Setup
Installation
- (Windows only) Unblock
Photon-Quantum-X.X.X.Plugin-SDK.zip
byright-click > Properties > Unblock
before unzipping it. - Unzip the archive into a folder inside or next to the Quantum Unity project (Quantum tools will auto-detect the location).
|
Or |
|
- (Running local Photon Server) Download and copy a Photon Server license from the Photon dashboard into the
Photon.Server/deploy_win/bin
.
PS: only Circle membership owners have access to the license file.
Testing The Server Plugin
- Open the
Quantum.Plugin.Custom.sln
in Visual Studio or Rider, set theQuantum.Plugin.Custom.Stock
as start-up project and ignore that other project may file to compile; - Press F5 to start the Photon-Server;
- Open the game server log file under
Photon.Server\deploy_win\log\GSGame.log
; - Open the Unity project, select
PhotonServerSettings.asset
and press theLocal Name Server
button; - Start an online game using the Quantum Menu.
Testing Server Simulation
- Select the
QuantumDotnetProjectSettings
asset in Unity and folders that contain simulation code, if any is missing;- For example
Assets\Photon\QuantumAsteroids\Simulation
;
- For example
- Select the
QuantumDotnetBuildSettings
asset and pressDetect Plugin SDK
. If this fails, select the folder (that contains thePhoton.Server
folder) manually; - Select the
QuantumDotnetBuildSettings
asset and pressSync Plugin SDK Server Simulation
. This step builds the non-Unity simulation dll, exports the Quantum Unity DB and copies the LUT files:- Libraries to the
Lib
folder; - Assets to
Photon.Server\deploy_win\Plugins\QuantumPlugin3.0\bin\assets
;
- Libraries to the
- Open the
Quantum.Plugin.Custom.sln
in Visual Studio or Rider;- Set the
Quantum.Plugin.Custom.Sample.ServerSimulation
project as the start-up project; - Press F5 to start the Photon-Server;
- Open the game server log file under
Photon.Server\deploy_win\log\GSGame.log
;
- Set the
- Open the Unity project, select
PhotonServerSettings.asset
and press theLocal Name Server
button; - While selecting the
PhotonServerSettings.asset
change theAuth Mode
toAuth Once
; - Start an online game using the Quantum Menu.
SDK Content
Lib Folder
The Lib folder includes all dependencies required to compile and run the Quantum Photon Server plugin.
The PhotonHivePlugin.dll
for example is the interface for general Photon Server plugins. Quantum.Deterministic.Plugin.dll
, Quantum.Deterministic.Server.dll
and Quantum.Deterministic.Server.Interface.dll
are the main libraries of the Quantum plugin. Quantum.Deterministic.dll
and Quantum.Log.dll
are usually replaced by the libraries of custom simulation build (from Unity).
Photon.Server Folder
The folder includes the local Photon Server. The bin
folder has the Photon.Server executables, LoadBalancing
and NameServer
has the server code and Plugins
has the server plugins. The log
folder contains the server logs (e.g. the game server log GSGame.log
).
The plugin configuration file LoadBalancing\GameServer\bin\plugin.config
includes the local configuration key value store that online servers get from the Photon Dashboard.
The custom plugin libraries will be outputted to Plugins\QuantumPlugin3.0\bin
. This is also the folder that is uploaded to the Photon Enterprise cloud in the end.
Quantum.Plugin.Custom.* Folders
These folders contain sample projects for a custom Quantum plugin (see next section).
Plugin Samples
The Quantum.Plugin.Custom.sln
comes with multiple sample projects. Select one as a start-up project to be able to start it with F5.
See in the launchSettings.json
how F5 will start a Photon Server:
The shared csproj file Quantum.Plugin.Shared.csproj.include
is used in each project to support basic integration tasks like:
- Copying the output to the destination folder: Photon.Server\Plugins\QuantumPlugin3.0\bin;
- Zipping the plugin to prepare for Photon Cloud upload;
- Checking for a license file.
Stock Sample
This sample is a blank slate which only consists of a custom DeterministicPluginFactory
which is responsible to instantiate the required DeterministicPlugin
. It will just instantiate the unmodified base plugin object.
C#
public override DeterministicPlugin CreateDeterministicPlugin(IPluginHost gameHost, String pluginName, Dictionary<String, String> config, IPluginLogger logger, ref String errorMsg) {
return new DeterministicPlugin();
}
HTTP Sample
In some situations, you may need to query an external service to get some information or to perform some action (such as giving a player's account rewards).
This sample is a slightly more advanced version of the stock plugin. It includes a custom DeterministicPluginFactory
and a custom DeterministicServer
called QuantumCustomServer
. This class overrides some of the base plugin methods to add custom behavior (HTTP calls in this case).
The custom server utilizes the HTTPExample
class to perform a simple HTTP GET request to a public API. The HTTPExample
class is a simple wrapper around the PluginHost's HTTP calls.
C#
HttpExample.SendAsync(host, result => {
if (result) {
Log.Info("HTTP Asyncronous Response: Success");
} else {
Log.Info("HTTP Asyncronous Response: FAILED");
}
});
Server Simulation Sample
This sample is the same as the Stock sample but includes a Server Simulation.
In order to do this, the instance of DeterministicServer
created is also provided with a DotNetSessionRunner
in its constructor.
To compile this project all steps from the section Testing Server Simulation have to be completed first.
C#
public override DeterministicPlugin CreateDeterministicPlugin(IPluginHost gameHost, String pluginName, Dictionary<String, String> config, IPluginLogger logger, ref String errorMsg) {
var sessionRunner = new DotNetSessionRunner {
AssetSerializer = new QuantumJsonSerializer()
};
return new DeterministicPlugin(new DeterministicServer(sessionRunner));
}
The DotNetSessionRunner
is a simple implementation of the ISessionRunner
interface that allows the Quantum simulation to be run outside of Unity.
The QuantumJsonSerializer
is used to serialize and deserialize the AssetDB.
Events and Callbacks from Server Simulation
It is possible to, from the custom plugin, react to Events (defined and triggered in the simulation code) and Callbacks.
This can be achieved that by getting the EventDispatcher
and CallbackDispatcher
from the DotNetSessionRunner
and subscribing to the desired events and callbacks.
C#
private void SubscribeToEvents(DotNetSessionRunner sessionRunner) {
var eventDispatcher = (EventDispatcher)sessionRunner.EventDispatcher;
eventDispatcher.Subscribe<EventFoo>(this, OnEventFoo);
}
private void OnEventFoo(EventFoo foo) {
// Do something with the event
}
C#
private void SubscribeToCallbacks(DotNetSessionRunner sessionRunner) {
var callbackDispatcher = (CallbackDispatcher)sessionRunner.CallbackDispatcher;
callbackDispatcher.Subscribe<CallbackGameStarted>(this, c => Log.Info("Game Started"));
}
Further Readings
The Quantum custom plugin is based of Photon-Server V5 and follows the workflow described in the Photon Server docs. Dive into these docs for further reading: Photon-Server V5 Step by Step Guide
To upload the plugin to the Photon Enterprise cloud the following tutorial is helpful: Enterprise Plugin Setup
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