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Taras Lazoriv avatar image
Taras Lazoriv asked

Custom Photon Server with Playfab

Hello everyone, I am trying to set up a build of our photon custom server for playfab. Have a few of problems. As I understand, for normal operation, you need Executable Shim. I made it like an example https://github.com/PlayFab/gsdkSamples, after running all the processes. starts up _run-photon-as-application.start.bat (standard bat file of the photon to start the server). But in this configuration, server did not start. Accordingly, there are a couple of questions:

1. gsdkSamples cannot be run on the local machine? Constantly gives an error when GameserverSDK.Start (); - Microsoft.Playfab.Gaming.GSDK.CSharp.GSDKInitializationException: 'GSDK file - not found'

2. Where to see the logs that GameserverSDK.LogMessage records?

3. If there were examples or guides / tips for setting up a photon server (not cloud) in the playfab, please give a link

photonCustom Game Servers
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JayZuo avatar image
JayZuo answered

I'm not familiar with custom photon server. But according to your error, it seems you are not integrating your server with the PlayFab game server SDK (GSDK) properly. I'd suggest you refer to the https://github.com/PlayFab/gsdkSamples you've mentioned. And also https://docs.microsoft.com/en-us/gaming/playfab/features/multiplayer/servers/integrating-game-servers-with-gsdk.

For the logs generated by GSDK, if you are locally debugging, then you can find them in OutputFolder as mentioned here:https://docs.microsoft.com/en-us/gaming/playfab/features/multiplayer/servers/locally-debugging-game-servers-and-integration-with-playfab. And if you've deployed in PlayFab, you can retrieve them as in this document:https://docs.microsoft.com/en-us/gaming/playfab/features/multiplayer/servers/archiving-and-retrieving-multiplayer-server-logs.

There is no example or guide for photon server with PlayFab Multiplayer Servers 2.0, but besides photon server specific thing, it should be similar to the gsdkSamples and you can find all related documentations here:https://docs.microsoft.com/en-us/gaming/playfab/features/multiplayer/servers/.

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Taras Lazoriv avatar image Taras Lazoriv commented ·

Hi @Jay Zuo!

Thanks for your reply! We reviewed the links above and started the server locally. We got the next log:

2019-05-29 14:59:45,509 [ 1] INFO  PhotonHostRuntime.PhotonDomainManager -   CachePath = ‘C:\PlayFabVmAgentOutput\2019-05-29T14-59-27\ExtAssets\ffffffff-ffff-ffff-bff4-f40400000000d4f9d2b0-f09a-4f5a-bb0c-a0c2320d0dceWestUs\SH0\A0\Game\Cache’ 
2019-05-29 14:59:45,552 [ 1] ERROR PhotonHostRuntime.PhotonDomainManager - CreateDomain System.IO.FileLoadException: The path is too long after being fully qualified. Make sure the full path is less than 260 characters and the directory name is less than 248 characters. File name: ‘PhotonHostRuntime, Version=4.0.28.2962, Culture=neutral, PublicKeyToken=02c301b61b060c4d’ ---> System.IO.FileLoadException: The path is too long after being fully qualified. Make sure the full path is less than 260 characters and the directory name is less than 248 characters. File name: ‘PhotonHostRuntime, Culture=neutral, PublicKeyToken=02c301b61b060c4d’

Looks like PlayFabSDK put the server to the path that is too long due to GUID. Is it possible to change this path?

Thanks in advance!

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JayZuo avatar image JayZuo ♦ Taras Lazoriv commented ·

There is no way to change the path and they are not controlled by PlayFab SDK. However Long Path Support is enabled for applications that target the .NET Framework 4.6.2 (or later). Maybe you can change the target to solve this issue.

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