Photon

30
Apr 12

 

As you may have seen with RC8 already we have concentrated our efforts in the last months to improve the stability and performance of photon. The last weeks have been the toughest due to some really nasty hard to reproduce bugs. Today we are really glad to announce the release of RC9 which in terms of stability and quality could/should be called final 3.0 release.

It’s not  the final 3.0 – only because we haven’t finalized Photon HTTP (lite hosted in IIS) and a couple of improvements in our utilities (photoncontrol/stardust) mostly to address some of the difficulties we have seen our new developers get confronted with when setting up photon the first time, which will take another two weeks and we didn’t wan’t to wait that long to get this fixes out – just to mention some of the fixes:

  • Udp/ENet peer leak – appearing during the 24 hours before the tickcount wrap (every 49.7 days) – this could depending on your application lead to a performance hit on your server.
  • Two Tcp peer leaks – one caused by an unhandled exception in the timer callback and one by an issue in the policylistener code
  • ENet disconnect notification delay for large ping intervals
  • Performance counter inconsistencies
  • An infinite loop in the tcp stream parser
  • Flow control and parsing errors (unexpected message) in the TcpListener and the S2S API
  • Exception in LiteGame ExecuteOperation and ProcessMessage causing Photon to shut down (restart)
  • An unhandled exception thrown when clients sent duplicate parameter codes

 

These release also introduces a couple of improvments for logging and monitoring:

  • New performance counter:
    • policy requests now have their own set of counters
    • failed policy requests
    • enet datagram validation errors
    • peer lifecylcle counters peers created, disconnected (by timeout, client, exception, server-app), destroyed (=cleaned up)
  • New server side peer stats/tracking features:
    • RTT  and RTT-Variance
    • OnDisconnect now has a disconnect reason as enum and debug string (e.g. exceptions details in case of an exception)
  • Monitoring messages – we introduced the feature in RC8 but are anouncing it know after it passed our testing cycle all listeners will echo the char ‘}’ / 0xFD (in RC8 it was 0xFF but we changed it when we noticed that some of the services out there wouldn’t allow to configure 0xFF)
  • In a similar vein – in RC8 we intoruced Enet Outbound peers – which we are now ready to announce publicly. But what are they for? Well definitely not for server-to-server comunication where TCP excels – we see their main purpose in stress/load testing (we leveraged a whole set of tests we had developed for our s2s api) and for health checks (see the LatencyMonitor in our loadbalancing application as an example for this).

 

For a more detailed list of changes and fixes please refer to the Photon3-ChangeHistory.

 

To download the Server SDK go to our download page.

20
Apr 12

The new C, C++ and objC client SDKs version 3.0.3.0 are out now!

Get the new SDKs for Photon Server here and for Photon Cloud here.

Important changes are:

  • an improved debug output interface for C++ and objC: You now can just call .toString() on any object and you will get a nicely formatted string of its payload returned
  • a lot of fixes and improvements in the support of more complex arrays
  • some new features have been added to the LoadBalancing API
  • the bug, that triggered timeouts, when non should have been triggered, that some of you experienced with the LoadBalancing lib, has been fixed
  • tcp support has been completely reimplemented from ground up; if you use tcp, please update to this version ASAP, as the old implementation has some serious bugs (however, you should use (reliable) udp with Photon, whenever you can, anyway)
  • The AndroidNDK client now supports unicode, armv6/armv5te devices and Android 2.2 (armv7 and Android 2.3 and newer have already been supported from the first release on), ships with its own version of the realtime demo and has now officially reached beta state (yes, directly from prealpha to beta, we have skipped the alpha release, so you have not missed anything)

Get the new SDKs for Photon Server here and for Photon Cloud here

20
Apr 12

Little Games Big Business
Created by: BusinessDegree.net

05
Apr 12

We nearly fell off our office chairs when watching this video by Google introducing ‘A new way to multitask’. As it was April 1st it is apparently an April’s Fool joke and it is a good one, but at second 42 two Photon powered games are featured in this video: Begone by Nplay and WGT by World Golf Tour.

It is hard to believe that albeit there are tons of games in the Chrome Web Store, Google actually chose two Photon powered games. Crazy. But cool.

Watch 'Chrome Multitask Mode'

 

05
Apr 12

iPad Game of the Week: Cubemen. Powered by Photon Cloud. Available on Steam, for iPad and Mac.

We admit that we are proud of Photon, sure, but Photon is nothing without a great developer community doing stunning games with it.  Cubemen’ by 3Sprockets is a great example of such a game and  therefore we were not suprised that the game not only won the GEE contest, but was also honored by Apple making it their iPad ‘Game of the Week’.

Congrats to the team at 3Sprockets!