[Plugin] Photon Cloud

Post your completed addons to share with the community

Post » Mon May 11, 2015 1:15 am

Great! Will test it ... Thanks :)
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Post » Mon May 11, 2015 8:34 am

bentwonk,
Thanks for feedback.
I note there is a "joinRandomRoom no match found" event, could there also be an event for non random rooms, along the lines off "roomNotFound"

Errors other than "onJoinRandomRoomNoMatchFound" can be handled via Photon."On Error" event. Log Photon.ErrorCode and Photon.ErrorMessage to get an idea which codes are for which events. 32766 / "A game with the specified id already exist" is for creating room with existing name for instance. OnOperationResponse with operation code (as in js sdk) may be more convenient sometimes. Maybe we will add this handler later.

We are looking into iOS issue.
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Post » Mon May 11, 2015 4:21 pm

We tested app exported as html5 website on iPad mini 2 with iOS 8.3/Safary. It works w/o problems.
Exported app: http://demoauthphoton.site44.com/c2-dem ... index.html
(we may remove the app in several days so link may become broken)

Maybe there are issues with dns on your device.
Or temporal Photon websocket server malfunction at times when you were testing.
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Post » Tue May 12, 2015 12:45 am

Message: bentwonk can only post plain text URLS until they have 500 rep. 1 URLS modified. Why?
Thank you for your quick response.
I tested again, it appears that some network port /or possible firewall is blocking photon on some of the machines ( NameServer peer error 3001 followed by peer timeout 3004).
The finished app is being used in schools and they often their networks quite firmly locked down especially with regards to media (to prevent kids watching youtube all day)

What ports does photon need open?
I have found
http://doc.exitgames.com/en/realtime/cu ... rt-numbers

but want to know whats the minimum open port set required.
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Post » Tue May 12, 2015 4:06 am

ThePhotons wrote:bentwonk,
Thanks for feedback.
I note there is a "joinRandomRoom no match found" event, could there also be an event for non random rooms, along the lines off "roomNotFound"

Errors other than "onJoinRandomRoomNoMatchFound" can be handled via Photon."On Error" event. Log Photon.ErrorCode and Photon.ErrorMessage to get an idea which codes are for which events. 32766 / "A game with the specified id already exist" is for creating room with existing name for instance.

I found if two players start at the same time (common when running two windows in construct), the first will start creating a room, which is recognized by the second player, but its not complete enough for the second to join (as this output log demonstrates)

Joined lobby
Room list recieved length 0
Creating Room: "TestRoom9871"
A game with the specified id already exist./32766
Joining Room: "TestRoom9871"
Game does not exist/32758 <--- player 2 left hanging

Added a second test case on the error for 32758 fixes this, eg:

Photon On Error
Photon.ErrorCode=32766 : Photon Joining room TestRoom9871
- or -
Photon.ErrorCode=32758 : Photon Joining room TestRoom9871


results in:
Joined lobby
Room list recieved length 0
Creating Room: "TestRoom9871"
A game with the specified id already exist./32766
Joining Room: "TestRoom9871"
Game does not exist/32758
Joining Room: "TestRoom9871"
Game does not exist/32758
Joining Room: "TestRoom9871"
On join room "TestRoom9871", my actorNr = 2 <-- player 2 joins
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Post » Tue May 12, 2015 4:56 am

ThePhotons wrote:We tested app exported as html5 website on iPad mini 2 with iOS 8.3/Safary. It works w/o problems.
Exported app: http://demoauthphoton.site44.com/c2-dem ... index.html
(we may remove the app in several days so link may become broken)

Maybe there are issues with dns on your device.
Or temporal Photon websocket server malfunction at times when you were testing.


wich wrapper you use ? cordova ? ejecta ? cocoonjs ?
and can we have a capx example ?
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Post » Tue May 12, 2015 10:19 am

ThePhotons wrote:We tested app exported as html5 website on iPad mini 2 with iOS 8.3/Safary. It works w/o problems.
Exported app: http://demoauthphoton.site44.com/c2-dem ... index.html
(we may remove the app in several days so link may become broken)

Maybe there are issues with dns on your device.
Or temporal Photon websocket server malfunction at times when you were testing.


can you share again the capx of this uploaded html game please ?
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Post » Tue May 12, 2015 12:12 pm

bentwonk wrote:I tested again, it appears that some network port /or possible firewall is blocking photon on some of the machines ( NameServer peer error 3001 followed by peer timeout 3004).

Then this is not iOS-specific problem as you described it earlier.
What ports does photon need open?

You found right doc for required ports http://doc.exitgames.com/en/onpremise/c ... rt-numbers
It states that when connecting to cloud via websockets, ports 9090, 9091, 9093 required.
If you use secure websockets then 19090, 19091, 19093 should be open.

EDIT: ports list updated (removed port which required only for self-hosted server)
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Post » Tue May 12, 2015 12:33 pm

bentwonk wrote:I found if two players start at the same time (common when running two windows in construct), the first will start creating a room, which is recognized by the second player, but its not complete enough for the second to join

Probably this is one of the reasons why js sdk joinRoom() call has 'createIfNotExists' option in Photon js sdk.
But it's not exposed in Construct 2 plugin yet, sorry.
Last edited by ThePhotons on Tue May 12, 2015 12:40 pm, edited 1 time in total.
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Post » Tue May 12, 2015 12:36 pm

matrixreal wrote:wich wrapper you use ? cordova ? ejecta ? cocoonjs ?
and can we have a capx example ?

It does not use any wrapper. As I wrote we did html5 export from Construct 2 export menu.
Links to sample projects are in 1st post of this topic.
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