP, Vista, Win7, Server 2008 and 32 and 64bit. So this Photon binary is only 7MB in size and fits neatly into the package.
     
    Last edited: Aug 26, 2011
  28. rhamm1320

    rhamm1320

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    Mar 29, 2008
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    a couple of side notes that knocked me for a loop that may help others. I downloaded and everything worked amazingly well on my home network. When I put my public ip address for our house, it didn't... nothing to do with yours, but I guess my router and / or isp doesn't allow you to "connect to yourself"

    Also, I have a virtual dedicated server that I thought I would try it on. Since its just a base machine without Unity, I downloaded from your site instead of from the link in this thread. Maybe it was me, but I could never get it to connect. After scratching my head for about a day, I put this threads version on the virtual dedicated server, changed the ip in the load balances and its working good.
     
  29. Igavva

    Igavva

    Joined:
    Aug 26, 2011
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    5
    import PhotonView;
    import PhotonTargets;
    import PhotonPlayer;

    var hp : int = 100;

    function ApplyDamage (hp: int){
    photonView.RPC("setHP",PhotonTargets.Others, hp);
    }

    @RPC
    function setHP(newHP : int){
    hp=newHP;
    }
     
  30. bertelmonster2k

    bertelmonster2k

    Joined:
    Apr 3, 2009
    Posts:
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    "Photon Unity Networking" uses the brand new Photon3 which will go live next week. It supports load balancing across nodes out of the box which is used here as well.
     
  31. phil_ivey

    phil_ivey

    Joined:
    Dec 3, 2010
    Posts:
    31
    ReflectionException: Can not read main module
    Mono.Cecil.StructureReader.VisitModuleDefinitionCollection (Mono.Cecil.ModuleDefinitionCollection modules)
    Mono.Cecil.ModuleDefinitionCollection.Accept (IReflectionStructureVisitor visitor)
    Mono.Cecil.AssemblyDefinition.Accept (IReflectionStructureVisitor visitor)
    Mono.Cecil.AssemblyFactory.GetAssembly (Mono.Cecil.Binary.ImageReader irv, Boolean manifestOnly)
    Mono.Cecil.AssemblyFactory.GetAssembly (Mono.Cecil.Binary.ImageReader reader)
    Mono.Cecil.AssemblyFactory.GetAssembly (System.String file)
    UnityEditor.AssemblyHelper.ExtractAllClassesThatInheritMonoBehaviourAndScriptableObject (System.String path, System.String[] classNamesArray, System.String[] classNameSpacesArray) (at C:/BuildAgent/work/842f9557127e852/Editor/Mono/AssemblyHelper.cs:144)
    +19 nulls,reflection exceptions and internal compiler errors
     
  32. tobiass

    tobiass

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    Apr 7, 2009
    Posts:
    2,186
    phil_ivey
    That doesn't really look like something from the plugin. If it's causing this, then you should report a bug to Unity.
    In 3.4, we tested the plugin.

    Igavva
    Ambiguous reference 'RPC': PhotonView.RPC(String, PhotonTargets, *Object[]), PhotonView.RPC(String, PhotonPlayer, *Object[]), UnityEngine.RPC.
    Maybe you copied the plugins folder to your project's base, when you should have moved it? Try a search for "Plugins" or "Photon Unity Networking" in the Project "search" of the Editor. I assume you find it twice. Remove one.

    I think the other questions are already answered?

    I will ask one myself: How are you doing so far with the plugin?

    From my perspective, unzipping and starting the server is one the biggest inconvenience but this will become obsolete with the upcoming hosted service.
     
  33. Igavva

    Igavva

    Joined:
    Aug 26, 2011
    Posts:
    5
    I fixed my issue.
    #pragma strict
    public class Machinegun extends Photon.MonoBehaviour {
    /////
    }
     
    Last edited: Aug 27, 2011
  34. BBGameDev

    BBGameDev

    Joined:
    Nov 23, 2010
    Posts:
    14
    server does NOT start....

    Window xp pro SP 3
    -----------------------------------

    Hi, got this error when start server
    ------------------------------------------------------------

