I'm pretty new to networking. Right now I'm using latest PUN 2 package, using the Asteroid Demo to connect to a server I hosted on same machine, my personal computer. I use both v4 and v5, leave default config and get the Demo run on UDP normally.
I set 9090 and still doesn't work. Then I try to remove the * on the url = "/*" of the NameServer config, then I can connect on local. I thought problem solve but when I switch to using LAN, change IP to 192.168.1.155, the others machine run on LAN can connect to Nameserver but not Masterserver
The client can: Connect, send request, establish and send encrypted requestThe server can: Create peer, receive operation request, send operation response or event to the client, as well, my small addition was:If a game has a lot of operations, you don't have to use a huge switch case statement, but rather, I have divided operations into categories (Classes) and I invoke them by using delegates and dictionary.
Then I found out that there's a channelID as well, which can be different on the same operation code request... which means for me, an operation code is not a user flow, but a data stream of the same/similar actions between client and server, and the channelID can be used to differentiate between requested operations to be calculated on the server.
a)If you send a shoot-operation and a 2 chat-operations and as the network-connection of the client isn't the best, the first of the chat-messages goes lost on the way, but as you have stated to send it reliably the Photon client will automatically resend it, when the server isn't acknowledging, that it has received it. Now the other chat-message should be hold back by Photon, until the first one could successfully be sent, as otherwise the order of the displayed chat-messages from the same author would not be the one anymore in which they have been written. Now the problem is, that not only operations of the same type should be hold back, but maybe there are other operations, which should only be sent, after the lost one has been repeated (for example the visible results of a "user leaves the chat" operation should not be displayed on the screen, until after his last chat-message, that he has sent before leaving). On the other hand not all operations of the same type have to be held back. For example the player could talk to 2 different other users in private and when one message to one of them doesn't make it through instantly, then there is no reason to hold all messages to the other one back. Photons solution to this problem is channels: Send all operations that depend on each other, in the same channel, but send operations, that are independent from them, in another one. If now one of the operations has to be repeated, operation in other channels won't be hold back, but the ones in the same channel will.
a)A client can send an operationRequest with a certain operation code to the server via PhotonPeer.opCustom(). Some typical operations like joining and leaving rooms are already implemented by application from the Photon application layer like the Lite or the LoadBalancing application. If there is a client side API provided for a Photon application, then this API can provide functions like opJoin() out of the box, that wrap the call with the correct parameters to opCustom(), like the client side APIs of the mentioned applications do.
b)Depending on how an operation with a certain code is implemented on the application level, the server might send an operationResponse to the client, from which it has received the operationReqeust. For example LitePeer.opJoin() will trigger a join response from the server, but LitePeer.opRaiseEvent won't trigger a response.
c)Depending on how the operation is implemented on the application level, the server may or may not send events out to certain clients. For example LitePeer.opJoin() will trigger a join event, that will be sent to all players in that room. LitePeer.opRaiseEvent() will on default let the server raise an event, that is holding the payload, that you have passed to it, for all clients in the same room except the sending one. However opRaiseEvent() offers its calling client the possibility to specify the receiving clients.
3)"A Player hitting a target, player picks up an item in the world, player sends message"If you need any special server side logic for these, then you would implement them as their own operations with different code. If that is not the case, then you would send these informations with opRaiseEvent(), but you would still specify a different eventCode for each of those 3. However operation- and eventCodes are intended to be used to differ between different kinds of informations, like a chat-message, a pickup a hit, a position update, etc. So player a tells player b that he has hit player c and player b tells player d, that he has hit player d, would both use the same code. The information about Which player has been hit would - same like how hard it has been hit or with which weapon - belong into the payload of the operation. So you would for example pass the player-ID of the player, that has been hit, the munition-type and how much life-energy he has lost, as payload to opRaiseEvent() or opCustom().
I still don't understand what's the point of this server solution could be for me besides already implemented library for server connection, sending transforms from a client, and load balancing (which actually I don't believe as perfect as real load balancers).
Thanks for the reply and i finally cleared my doubts. So in terms of contacting photon staffs, is there a specific way of emailing that we need to follow in order to get replies? because one member of my team tried emailing to in...@exitgames.com and also deve...@exitgames.com but did not get a reply (same questions as above).
PHOTON has a built-in ability to control, and be controlled by, a whole ecosystem of devices typically found in shows. Our servers are fluent in MIDI, Art-Net, TCP and UDP. We made sure that language barriers would never become a hurdle in developing synergies with other products through external control.
PHOTON is fluent in the PosiStageNet protocol, which allows it to receive 3D-positioning data sent by an ALBION server about any kind of moving target connected to automation software solutions or ones that are fitted with Copernics, our own line of optical markers. This information can in turn be used to drive external devices and systems.
PHOTON is designed to accommodate stadium-sized venues featuring multiple large-scale screens. Such set-ups require very high-resolution content. Our uncompressed playback architecture allows the server to display high resolution media content without any color space or temporal compression. Rich colors and rapid motion content are smoothly expressed without any loss.
So I installed vcenter 6.7 build 17138064 on photon OS a while ago, but drive failure happened and now I am recreating the VM. Problem is I have completely forgot how to do it and all the tutorials from vmware are vague and all other tutorials are with windows installs.
So I then tried to install photon OS minimal install ISO. Mounted, start up, and yay it boots. Go through the installer and get to the main install (initializing system) and it just fails and says "Oops the install was interrupted". Can't get any further.
Got the photon OS ova to boot. Takes about 5 minutes of a black screen for a login to show up.
Mounted the VMware-VCSA-all-6.7.0-17713310.iso, but it wasnt showing up in the /mnt/cdrom, and cant manage to boot directly to the ISO either.
Photon OS uses systemd-resolved to resolve domain names, IP addresses, and network names for local applications. The systemd-resolved daemon automatically creates and maintains the /etc/resolv.conf file, into which systemd-resolved places the IP address of the DNS server. You must not modify the /etc/resolv.conf file.
To add a DNS server, insert a DNS key into the Network section of the static network configuration file, for example, /etc/systemd/network/10-eth0-static.network and set it to the IP address of your DNS server:
I need to send a message to all players in the room from a Photon server. Sending the message from a player would introduce too much latency so I need the server to collect data and distribute messages at a rate of 16/s without a player's influence. Is there a way to do this?
Every time you switch on a light bulb, 10 to the power of 15 visible photons, the elementary particles of light, are illuminating the room in every second. If that is too many for you, light a candle. If that is still too many, and say, you just want one and not more than one photon every time you press the button, you will have to work a little harder.
A team of physicists in the group of Professor Gerhard Rempe at the Max Planck Institute of Quantum Optics in Garching near Munich, Germany, have now built a single-photon server based on a single trapped neutral atom. The high quality of the single photons and their ready availability are important for future quantum information processing experiments with single photons. In the relatively new field of quantum information processing the goal is to make use of quantum mechanics to compute certain tasks much more efficiently than with a classical computer. (Nature Physics online, March 11th, 2007)
A single atom, by its nature, can only emit one photon at a time. A single photon can be generated at will by applying a laser pulse to a trapped atom. By putting a single atom between two highly reflective mirrors, a so called cavity, all of these photons are sent in the same direction. Compared with other methods of single-photon generation the photons are of a very high quality, i.e. their energy varies very little, and the properties of the photons can be controlled. They can for instance be made indistinguishable, a property necessary for quantum computation. On the other hand, up to now, it was not possible to trap a neutral atom in a cavity and at the same time generate single photons for a sufficiently long time to make practical usage of the photons.
df19127ead