[Plugin] Photon Cloud

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Post » Tue Apr 26, 2016 5:41 pm

Please patch Photon plugin runtime.js file . Find ["EU", "US", "Asia", "JP"] array and add "AU" there.
We will add the fix in next update.

EDIT:
Also "EU|US|Asia|JP" string in edittime.js needs to be changed to "EU|US|Asia|JP|AU";
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Post » Wed Apr 27, 2016 11:43 am

@ThePhotons
can i set the Region on game run?
player can choose different region on game title setting.

thank a lot.
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Post » Thu Apr 28, 2016 4:03 pm

Region change in runtime is not supported currently. Added this feature to TODO list.
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Post » Sat Apr 30, 2016 3:38 pm

@ThePhotons: hi, the client said everything works even though I didn't do any changes to the game. It's weird but I think the problem is between my client's connection to the internet, or to the Master Server.

I have a question though: when does the "On join lobby" triggered?
because when I play the game and load layout A, the "On join lobby" on layout A triggered, and I can join a room in layout A (it's a chat)
but then I leave the chat room, leave layout A, go to layout B (haven't join a room), then go to layout C (still not join a room), and then go back to layout A. And here, I realized that the "On join lobby" wasn't triggered, so I can't enter chat room.

does it get triggered when the game first played or when the player leave a room? (or both?)


cheers,
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Post » Tue May 03, 2016 3:04 am

Is there a way to force disconnect users by ID from the servers? Like for administrative purposes?
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Post » Tue May 03, 2016 4:28 pm

Photon client api does not allows such thing.
If you use Photon Server you can forcibly disconnect users in server-side code.
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Post » Tue May 03, 2016 4:46 pm

Daggio wrote:I have a question though: when does the "On join lobby" triggered?
...
does it get triggered when the game first played or when the player leave a room? (or both?)


"On join lobby" is triggered when client successfully connects master server. This happens after initial connect and after leaving a room.
Check Photon's 'StateString' expression to get an idea where client currently is. "On join lobby" should be triggered when client gets in "JoinedLobby" state.
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Post » Thu May 05, 2016 3:40 am

@ThePhotons

Does this plugin work with the recently announced XB1 support?

*EDIT: It seems to work just fine on XB1. Very exciting!

Are you planning on adding room filters and a direct way to retrieve a room list to the C2 plugin? Those would be useful features.

I get an error right now what I'm trying to retrieve a list of all of the available room names:
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I've also tried using events to send strings to start movement instead of X/Y position, hoping to reduce the number of events I'm sending to Photon, but it doesn't seem to be triggering on other peers. Any advice on this?
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And if you're still looking for features to add, it would be really nice to name events instead of just number them. So, instead of "on event 1," it could be something like "on event 'userinput'." It would help to keep track of what's doing what more clearly.
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Post » Fri May 06, 2016 7:42 am

1.Random matchmaking is in our todo list but I don't know when exactly it will implemented.
2. Please find room list handling sample in demo-test. Looks like you iterate extra room. Use Photon.RoomCount - 1 as upper bound.
3. You do not need to send strings or any other payload. Assign different event numbers to each key.
Event behavior is not affected by payload type. This is hardly possible that same event works with coordinates but fails with string. Please search for errors in browser console log and let me know if something useful is there.
4. Photon events are identified by numbers. In conventional languages constants or enums are used for such things as event codes. If you know C2's equivalent for constants, feel free to use it.
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Post » Fri May 06, 2016 5:35 pm

ThePhotons wrote:1.Random matchmaking is in our todo list but I don't know when exactly it will implemented.
2. Please find room list handling sample in demo-test. Looks like you iterate extra room. Use Photon.RoomCount - 1 as upper bound.
3. You do not need to send strings or any other payload. Assign different event numbers to each key.
Event behavior is not affected by payload type. This is hardly possible that same event works with coordinates but fails with string. Please search for errors in browser console log and let me know if something useful is there.
4. Photon events are identified by numbers. In conventional languages constants or enums are used for such things as event codes. If you know C2's equivalent for constants, feel free to use it.


1. I wasn't looking for random matchmaking, but a way to only return rooms which meet certain criteria like game mode, a specific stage, etc. Does that make sense?

2. I'll take a look, thanks, though I don't remember there being much detail on retrieving the room list at last glance.

3. By "string" I mean sending, say, "left" to trigger an action in C2 as opposed to sending X/Y value. But I think I figured it out, and it was an issue on my end.

4. Makes sense, it's just that being able to name a Photon event instead of numbering them would be easier to keep track of.
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