    2124: 02:07:05.468 - ---
    2124: 02:07:05.468 - Service: "Photon Socket Server" starting
    2124: 02:07:05.468 - Config File: C:\Documents and Settings\Bruno\Desktop\Photon-Server\bin_Win32_xp\PhotonServer.config
    2124: 02:07:05.468 - Will NOT produce crash dumps
    2124: 02:07:05.468 -
    2124: 02:07:05.468 - WARNING: ************************************************** *************
    2124: 02:07:05.468 - WARNING: Photon has been built to operate on an operating system earlier than Windows Vista.
    2124: 02:07:05.468 - WARNING: Performance will not be as good as when built for Windows Vista or later.
    2124: 02:07:05.468 - WARNING: ************************************************** *************
    2124: 02:07:05.468 -
    2124: 02:07:05.468 - Server Starting...
    2124: 02:07:05.468 - CService::OnException() - Exception: CJob::IsProcessInJob() - Accesso negato.
    2124: 02:07:05.468 - Server shutting down...
    2124: 02:07:05.468 - Shutting down socket servers...
    2124: 02:07:05.468 - Destroying ENet thread pool
    2124: 02:07:05.468 - Destroying TCP inactivity timer
    2124: 02:07:05.468 - Destroying Business logic thread pool
    2124: 02:07:05.468 - Destroying servers
    2124: 02:07:05.468 - Destroying TCP Outbound Connection Manager
    2124: 02:07:05.468 - Destroying resolver
    2124: 02:07:05.468 - Destroying TCP Proxy Connection Manager
    2124: 02:07:05.468 - Destroying ENet host
    2124: 02:07:05.468 - Destroying CLR dispatcher
    2124: 02:07:05.468 - Destroying CLR applications
    2124: 02:07:05.468 - Destroying I/O thread pool
    2124: 02:07:05.468 - Destroying ENet buffer allocator
    2124: 02:07:05.468 - Destroying TCP buffer allocator
    2124: 02:07:05.468 - Destroying TCP socket allocator
    2124: 02:07:05.468 - Destroying ENet socket allocator
    2124: 02:07:05.468 - Destroying performance counters
    2124: 02:07:05.468 - Shutdown complete...
     
  35. bertelmonster2k

    bertelmonster2k

    Joined:
    Apr 3, 2009
    Posts:
    78
    Try "Run as Administrator".
     
  36. BBGameDev

    BBGameDev

    Joined:
    Nov 23, 2010
    Posts:
    14
    have already tried, but same problem
     
  37. the_gnoblin

    the_gnoblin

    Joined:
    Jan 10, 2009
    Posts:
    722
    Didn't help.

    I'll try to install the latest windows updates on this machine and try installing .net framework 1 more time.
     
  38. yunspace

    yunspace

    Joined:
    Nov 8, 2010
    Posts:
    41
    I'm hosting the Photon-Server on a vm. I've changed all the IPs from localhost to the actual IP of the vm and the demo is working fine in standard build. However when I try to build the web player, I get the following error:

    Code (csharp):
    1.  
    2. Connect() failed: System.Security.SecurityException: Unable to connect, as no valid crossdomain policy was found
    3.   at System.Net.Sockets.Socket.Connect_internal (IntPtr sock, System.Net.SocketAddress sa, System.Int32 error, Boolean requireSocketPolicyFile) [0x00000] in <filename unknown>:0
    4.   at System.Net.Sockets.Socket.Connect (System.Net.EndPoint remoteEP, Boolean requireSocketPolicy) [0x00000] in <filename unknown>:0
    5.   at System.Net.Sockets.Socket.Connect (System.Net.EndPoint remoteEP) [0x00000] in <filename unknown>:0
    6.   at System.Net.Sockets.Socket.Connect (System.Net.IPAddress address, Int32 port) [0x00000] in <filename unknown>:0
    7.   at ExitGames.Client.Photon.NConnect.StartConnection () [0x00000] in <filename unknown>:0
    8. UnityEngine.Debug:LogError(Object)
    9. PhotonHandler:DebugReturn(DebugLevel, String) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:77)
    10. NetworkingPeer:DebugReturn(DebugLevel, String) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:669)
    11. ExitGames.Client.Photon.NConnect:StartConnection()
    12. ExitGames.Client.Photon.EnetPeer:Connect(String, String, Byte)
    13. ExitGames.Client.Photon.PhotonPeer:Connect(String, String)
    14. NetworkingPeer:Connect(String, String) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:136)
    15. PhotonNetwork:Connect(String, Int32, String) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonNetwork.cs:101)
    16. MainMenu:Awake() (at Assets/Photon Unity Networking/DemoWorker/Scripts/Menu/MainMenu.cs:19)
    17.  
    It's as if the policy file is not found. But I can see from the server log that the policy files are being read correctly:
    Code (csharp):
    1.  
    2. 2011-08-28 01:52:54,257 [1] INFO  Exitgames.Realtime.Policy.Application.Policy [(null)] - Application start. AppId: Policy ApplicationPath: C:\Photon-Server\Policy
    3. 2011-08-28 01:52:54,282 [1] DEBUG Exitgames.Realtime.Policy.Application.Policy [(null)] - Reading policy file: C:\Photon-Server\Policy\assets/socket-policy.xml
    4. 2011-08-28 01:52:54,283 [1] INFO  Exitgames.Realtime.Policy.Application.Policy [(null)] - Policy file:
    5. <cross-domain-policy>
    6.     <allow-access-from domain="*" to-ports="5055,5056,5057,4530,4531,4532" />
    7. </cross-domain-policy>
    8.  
     
