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Alec Degen avatar image
Alec Degen asked

Unity Mirror and Playfab GameServers

Hello,

I have a working multiplayer game and I am now looking for game servers and matchmaking.

But I am not sure if I can use PlayFab game servers with my game. Can someone explain to me how this works and what I need to do on MY side to have my game on PlayFabs game servers ?

Matchmaking seems pretty straight forward but the game server part makes me really nervous.

Like, is it just about a few API calls I need to implement in my already working multiplayer game? Or do I have to do more? What does the game server want from me to have a game running there?

apisunity3dsdksmultiplayer
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1 Answer

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Citrus Yan avatar image
Citrus Yan answered

Game servers hosted on PlayFab needs to be integrated with PlayFab systems, and this process is quite straightforward, please follow this tutorial to get started:

https://docs.microsoft.com/en-us/gaming/playfab/features/multiplayer/servers/

For the integration part, basically the following is what you need to do:

Integrating your game servers with the PlayFab Game Server SDK (GSDK)

Determining required DLLs that need to be included in the asset package

Locally debugging game servers and integration with PlayFab

Additionally, we also have a Unity Mirror Game Server sample integrated with GSDK: https://github.com/PlayFab/gsdkSamples/tree/master/UnityMirror, hope you find it helpful.

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Caleb Smith avatar image Caleb Smith commented ·

Is there any way to get a bit more clarification on this Unity Mirror Game Server sample you guys have? I've built both client and server, and am following the instructions here:

https://docs.microsoft.com/en-us/gaming/playfab/features/multiplayer/servers/locally-debugging-game-servers-and-integration-with-playfab

I'm able to get the client to connect but then it immediately logs a message saying silent and disconnects.

I'm also getting a Debug Warning saying:

ReadMessageBlocking: possible allocation attack with a header of: 1213486160 bytes. UnityEngine.Debug:LogWarning(Object) Telepathy.Common:ReadMessageBlocking(NetworkStream, Int32, Byte[]&)

Any help would be appreciated. Thank You.

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Jego Merckx avatar image Jego Merckx Caleb Smith commented ·

Dapper Dino has a great video on showing how to use the playfab servers with mirror. You can find it here: https://www.youtube.com/watch?v=JJESrjLWhNM

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Caleb Smith avatar image Caleb Smith Jego Merckx commented ·

Thank you for the response. I have watched that video, and even gone through Natepacs walkthrough by myself. The difference for me here is that we are using the MockVmAgent and also that I can't quite tell what the program is actually supposed to do. Given that this is an actual example for PlayFab I would have thought something like the allocation attack wouldn't be there, and that maybe there would be something beyond a quick connect and disconnect. Really I'm just curious if I messed up the process somehow to create these issues and if somebody has encountered them before. There is surprisingly little else anywhere about the separated client and servers with Mirror so I was hoping to get this one figured out.

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