Unity Master Server Framework – Part 13 – PowerShell Client Launcher

In part 12 of the series we implement Photon Bolt networking to synchronize our player movement. In this part we will implement a PowerShell script to launch multiple instances of our client in a grid.

Continue reading “Unity Master Server Framework – Part 13 – PowerShell Client Launcher”

Unity Master Server Framework – Part 12 – Add Bolt

In part 11 of the series we played a simple game with Unet. In this part we will implement Photon Bolt, a paid asset on the Unity Asset Store. This article in the series is optional if the reader has not paid for Photon Bolt. The remaining articles in the series are not dependent on Bolt.

Continue reading “Unity Master Server Framework – Part 12 – Add Bolt”

Unity Master Server Framework – Part 9 – Custom Spawner

In part 8 of the series we implemented a GameServer. In this part we will implement a custom spawner, and start it from within the editor or from the command line.

We are getting close to having the following working. This video shows the following

  • A Windows command window where I launched the master server and custom spawner in one process
    • A status line at the top of the window shows the following details.
    • [Master | Users LoggedIn: 10 Matchmaking: 1]  [Games  Played: 1000  Aborted: 0 Underway: 4]
      • Master – shows it is running a master
      • LoggedIn – # authenticated MSF clients
      • Matchmaking – # clients waiting in matchmaking queue
      • Games Played – # successfully completed games
      • Games Aborted – # games the GameServer aborted
      • Games Underway – # games running with launched GameServers
  • 10 clients, each running a state machine, requesting a game, being assigned a gameserver (launched windowless), and playing a game.
    • The client has a status line showing the following
    • [Client | Played: 123  Aborted: 0 | GameStarted] Game Count Down 3
      • Clients – shows it is running a client
      • Played – # games played
      • Aborted – # games aborted – from FailedToGetGame
      • GameStarted – an example of the current state of the client
      • Game Count Down 3 – an example status message

Continue reading “Unity Master Server Framework – Part 9 – Custom Spawner”

Unity Master Server Framework – Part 7 – Start Components From Command Line

In part 6 of the series we implemented a custom matchmaker for the Master Server Framework and had the client request a game. In this part we will set up our project to handle starting the client or the master server from the command line. We will need this infrastructure to support starting a gameserver or a MSF spawner as well as setting up multiple spawners on multiple machines. Continue reading “Unity Master Server Framework – Part 7 – Start Components From Command Line”

Unity Master Server Framework – Part 6 – Creating a Custom Matchmaker

In part 5 of the series we started integrating with the Master Server Framework. In this part we will implement the following use case.

  1. Client request to play a game.
  2. Server has a custom matchmaker module that queues up players waiting for a match.
  3. When there are enough players waiting to start a match, a match is created with a set of players.
  4. The clients of the players in the match are notified of their match details.
  5. The clients move into the ConnectingToGameServer state with the match details providing the connection details.

We will spawn a GameServer in the next part of the series. Continue reading “Unity Master Server Framework – Part 6 – Creating a Custom Matchmaker”

Unity Master Server Framework – Part 5 – Integrate with Master Server Framework

In part 4 of the series we set up the client state machine. In this part we are going to integrate with the Master Server Framework (MSF), a free asset of the Unity Asset store.

Let’s get started. Continue reading “Unity Master Server Framework – Part 5 – Integrate with Master Server Framework”

Unity Master Server Framework – Part 4 – Visualize the State Machine

In part 3 of the series we set up the client state machine. In this part we are going to visualize the state machine by setting up buttons on the UI and highlighting the button corresponding to the state. Continue reading “Unity Master Server Framework – Part 4 – Visualize the State Machine”

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