🔴 Photon Server • Photon Network Engine • Learn Photon Game Development with Unity & C# • (Pt. 1)

Опубликовано: 01 Октябрь 2024
на канале: Code Master
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00:00 - Intro to Photon
02:03 - What is Photon?
04:07 - Installing Photon and Exploring Its Features
06:19 - Photon Cloud and SAS
08:47 - Running Photon on a Dedicated Server
10:54 - Extracting the Photon Folders
13:02 - Photon Cloud Infrastructure
15:17 - Photon Server Platforms
17:31 - Photon Socket Server and Unity Libraries
19:38 - Controlling Photon with PhotonControl.exe
21:40 - Creating a Photon Test Solution
23:38 - Setting Up a Project with Photon Assemblies
25:51 - Photon and IIS Compared
28:14 - Creating a Class to Interact with Photon
30:22 - Creating a Custom Peer Class
32:39 - Photon Peer: Handling Client Requests
34:38 - Limitations of Operation Codes
36:44 - Setting Up Log4Net for a Photon Server
38:59 - Configuring Log4Net for Runtime Logging
41:22 - Logging with Photon
43:36 - Setting Up Logging and Building the Server Application
45:49 - Configuring Photon with Visual Studio
48:03 - Configuring Photon for Deployment
50:17 - Enabling Auto Restart for Photon Test Server
52:24 - Configuring Instance Load Balancing
54:24 - Setting Up the Logging System for Photon
56:31 - Debugging Photon Test App
58:26 - Monitoring the Health of the Server
1:00:24 - Monitoring the Monitoring Software
1:02:31 - Using a License for 100 Concurrent Connections
1:04:52 - Creating a Client with Photon Peer Listener
1:06:00 - Connecting to a Photon Server
1:09:00 - Connecting and Disconnecting with Photon Peers
1:10:53 - Connecting to a Server with Photons
1:13:09 - Automating the Build Process
1:15:08 - Building a Basic Framework for Communication
1:17:09 - Serialization and Deserialization in Real-Time Games
1:19:03 - Installing the JSON.NET Package
1:21:20 - Installing JSON.NET and Serialization Basics
1:23:00 - Representing Commands and Events in PhotonTest.Base
1:25:12 - Using JSON.NET to Deserialize a Login Command
1:27:25 - Implementing the Command Dispatcher
1:29:27 - Comparing JSON and Binary Serialization for Chat Programs
1:31:33 - Implementing the Command Handler on the Server
1:33:39 - Deserializing JSON with JsonConvert
1:36:03 - Advanced Syntax to Save Time
1:38:16 - Invoking the Login Command with a Dictionary
1:40:25 - Dealing with Networking Easier
1:42:30 - Testing Login Code
1:44:37 - Preventing Blocking Issues with Client Work
1:46:47 - Handling Threads with Photon
1:49:16 - Managing Networked Code with Multiple Threads
1:51:40 - Managing a Server Connection with a Thread
1:53:32 - Controllers for Networked Programs
1:55:34 - Importance of the "volatile" Keyword
1:57:40 - Caching Reference in C# Implementation
1:59:36 - Building a Simple Network Engine
2:01:58 - Hijacking the Event Infrastructure
2:04:00 - Purpose of the Root Controller
2:06:20 - Switching to the Login Controller
2:08:00 - Debugging a Connection Issue
2:11:08 - Improving Workflow with Resharper
2:13:00 - Handling Login Failures and Sending Events
2:15:45 - Instantiating an Event Data Structure
2:18:00 - Flow of Data from UI to Server Connection
2:20:00 - Photon in Control: Processing Events and Invoking Commands
2:22:00 - Adding Events and Commands to System
2:24:21 - Adding Commands and Events to Server
2:26:35 - Creating Events for Room Joining and Leaving
2:29:04 - Modeling Events for Networked Applications
2:31:38 - Constructing a Room Model
2:33:00 - Adding a Player to a Room
2:35:41 - Joining and Leaving a Room
2:37:35 - Creating the Engine for Negotiating Between Players and Rooms
2:39:00 - Making Room Names Case Insensitive
2:41:48 - Creating Player Objects with the System
2:43:00 - Exiting a Room and Destroying a Player
2:46:21 - Integrating the Engine Class into the Server
2:48:20 - Passing the Engine into the Peer Constructor
2:50:31 - Creating a Private Void Handle Send Message Command
2:52:37 - Making the Engine Single-Threaded
2:54:00 - Differentiating Between Room Classes on Server and Client
2:57:20 - Handling Login and Room Join Events
2:59:00 - Implementing Room Controller
3:01:38 - Parsing Input and Dispatching Commands
3:04:00 - Handling Events in the Console
3:06:00 - Handling Room Events in Game
3:08:41 - Making Logs Prettier and Launching Client
3:10:59 - Multi-Client Action with Photon
3:13:19 - Building a Networking Framework with Photon
3:15:38 - Moving from Chat to Real-Time Games
3:17:00 - Addressing Multi-Threading and Serialization
3:19:00 - Multi-Threading and Component Scheduling
3:22:00 - Creating a Binary Serialization Engine

This course will get you up to speed on using the Network Engine Photon. We will build a simple server-based application using C#.

The next video in this Photon Server course (Part 2 of 2) is:    • 🔴 Photon Server • Photon Network Engi...  

The full playlist to this Photon Server course is available at:    • 🔴 Photon Server  

Disclaimer: I don't own the rights to the content provided in this video. All credit to the respective owners.

This video was created by 3D Buzz and is now available to you for free.