[Plugin] Photon Cloud

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Post » Wed Nov 02, 2016 9:50 pm

Yeah, a plugin with Photon's simplicity crossed with the Multiplayer object's capabilities would be the perfect package.
I like giving game advice more than I actually like making games ;)

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Post » Fri Nov 04, 2016 6:02 am

@TabloidA - I agree man. @ThePhotons - is that something you all would possibly look into?
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Post » Mon Nov 07, 2016 3:30 pm

Savvy001 wrote:Can you explain what those obvious reasons are?

Because the official multiplayer object from scirra does support UDP.
...


The reason is that only websocket available for Photon communication in browser. Photon servers do not support WebRTC used in Multiplayer plugin.
We are testing websockets currently. For dotnet Photon clients (no browser) there is no noticeable difference between UDP and Websockets under normal connection conditions. But for javascript lib running in browser we always have 100 ms more latency. Need to investigate more.

In any case peer-to-peer used in Multiplayer is always faster than communication via server.

UPDATE: Photon js sdk and C2 plugin show 50-60 ms round trip time in Chrome and IE and slightly higher values in FireFox.
@Savvy001
@mudmask
Which values do you expect?
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Post » Mon Nov 07, 2016 9:35 pm

@ThePhotons - that's interesting. To be honest I think there might be some factors on my side that don't have to do with the photon service that I'm looking in to right now.
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Post » Mon Nov 07, 2016 9:56 pm

@ThePhotons

Quote: which values do you expect?

Well i asked for a explanation on the difference between the MP Plugin and the Photon plugin.
Which you explained.
From the start i have been very happy with the results of the photon plugin in my game.
Its results far exceed the official mp
plugin.
I have used that in multiple tests and it always had more latency.

Thanks for helping out.
Oh and there is one more thing i would like to ask.
The pricing explanation on the photon site does not make many sense.
What i would like to know in simplicity is how many players can simultaniously play my game with each plan?
On the site there is so much info given, which i guess for server tech's is common knowledge.
Which i am not.

A rough estimate of how much simultanious players per plan would be enough.
Than i know what i need to focus on during alpha/beta/release.
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Post » Tue Nov 08, 2016 9:35 am

mudmask wrote:@ThePhotons - that's interesting. To be honest I think there might be some factors on my side that don't have to do with the photon service that I'm looking in to right now.

Search for "Client: Connecting to Game" in browser log. Found line contains games server address. Ping it.
For EU server I connect to, ping is 48-49ms. It's very close to RTT values i measure by client.
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Post » Tue Nov 08, 2016 10:05 am

Savvy001 wrote:@ThePhotons

Oh and there is one more thing i would like to ask.
The pricing explanation on the photon site does not make many sense.
What i would like to know in simplicity is how many players can simultaniously play my game with each plan?
On the site there is so much info given, which i guess for server tech's is common knowledge.
Which i am not.

A rough estimate of how much simultanious players per plan would be enough.
Than i know what i need to focus on during alpha/beta/release.

Plan CCU is the number of users which can play the game concurrently
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Post » Tue Nov 08, 2016 10:29 am

TabloidA wrote:Yeah, a plugin with Photon's simplicity crossed with the Multiplayer object's capabilities would be the perfect package.

mudmask wrote:@TabloidA - I agree man. @ThePhotons - is that something you all would possibly look into?

The plugin is simple wrapper around javascript Photon library which basically sends and receives messages.
We do not plan to integrate it more tightly into Construct at the moment.
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Post » Mon Nov 14, 2016 12:12 am

Hi,

How can i check an actor's userID that close his/her browser page.
on Actor leave cannot get that. "not found" says when i try. Btw, i am not talking about the "leave room" event, i need to detect who's browser page is closed.
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Post » Mon Nov 14, 2016 4:25 pm

Nebuch wrote:How can i check an actor's userID that close his/her browser page.

Hi,

If "suspended player live time" set (as done in demo-test "onJoinRandomRoom no match found" handler), "On actor leave" called only after specified timeout since client disconnects abruptly. "On actor suspend" called immediately in this case. "Suspend" means that client can reconnect within this timeout.
Remove this action or set the value to 0 to get "On actor leave" as soon as player disconnects instead.
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