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Photon Unity Networking

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

  1. tobiass

    tobiass

    Joined:
    Apr 7, 2009
    Messages:
    1,596
    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 v4.7 or up.
    Export to Standalone, Web, Win 8.1 Store, Win 8.1 Phone, UWP and more.
    Unity 5 exports PUN Free also to Android and iOS.
    Unity 4 exports to Android and iOS with the PUN+ package or "Unity Pro" licenses for mobile.

    Server Options

    [​IMG]


    v1.67 (21. April 2016)
    Fixed: Photon Chat for WebGL export. It failed to compile because SocketWebTcp was not found. The PhotonChatApi folder now got moved from Assets\Plugins to Assets.
    Changed: If sent by server, UserId and Nickname values are updated (with the server's values). This can be done with CustomAuthentication. All clients always get some UserId assigned by the server (if you didn't set one in the first place).
    Added: "Slot Reservation" as feature for matchmaking.
    Added: ExpectedUsers parameter in PhotonNetwork methods: CreateRoom, JoinRoom and JoinOrCreateRoom.
    Added: Room.expectedUsers. List of users who are expected to join this room. In matchmaking these UserIDs block a slot out of the MaxPlayers.
    Added: RoomOptions.publishUserId. This tells the server to publish the UserIds of players in a room. You can use those in FindFriends or when you join/create another room, to reserve slots for other players.
    Added: PhotonPlayer.userId. If the server publishes the UserIds of players, you can access the UserId here while being in a room with others.
    Internal: Added GamePropertyKey.ExpectedUsers (247) and ParameterCode.NickName (202).
    Added: PhotonNetwork.StartRpcsAsCoroutine as optional performance improvement. If set to false, PUN will not attempt to start and RPCs as coroutine. While coroutines are efficient, starting them needlessly is not the best approach either. This defaults to true, which means RPC methods get started as coroutine, if they return IEnumerator.
    Changed: Internal handling of RPC methods. Now their parameter list is being cached, instead being fetched every time we have to find an RPC. This uses a limited amount of memory to improve speed of RPCs. To do this elegantly, we extended MethodInfo with a GetCachedParemeters() method.
    Changed: AccountService is now wrapped in "#if UNITY_EDITOR" to avoid export to any players.
    Added: RoomOptions.PlayerTtl, which can be used when creating a room. If set, a player who disconnects becomes inactive for the defined time, instead of being removed from the players list. This allows the player to join a room. It blocks the player's slot in the room in matchmaking, too.
    Added: PhotonPlayer.isInactive. If a Player Time To Live is set, players can become inactive in a room. The PhotonPlayer instance is still present, as if the player were connected.
    Added: A client which lost connection, can now rejoin a room quite easily with PhotonNetwork.ReJoinRoom(string roomName). Important: To enable this, a room must have a PlayerTtl != 0 and the client which is rejoining, must use the same UserID as before.
    Fixed: The State of a client when it fails to join/create a room on the Master Server. It's now set correctly to either PeerState.JoinedLobby or PeerState.ConnectedToMaster (depending on whether the client was in a lobby or not).
    Fixed: The "Open Dashboard" button in the PUN Wizard, which was not working on OSx.
    Updated: Usage of EditorUtility.SetDirty() and Undo.RecordObject() in Editor scripts according to Unity 5.3 changes. This should enable undo in most Inspector windows, too.
    Changed: PhotonNetwork.BackgroundTimeout no longer calls Disconnect() directly. Instead a normal timeout period is granted after the BackgroundTimeout elapsed. PUN will use the common timeout callbacks (when the app gets active again).
    Changed: PhotonNetwork.BackgroundTimeout now defaults to 60 seconds. This keeps all new apps from being connected for longer times in background but allows loading lots of assets and taking short calls, etc.
    Changed: Usage of SupportClass is now SupportClassPun to avoid clashes with IL2CPP on some platforms.
    Added: RoomOptions.plugins to define which server-side plugins are expected. This is a feature of the Enterprise Cloud and when using the Photon Server SDK (so it's not available in the Public Cloud).
    Added: Handling of an "Info Event", which could be used by server-side plugins. EventCode.ErrorInfo is code 251 and PUN will call the delegate you defined in PhotonNetwork.OnEventCall (or log a warning that no delegate was set). This only applies to customized servers (not the Public Cloud).
    Added: PhotonNetwork.ReconnectAndRejoin() to be used when a client loses connection while in a room (e.g. when you press the lock button on iOS and then return to the app).
    Added: PhotonNetwork.Reconnect() to be used when a client lost connection. Use this only when your client was connected to a region or a game before (to get into the same region).
    Fixed: A compile warning about Photon.MonoBehaviour.networkView "does not hide an inherited member" in Unity 5.3.4 and up. The old networking API of Unity is being removed, it seems.
    Fixed: PhotonNetwork.time for offline mode. Internal: It now uses the Environment.TickCount, which is similar to the server's timestamps. All usage of time in PUN is now either based on PhotonNetwork.time or .ServerTimestamp.
    Added: UtilityScripts\InRoomTime.cs as sample component how to establish a synchronized timer which starts at zero and goes up. This is only working in-room.
    Known Issues: Forgot to update the generated docs. Will update.


