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Glossary
ACK A command (used internally) to make UDP reliable.
Actor Players in a room are also called "Actor". An actor has an ActorNumber, valid in the room.
Application Applications contain the game logic, written in C# and run by the Photon Core. They
extend the abstract class Application for this.
Binaries Folder The binaries folders contain platform specific builds of the Photon Core. They
are prefixed with "bin_" and in the "deploy" folder of the Server SDK.
Build script A batch file or MsBuild project to compile and copy applications for their
deployment. Takes care of getting a clean build for deployment.
Business Logic A game's logic, which runs on top of Photon Core. This "layer" handles
operations and events.
Channel Channels allow you to separate information into multiple sequences of operations and
events. In a single channel, all operations and events are in order, each channel is being sequenced
independently. This means, that Events of one channel will not be stalled because events of
another channel are not available.
By default Photon has two channels and channel zero is the default to send operations. The
operations join and leave are always sent in channel zero (for simplicity). There is a "background"
channel 255 used internally for connect and disconnect messages. This is ignored for the channel
count.
Channels are prioritized: the lowest channel number is put first. Data in a higher channel might be
sent later when a UDP package is already full.
Command Commands are used on the eNet protocol layer to transport your data or establish /
shutdown connections. You won't write these, but we will explain them for your background
knowledge.
Connect Before clients can call operations on Photon, they need to connect and establish a
connection.
Custom Operation Any operation that is not in the client API or new to the server side (not in the
Lite Application).
Dashboard The dashboard aggregates counter data and generates graphs for monitoring purposes.
Photon applications can be managed from their respective dashboard.
Deploy Folder In the Server SDK, this folder contains everything that is needed to run Photon.
Namely: the binaries-folders and compiled Applications.
Device In general: a mobile. Or any other system to runs your client application.
Disconnect Ends a connection between client and server. Happens when a player wants to exit the
client-app or there is a timeout. Also, the server logic could disconnect players.
Event Events are asynchronous messages sent to clients. They can be triggered by operations (as
side effect) or raised (as main purpose of an operation) and are identified by an event code. The
origin is identified as ActorNumber.
EvCode Short for EventCode. Identifies the type of Events and which information the event
carries.
Game Depending on context this means an entire application or a round / match between a few
players. The Lite Application implements the latter by rooms where you play your game as group.
Latency Time between request and ACK. Might differ on client and server.
Lite Means the Lite Application, which is a basic business logic to get you started.
Lobby Means either the Lite Lobby Application or a "lobby room" in it.
Lobby Room A lobby room is a special room in the Lite Lobby Application. These rooms do not
send join and leave events as the other players are not of interest. Instead, all players get lists of
existing games so the player can choose.
Log Files Photon is designed to run as service and does not have extensive GUI. There are two
sets of log files used instead: Applications write into deploy/log. Photon Core writes into
deploy/bin_*/log.
Matchmaking The process of finding a game / match. The Lite Application does not have
matchmaking, aside from being able to join any room by name. Lite Lobby adds listing of rooms.
NNet The "old" name of our eNet RUDP protocol implementation. This was a mixture of "eNet"
and "Neutron".
Operation Another word for RPC functions on the Photon server side. Clients use operations to
do anything on the server and even to send events to others.
OpCode Short for operation code. A byte-value that's used to trigger operations on the server side.
Clients get operation responses with opCodes to identify the type of action for the returned values.
Peer In short: Any client (independent of its platform) that is connected to Photon. To be exact,
the Photon server is also a peer for the client-side but in all cases the only one.
Photon Core The C++ core of Photon. It handles connections and the eNet protocol for you.
PhotonControl This is Photon's Administration tool. Start the PhotonControl.exe to get a tray-bar
menu and easily manage Photon's services.
PhotonServer.config This is the configuration file for the Photon Core. It configures IPs,
applications and performance settings. Formerly it was called PhotonSocketServer.xml and for a
short time PhotonSocketServer.config.
Policy File The Policy Application runs on Photon to send the crossdomain.xml. Webplayer
platforms like Unity Webplayer, Flash and Silverlight request authorization before they contact a
server.
Reliable Reliable commands will reach the other side or lead to a timeout disconnect. They are
sequenced per channel and dispatching will stall when a reliable command is temporarily missing.
ReturnCode Primary result of every operation in form of a byte-value. Can be checked if an
operation was done successfully (RC_OK == 0) or which error happened.
Room A construct to group players or peers. This can be a game or simply a chat lobby or
anything you make it.
RUDP Reliable UDP. A protocol on top of UDP which makes sent commands reliable on demand.
Socket Server Another name for the Photon Core.
Timeout With eNet, client and server monitor if the other side is acknowledging reliable
commands. If these ACKs are missing for a longer time, the connection is considered lost.
Unreliable Unreliable commands are not ACKd by the other side. They are sequenced per channel
but when dispatching, the sequence can have holes.
