Flash

06
Jul 11

 

What’s new?

FIXED

  • A second ping interval being initialized when connecting was confusing setting of server time.
  • Wrong server time offset calculation, larger than should be

 

ADDED

  • setServerTime() to force server time being (re-) set with next ping

 

CHANGED

  • Server time only gathered once at start to be used as offset.
  • Policy File loading, speeds up initial connect when using default policy Port 843
  • Debugging is now false per default

 

Direct Download …

02
May 11

The new Server SDK v2.6.0 is available on our download page now. In short: this fixes a concurrent user count issue with Policy requests, supports alternative License Servers, has several changes in the Flash AMF3 support and encryption support for Android. The handling of port changes in connections is enhanced but you should update DotNet, Unity or Silverlight clients to use v6.3.1 Client SDKs and up.

v2.6.0 in more detail:

In the previous release, some of our customers noticed that their license’s CCU count was used up over time – even though there were not so many concurrent users. The cause for this were web-clients that didn’t close the connections for policy-requests. TCP does not timeout by itself: If nothing is sent, the connection is assumed open and counts as concurrent connection. Now the server actively closes the connection once it sent the policy-file.

So far, we exclusively used Google App Engine as Licensing Server for Photon, mainly for reliability reasons. It’s a service with awesome availability. However, it’s not available in some countries and locations. To solve this, we built an alternative Licensing Server that runs in Microsoft’s Azure platform. It’s deployed in Europe and Asia (Hongkong, as far as I know). New “floating licenses” (that run on any machine) will now include either URL and use the first service available. Of course, licenses can also be locked to a certain public IP or hardware ID as before.

As Photon’s Flash AMF3 support is becoming more widely used, we ironed out several edges in that area. Objects are now deserialized to Hashtable instead of Dictionary<string, object> and we now support int[], double[], long[], short[], float[], string[] and Hashtable[] parameters.

Working on the Android Client SDK, we found out that encryption is something else in Java than in DotNet. The supported encryption algorithms are so different that we had to adjust the server side to get it running. This is done behind the scenes but also the foundation for the new (upcoming) client SDK.

This release changes the way that clients are identified to optimize handling of port changes that might happen. As a result you should update Unity, DotNet and Silverlight clients to use the latest client SDKs.

Get the Photon Server SDK v2.6.0 here.

10
Mar 11

The new release fixes issues when a Flash client received so much data that it didn’t arrive in one “package”. Now the client checks if enough data is available, to fully read the expected number of key/values.

Also new is a AS3 event, in case a client tries to send too much data. The limit here is 65kB of a serialized data of one operation. Please keep in mind that the number of parameters and their types are also added to the serialized data, so it’s not possible to send a 65kB byte-array, as there is some overhead.

05
Aug 10

After the Photon 2 release, we got great feedback, tweaked our code a bit and added more documentation. Today, we want to give you all an update of Photon socket-server, the MMO Demo package and also a fix for Flash clients.

The MMO Demo v2.0.5 implements proposals that emerged in forum discussions with our growing community. If you haven’t yet, join the dialog with Exit Games and help us shape Photon. Some of the changes: You now have access to actor interest-areas and items. Vectors are serialized to float arrays for sending and Items now use ICoordinates in the constructor, which removes the need to use Vectors there.

The Photon Server SDK v2.0.5 now includes a 64bit build for WinXP and Win2003 servers. Photon Control now indicates when it’s busy (waiting for service start) and of course we updated the binaries of the MMO application (up to date with the MMO Demo source).

The Flash SDK v5.5.1 includes a crucial fix for the server timestamp, which did not show a valid value when the server’s time had an overflow.  Now it shows the approximated timestamp in all cases.

Download and start your network engine today!