    v1.66 (21. January 2016)

    Important: This might affect your import! The folder "ChatApi" is now renamed to "PhotonChatApi". This way, the folder uses the same name as in our other packages. Remove the "ChatApi" folder, if the import didn't do that for you!
    Added: Callback OnCustomAuthenticationResponse to make the data available, that could be sent by a custom authentication server. See description in PunBehaviour.
    Fixed: Usage of "networkView" (old Unity Networking) to using photonView (PUN naming) in a script of the Boxes Demo.
    Changed: The photonView in Photon.MonoBehaviour is now cached. If you intend to remove a PhotonView from a GameObject without destroying that object, you should modify this accordingly.
    Changed: Internally, the PhotonStream now has a object[] for read values. This avoids wrapping them in a List<object>, which saves memory and time.
    Added: Support for Enum types in RPC methods. Enums that are based of byte, short or int can now be used as parameters in RPCs. The underlying type has to be serializable by PUN for that.
    Internal: CheckTypeMatch() to match "assignable" types to enum values. This is what enables the support for using Enum types in RPCs as parameter.
    Fixed: Several scripts in the Demo Synchronization. They now work more like you'd expect. The whole demo is refreshed to a more useful state.
    Internal: Refactored RPCs and "Synchronization" updates to waste far less memory and perform better. For that, Hashtables were replaced with simpler object[]. This means, that this client version is completely incompatible with older ones.
    Internal: The PhotonStream now has 3 values pre-set. Those are needed in the stream to be sent along with your custom values. This doesn't change anything usage-wise. It also has a object[] which is used for readin values and a List<object> which is used when you write. This is leaner.
    Internal: PhotonView.ExecuteComponentOnSerialize() now makes better use of its cache Dictionary. It fetches cached methods with TryFetchValue(), instead of checking for content, then accessing it.
    Fixed: PhotonTransformView interpolation for "estimated speed". It was way too slow, because it didn't factor in that there are 10 updates per second. So speed as a value per second is 10 times higher. 10 being the default send rate here. Note that the object can overshoot (the actual position due to this and extrapolation).
    Fixed: PhotonTransformView interpolation for "estimated speed" now avoids jitter when joining a game. The initial received position simply defines where the object is (after being instantiated at the position of it's Instantiate message). With the next update, it can begin to move.