  39. the_gnoblin

    the_gnoblin

    Joined:
    Jan 10, 2009
    Posts:
    722
    Can this error happen because I have x64 windows server and not x32 one? )
     
  40. the_gnoblin

    the_gnoblin

    Joined:
    Jan 10, 2009
    Posts:
    722
    I've updated windows - this didn't help.
    I've tried launching Photon in Windows XP compatibility mode - this didn't help.

    Any ideas?

    thanks,
    Slav
     
  41. appels

    appels

    Joined:
    Jun 25, 2010
    Posts:
    2,685
  42. tobiass

    tobiass

    Joined:
    Apr 7, 2009
    Posts:
    2,186
    Yunspace:
    Maybe you didn't allow port TCP 843 in the firewall. That should be the default policy-file-request port for Webplayers. The log entry shows that Photon already is starting the policy app and the file.

    gnoblin:
    The build we included in the package should be compatible with all Windows OSs from XP up. We disabled perfmon counters, because they are the only thing that's 64 bit incompatible (in a 32 bit build).
    But: You need the DotNet framework 3.5 or 4.0. The first one won't do. If PhotonControl can't even be started, then it's likely missing. The Control is a 100% pure DotNet assembly.

    bbgamedev:
    If you unzipped with Windows Explorer's built-in unzip feature, please delete the unzipped server folder and unzip again. This time, using winrar or 7zip. Maybe the explorer marked your files as "from external source" and doesn't trust those.
    It's definitely a rights issue - that's what the error says. As administrator, it should run though. Check the folder's rights again?
     
    Last edited: Aug 28, 2011
  43. BBGameDev

    BBGameDev

    Joined:
    Nov 23, 2010
    Posts:
    14
    tried everything...(I'm a mac user!) but nothing, strange that bootcamp demo version works
     
  44. the_gnoblin

    the_gnoblin

    Joined:
    Jan 10, 2009
    Posts:
    722
    Tobias, I installed .net framework from the link you posted...
     
  45. Igavva

    Igavva

    Joined:
    Aug 26, 2011
    Posts:
    5
    I have the same error as gnoblin (windows 2008, framework 4)
     
  46. yunspace

    yunspace

    Joined:
    Nov 8, 2010
    Posts:
    41
    Yes I tried switching off the firewall and also did a port scan to make sure port 843 is free. But the policy request simply isn't hitting the policy server.

    Where as if I were run the client from inside the vm, it runs correctly with the following log:

    Code (csharp):
    1. 2011-08-29 01:40:39,778 [11] DEBUG Exitgames.Realtime.Policy.Application.Policy [(null)] - OnInit - <policy-file-request/>
    2. 2011-08-29 01:40:39,793 [11] DEBUG Exitgames.Realtime.Policy.Application.Policy [(null)] - Policy sent.
    I'm thinking it's probably something to do with the network connectivity between my host machine and guest vm?
     
  47. Igavva

    Igavva

    Joined:
    Aug 26, 2011
    Posts:
    5
    Old Photon runs OK on win2008, Photon supplied with Unity-plugin doesn't start on win2008 (while it runs OK on win7).
     
    Last edited: Aug 28, 2011
  48. tobiass

    tobiass

    Joined:
    Apr 7, 2009
    Posts:
    2,186
    Igavva: thx for that info. We will take a look asap.
     
  49. Dreamora

    Dreamora

    Joined:
    Apr 5, 2008
    Posts:
    26,603
    I had no problem starting up the Photon supplied with it on my Win 2k8 32bit box.
    But I would guess that on 64bit it might potentially fail as its the 32bit XP version according the naming, not the normal 32bit one

    my problem is more that the socket policy server on the 1.0 server is plain simply not reachable at least I failed to get it working while the 0.93 beta one worked without any problem and need for reconfiguration. but I can not for sure say that its photons failure, thus I've not reported it yet on the unity photon network board over at exit games
     
  50. yunspace

    yunspace

    Joined:
    Nov 8, 2010
    Posts:
    41
    sounds like similar symptoms to what I'm experiencing. I'm connecting from a web client to Photon hosted on Windows vm. The policy server does not respond even though the ip is correct and port 843 is enabled, it only seems to respond if the web client is hosted on the same vm. The one time I did manage to get it to work is by copying the crossdomain.xml over to wwwroot in IIS, but that stopped working also now.

    I'd narrow it down to the policy server because the socket server itself connects fine via the standard client. Just wanted to confirm, the IP address of the policy server on port 843 should be the same as the Load Balancer entry point on port 5050 right?
     
    Last edited: Aug 29, 2011