Photon Unity Networking

Discussion in 'Multiplayer Networking' started by tobiass, Aug 23, 2011.

  1. tobiass

    tobiass

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    Photon Unity Networking

    Get it. No server setup needed - runs in the Photon Cloud. No obligation due to free plan.
    Download from the Asset Store:
    http://u3d.as/2ey

    Overview
    This package implements Unity's well known networking API on top of Photon. Keeping the API simple, this gives you standalone, dedicated servers, fixes, tweaks and ongoing support.
    This "plugin" 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 v4.3.4 or up.
    Export to Standalone, Web, Win 8 Store, Win 8 Phone with Unity Free.
    Export to Android and iOS can be done with the PUN+ package or "Unity Pro" licenses for mobile.
    Export with PlayStation Mobile and PS Vita Unity.



    As server use either

    [​IMG]

    v1.50 (10. December 2014)
    Updated: To Unity 4.3.4. We wanted to support 2D and Mecanim. Hopefully you are not in the 8% that still use Unity 3.x.
    Added: Chat Api and Chat Demo. The demo is just a basic UI which shows one option to handle input and commands. It should help you to use the very simple ChatClient functionality to build your own GUI for Chat. This can be combined easily with PUN but it's optional.
    Added: Mecanim Support! There is a new component "PhotonAnimatorView" which can be used to synchronize the state of a Mecanim Animator.
    Added: PhotonTransformView, PhotonRigidbodyView, PhotonRigidbody2DView. Each offers several options to smooth movement updates. Also check out their code as inspiration how you can implement your own.
    Added: New Demos: Mecanim, RpgMovement and 2D Jump and Run.
    Added: New feature: Ownership Transfer.
    Added: PhotonView.RequestOwnership() and .TransferOwnership(). Per PhotonView you can define if it can be "taken" by anyone or if the owner gets a "request" to hand over control. A PhotonView can also be "Fixed" and not transfer control at all. This is set as OwnershipOption in Inspector.
    Added: Callback OnOwnershipRequest() where a transfer could be executed (or rejected). For OwnershipOption.Request, this callback is called on the current owner of the PhotonView in question. It can TransferOwnership() but doesn't have to.
    Note: Ownership Transfer would break if you set the transfer-option changes at runtime (as it's not synced). Due to that it's deactivated in Editor when playing.
    Added: Events OwnershipTransfer and OwnershipRequest for internal use.
    New: IPunObservable and IPunCallbacks define the callbacks of PUN to be easier implemented.
    Added: Photon.PunBehaviour which implements all IPunCallbacks. If your scripts derive from this class, they can override the callback methods to implement them. This is easier to write as auto-completion in MonoDevelop and Visual Studio will support you. IPunObservable is not in PunBehaviour - OnPhotonSerializeView() is called too often to have it in all scripts.
    Changed: The PhotonView component has now a list of observed components. You can observe one or multiple components per GameObject, which makes it easier to split tasks across some scripts. Of course you can still observe no script at all (if you use RPCs only on that PhotonView). Existing prefabs with PhotonViews are compatible and will be updated.
    Changed: SendMonoMessage can now be limited to a specific Type. Instead of calling all MonoBehaviour, you could callback only on Photon.Monobehaviour. Set the Type via: PhotonNetwork.SendMonoMessageTargetType. By default, this is MonoBehaviour (as before).
    Added: Option to cache the scripts that get PUN callbacks. With this caching, you can skip expensive FindObjectsOfType() calls when a callback is done. The drawback is that new components won't automatically get the callbacks! They could miss something unless you refresh the caching. Use with care.
    Fixed: Issues with RoomOptions when using Object Initializer syntax. For example "new RoomOptions() { isVisible = false };" now actually sets isVisible of the room. We found this is a known issue in Unity, es discussed here: http://tinyurl.com/pnxrc8r .
    Added: PhotonNetwork.AllocateSceneViewID() to be able to allocate scene view IDs. Only allowed for a Master Client.
    Added: In offline mode, RPCs that are sent to AllViaServer and AllBufferedViaServer will execute locally (immediately). The RPC method will be called in the same frame. Before this, the RPC wasn't called in offline mode for those two settings.
    Fixed: Assignment of minimum ViewId for scenes in Editor. The Application.loadedLevelName is not correct in that case, so better use EditorApplication.currentScene to get the name in Editor. Thanks to paulusul from the forum.
    Changed: The PhotonNetwork constructor creates a NetworkingPeer based on protocol of server settings. This avoids creating another networking peer, unless you deliberately switch protocol. Debug Level and other settings won't be lost due to SwitchProtocol.
    Updated: The Demo for Custom Authentication and Find Friends. It should be a bit easier to use and digest.
    Changed: PhotonViewHandler now assigns a ViewID and InstantiationId to views (was using a "SubId"). Scene objects get the same InstantiationId for all views.
    Removed: NetworkingPeer.instantiatedObjects. PhotonViews are enough to access all instantiated game objects (even including scene objects). Adjusted NetworkingPeer.LocalCleanupAnythingInstantiated(), .DoInstantiate() and .DestroyPlayerObjects() and PhotonView.OnDestroy() accordingly.
    Changed: NetworkingPeer.RemoveInstantiatedGO() to use the creator's ActorNr when cleaning up the Instantiate events.
    Changed: ServerCleanInstantiateAndDestroy(). As scene objects are not created via buffered "Instantiate" events, a "Destroy" has to be buffered instead. This is now done automatically. Destroyed scene objects will be destroyed when a player joins late. Also ServerCleanInstantiateAndDestroy() now expects the creator's ActorNr to remove Instantiate events from the server's buffer.
    Changed: PhotonView.isSceneView now checks if the creator of an object is 0 (scene). Previously the owner was checked but this can change now.
    Changed: PhotonView.isMine now checks ownerId first. On the Master Client, isMine is also true if isOwnerActive is false! This way, abandoned and scene objects fall to the Master Client.
    Changed: PhotonView.isOwnerActive checks if the owner is 0 (scene). If so, the owner is never active. This is just a shortcut.
    Added: SupportLogger now logs Game Server address when entering a room.
    Changed: Some of the internally used classes are now wrapped in a namespace to avoid clashes with other products.