    v1.65 (16. December 2015)
    Fixed: Potential NullReference Exception when transfering ownership. The PhotonView which gets transfered might get destroyed before the transfer is complete and that case is now handled.
    Fixed: PUN Wizard for Unity 5, which incorrectly pointed out that you need PUN+ to export to iOS or Android. This was the case in Unity 4 but it's no longer true. Removed this note.
    Fixed: Automatic configuration of the demos, when you import PUN (with demos) into a new, empty project and have no saved (named) scene open. This is done once per Editor only. You can do this in the Editor Main Menu: Window, Photon Unity Networking, Configure Demos.
    Fixed: Compatibility with Unity 5.3. The new SceneManager class is re-implemented for our needs for older Editors and the code got adjusted. No "obsolete" warnings anymore.
    Added: Useful component to select a color per player (out of a configurable list of available colors). Check out: ColorPerPlayer.
    Updated: Boxes Demo. This demo now uses the ColorPerPlayer and ColorPerPlayerApply scripts to colorize each player's cubes. Also, it shows more clearly how RPCs work. There are more tips at runtime, too.
    Fixed: Friends And Custom Authentication Demo. A script was waiting for the client to join the lobby, which isn't done anymore by default. Now the UI is fixed to show when connected to the Master Server, where FindFriend() can be called.


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


    Download
    Asset Store

    Special thanks go to Jean, Vadim, Leepo and Olli for their great work, feedback and support. Thanks also to Caitlyn and Team for getting this live incredibly fast :)


    Upcoming
    A brand new tutorial (replacing Marco Polo) and a new demo for re-joining games quickly to recover from connection loss.


    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: Apr 21, 2016
  2. MikeHergaarden

    MikeHergaarden

    Joined:
    Mar 9, 2008
    Messages:
    938
    Woohoo, we now finally have a proper networking solution available in Unity.
    (If I can bluntly say so myself ;))
     
  3. Tomme

    Tomme

    Joined:
    Jun 17, 2010
    Messages:
    66
    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
    Messages:
    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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    26,595
    Looking forward to see what changed from 0.93 to 1.0 :D
     
  6. saymoo

    saymoo

    Joined:
    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
    Messages:
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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

    Joined:
    Jan 10, 2009
    Messages:
    722
    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
    Messages:
    76
    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

    Joined:
    Aug 20, 2011
    Messages:
    1,759
    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
    Messages:
    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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    1,596
  18. BBGameDev

    BBGameDev

    Joined:
    Nov 23, 2010
    Messages:
    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

    Joined:
    Jan 10, 2009
    Messages:
    722
    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

    Joined:
    Apr 5, 2008
    Messages:
    26,595
    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

    Joined:
    Jan 10, 2009
    Messages:
    722
    How should I specify to which machines to load balance? (if for example Game1 and Game2 are on different machines)
     
  22. yunspace

    yunspace

    Joined:
    Nov 8, 2010
    Messages:
    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

    Joined:
    Jan 21, 2009
    Messages:
    76
    By specifiying their urls/ips and ports in the config.
     
  24. Igavva

    Igavva

    Joined:
    Aug 26, 2011
    Messages:
    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

    Joined:
    Mar 9, 2008
    Messages:
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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

    Joined:
    Apr 3, 2009
    Messages:
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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

    Joined:
    Mar 29, 2008
    Messages:
    44
    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
    Messages:
    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
    Messages:
    78
    "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
    Messages:
    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

    Joined:
    Apr 7, 2009
    Messages:
    1,596
    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
    Messages:
    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
    Messages:
    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
    Messages:
    78
    Try "Run as Administrator".
     
  36. BBGameDev

    BBGameDev

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

    the_gnoblin

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

    the_gnoblin

    Joined:
    Jan 10, 2009
    Messages:
    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
    Messages:
    2,685
  42. tobiass

    tobiass

    Joined:
    Apr 7, 2009
    Messages:
    1,596
    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
    Messages:
    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
    Messages:
    722
    Tobias, I installed .net framework from the link you posted...
     
  45. Igavva

    Igavva

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

    yunspace

    Joined:
    Nov 8, 2010
    Messages:
    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
    Messages:
    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
    Messages:
    1,596
    Igavva: thx for that info. We will take a look asap.
     
  49. Dreamora

    Dreamora

    Joined:
    Apr 5, 2008
    Messages:
    26,595
    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
    Messages:
    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