Introduction 介绍
Welcome to the Photon Server documentation. If you are looking for the Photon Cloud
documentation, please go over here . —— Photon 云文档
The documentation is split into three topics: Getting Started, Tutorials, References. Just head
over there using the links below and take a look. You will always have quick access to the topics
via the navigation menu on the right.
分为三部分:开始,教程,参考文献
If you are completely new to the world of Photon scroll down to the comparison chart below. It
will help you to understand the differences and what Photon product better suits your needs.
下表是 Photon 产品比较,便于你选择更适合的产品
Photon Server vs. Photon Cloud Photon 服务器与 Photon 云
Photon Server is a On Premise (OnPrem) server application that you can run and host on
machines of your choice. Fully customizable and the authoritative control gives you the freedom
to configure and set up your own infrastructure for multiplayer enabled applications.
Photon 服务器 是一个服务器应用程序,可以在你选择的机器上运行,并且完全是自定义
和权威性的控制,你可以自由的配置和部署多人应用的基础设施。
Photon Cloud is a Software as a Service (SaaS) and as such a fully managed service. You can
completely concentrate on your application client while hosting, server operations and scaling is
all taken care of in the Photon Cloud.
Photon 云 是一个软件即服务并且是完全的托管服务,你可完全关注于你的应用客户端,
而处理服务器操作和应用扩展是由 Photon 云负责。
Photon Cloud 云 Photon Server 服务器
Server Administration. Zero server hassle anymore. Sit back and relax while our experts take care
of running the servers. 服务器管理:由云负责,零麻烦。 You gain full authority of running
Photon for your applications. You run your own servers or rent fitting ones and make sure they are
available for your users. Photon's logs and performance counters provide all necessary information
about low level performance and stability.
你可以在你的服务器上运行你的应用,以确保对于你的用户是可用的,Photon 的日志和性
能监视器提供了最低水平的性能与稳定性的信息。
Scalability. The Photon Cloud scales automatically to accommodate all your users. Using our
SDKs your client application is built for an efficient load balancing workflow. 可扩展性:Photon
云自动适应你所有的用户,使用我们的 sdk 客户端应用程序是建立了一个有效负载平衡的
工作流。 Our load balancing power-up is available in source code. It is a solid foundation to
scale across multiple servers. Running the right number of servers for your customers is your
responsibility.
在源代码中我们的负载均衡是可用的,它是固有的功能可跨越多个服务器,为你的用户提
供正确数量的服务器。
Licensing. Choose between various subscription models from indie development to enterprise
solutions check out our different pricing models now . Why don't you just give it a try? Photon
Cloud comes with a free Plan for up to 20 CCU per app . 许可:免费版有 20 个 CCU Licenses
are bought through the shop and provided as download. Cheaper licenses limit the number of
concurrent users per server. Optionally, an Enterprise License is available for any number of
servers upon request.
许可证是通过购买的,并提供下载,便宜的许可证是现在用户数量的,而企业许可证是可
提供任意数量的许可。
Game logic. All custom logic takes place on the application client to allow a zero-hassle
experience.
游戏逻辑:让所有在客户端应用上的通用逻辑有一个零麻烦的体验 The server's logic can
be fully customized in C#. Several pre-defined applications are available as source and provide a
high performance framework for your application. Benefit from our protocols and abstraction of
low level functionality and add any feature you might be missing.
服务端的逻辑完全是可定制的 C#代码,有几个内置应用可用于扩展,并且为你的应用提供
了一个高性能的框架,得益于我们的协议和抽象的底层功能,并且可以添加任意的功能。
Start instantly. Photon Cloud lets you register and immediately run your application. No setup
needed. No server needed. 立即开始:Photon Cloud 使你可以注册并运行你的应用,并且不
需要配置和服务器设备。 Once downloaded, start in less than 5 minutes . Photon is easy to
setup and runs locally as well as remote.
下载后,不到 5 分钟就可以开始了,Photon 是简单部署就可以运行了。
Feature Overview 功能概述
Photon is a real-time socket server and development framework that is fast, simple to use and
flexible. Client SDKs are available for all major platforms:
Photon 是一个快速、简单、灵活、实时的 Socket 服务器和开发框架,客户端 SDK 可用
于以下平台:
The Photon high level architecture looks like this:
Photon 的高级架构体系:
Basic Architecture 基本架构
The Photon Core is written in native C++ for performance reasons
It uses IO Completions Ports (IOCP) for high performance socket handling
Implements the heavy “lifting” of the protocols (e.g. reliable UDP)
Support relaible UDP, TCP and Web Sockets
Photon Core 是用 C++编写的,这是出于性能考虑
它使用的是完成端口 IOCP,用于高性能套接字的处理
使用了更好的协议
支持可靠的 UDP,TCP 和 Web Sockets
The Core hosts a .NET CLR which runs the business logic in C#
Contains the applications running on Photon
Written in C# (or any other .NET language)
Photon Core 托管着运行业务逻辑的.NET CLR
包括运行在 Photon 上所有的应用程序
用 C#编码
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