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Question by rusildo · Mar 07, 2016 at 01:04 PM · unity 5multiplayernetworkphotonweb

Communication between Photon Cloud game and web server

I am creating a multiplayer game using Photon Cloud (Photon Unity Network). For storage of player data (profile, inventory, ac$$anonymous$$evments) I use web server (asp.net mvc & sql server). How to organize the communication between the game client and the web server? I see two ways:

  1. Use WWW class and send requests direct to web server: var www = new WWW("http://mygame.com/api/user.get?id=1"); // Each time creates a new connection to the web server

  2. Use Photon Cloud Webhooks and send requests through Photon servers: PhotonNetwork.WebRpc("user.get?id=1"); // Photon Servers play a Proxy or Relay role between client and web server http://doc.photonengine.com/en/realtime/current/reference/webrpc

W$$anonymous$$ch way do you recommend? The first way is simple but each time creates a new connection to the web server. The second way use one persistent connection between client and Photon server but there is a delay between connecting the Photon server to the web server.

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avatar image htmoore · Oct 02, 2017 at 09:06 PM 0
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Any luck on this? I'm facing something similar.

avatar image rusildo htmoore · Oct 03, 2017 at 05:37 AM 0
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In first game I use WebRPC. But in new game I wanna use WWW + Photon WebHooks. WWW for simple request (equip item, change nickname, get profile), WebHooks for secure request (exp for kill, exp for match, quest completion).

Alternative to own server: https://playfab.com/

http://forum.photonengine.com/discussion/7430/webrpc-how-to-send-secure http://forum.photonengine.com/discussion/10245/webhooks-how-to-send-full-state-of-the-room

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