    v1.28 (23. September 2014)

    Changed: Compile conditions for WII U should work now! The demos don't run out of the box on Wii U though. You need to adjust some screen settings to get the GUI and input right.
    Changed: Ping on native platforms does not disconnect PUN anymore.
    Updated: FindFriends documentation.
    Added: PunSceneSettings. This allows you to define the minimum value for ViewIDs per scene-file name. This helps to avoid clashes between ViewIDs when switching scenes or loading multiple incrementally. A PunSceneSettingsFile is created and only used in the Editor. Add names of scenes and their minimum ViewID value. Any scene that is not entered, begins at 0. You must edit at any PhotonView in each scene to correct the scene-views! Save the scenes.
    Updated: To library v4.0.0.5 which fixes a problem with CRC Checking and reduces the amount of logging it does. See details in the separate release history file.



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

    Download
    Asset Store

    Special thanks go to Leepo for his great work on the implementation, feedback and support. Thanks also to Caitlyn Team for getting this live incredibly fast :)


    Upcoming
    Support for Unity 5 and WebGL player!


    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: Dec 10, 2014
  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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    Wow, that was a lot more than I expect way to go! Will be having a fun little tinker around :)
     
  4. omgitsalexl

    omgitsalexl

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

    bertelmonster2k

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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

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    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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    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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    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

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    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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  18. BBGameDev

    BBGameDev

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    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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    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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    By specifiying their urls/ips and ports in the config.
     
  24. Igavva

    Igavva

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    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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    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

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    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

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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

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    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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    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

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

    BBGameDev

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    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

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    Try "Run as Administrator".
     
  36. BBGameDev

    BBGameDev

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    have already tried, but same problem
     
  37. the_gnoblin

    the_gnoblin

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    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

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    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

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    Can this error happen because I have x64 windows server and not x32 one? )
     
  40. the_gnoblin

    the_gnoblin

    Member

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    Jan 10, 2009
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    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

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  42. tobiass

    tobiass

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    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

    New Member

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

    the_gnoblin

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

    Igavva

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

    yunspace

    Member

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    Nov 8, 2010
    Messages:
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    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

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    Aug 26, 2011
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    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

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    Igavva: thx for that info. We will take a look asap.
     
  49. Dreamora

    Dreamora

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    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

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    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