photon | small HTTP load testing app that lets you fire tens | HTTP library

 by   puniverse Java Version: v0.3.0 License: Non-SPDX

kandi X-RAY | photon Summary

kandi X-RAY | photon Summary

photon is a Java library typically used in Networking, HTTP applications. photon has no bugs, it has no vulnerabilities, it has build file available and it has high support. However photon has a Non-SPDX License. You can download it from GitHub.

A small HTTP load testing app that lets you fire tens of thousends concurrent HTTP reuquests from a single computer. To do this photon spawns a fiber (lightweigt thread) instead of a real thread for each connection. Photon is based on Quasar and Comsat.

            kandi-support Support

              photon has a highly active ecosystem.
              It has 28 star(s) with 5 fork(s). There are 8 watchers for this library.
              It had no major release in the last 12 months.
              There are 0 open issues and 2 have been closed. On average issues are closed in 1 days. There are no pull requests.
              It has a positive sentiment in the developer community.
              The latest version of photon is v0.3.0

            kandi-Quality Quality

              photon has 0 bugs and 0 code smells.

            kandi-Security Security

              photon has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              photon code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              photon has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              photon releases are available to install and integrate.
              Build file is available. You can build the component from source.
              Installation instructions are not available. Examples and code snippets are available.
              photon saves you 70 person hours of effort in developing the same functionality from scratch.
              It has 181 lines of code, 6 functions and 2 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed photon and discovered the below as its top functions. This is intended to give you an instant insight into photon implemented functionality, and help decide if they suit your requirements.
            • Main entry point for testing
            • Print the finish statistics
            • Spawn a thread that will check the progress of the given cycle
            • Spawns a new statistics for the given print cycle
            • Prints usage and exits
            • Prints statistics about the request
            • Marks errors
            Get all kandi verified functions for this library.

            photon Key Features

            No Key Features are available at this moment for photon.

            photon Examples and Code Snippets

            No Code Snippets are available at this moment for photon.

            Community Discussions


            Room's custom properties don't get updated | Photon PUN2 | Unity
            Asked 2022-Apr-09 at 10:27

            I have a system where a player can create a room and then other players can join that room. At any point the master client can change scenes for everyone in the room and they can start playing but other players can still join the room and will instantly get their scenes synced.
            However I would like to show the players that are choosing a room to join whether or not the game in that room has already begun. I decided to do that by using the customproperties of a room to save an integer which can be either 0 (players are still waiting) or 1 (players are in game). I set the custom properties after getting a callback on the master client that the room was created, however the custom properties don't change after I use SetCustomProperties.



            Answered 2022-Apr-08 at 15:04

            You are creating an empty hashtable, so it doesn't contains the key "inGame". You need to add it first before accessing it using roomProps["inGame"] = 0;

            You can add keys like that :

            ExitGames.Client.Photon.Hashtable roomProps = new ExitGames.Client.Photon.Hashtable() { {"inGame", 0} };


            roomProps.Add("inGame", 0);



            Input for currency not treating 0 like other numbers after decimal
            Asked 2022-Mar-29 at 19:14

            I'm make a react application that takes an input that should be shown to two decimal places. When the default input has a one number after the decimal, it should add a second number with a 0 after it. It also lets me add infinite amounts of "0"s, but caps any other number at 2 decimal places.

            Two different problems pictured:

            Case 1. This is how the input looks when first loaded. The preferred display would be 1.60 (two decimal places)

            Case 2. Current behavior allows the user to add infinite 0s (any other number it caps at 2 decimal places). Expected behavior should cap all numbers including 0s at 2 decimal places.



            Answered 2022-Mar-29 at 17:07

            I dont know how you are initializing the first load but you can use UseEffect() to fix the decimal place issue like you mentioned.

            For the infinite decimal places...

            onChange is an event that is already happen, you might want to try changing from onChange to onKeyDown or onKeyPress and in your code you can add e.preventDefault() to stop number from being entered



            does'nt join the room || Photon Pun
            Asked 2022-Mar-29 at 07:45

            I am recently working on my multiplayer game Using Unity3d and Photon PUN2;

            I want to make a system where player clicks the button to join the room if it is not avilabe then create;

            When staringt the game from two players (parrelSync) from p1 it just make a room normal (because in starting no rooms are available)

            form p2 it does not join the room

            here is the code



            Answered 2022-Mar-25 at 06:10

            PhotonNetwork.CurrentRoom returns the room which you are currently in, which will always be null in your case.

            Instead of checking for PhotonNetwork.CurrentRoom just use PhotonNetwork.JoinRoom and also override the OnJoinRoomFailed() which will be called when we attempt to join the room with roomID which does not exist yet, and in it just create new room.

            Something like following would work



            Unity UI Text Value Only Updates In Editor Game Mode
            Asked 2022-Mar-24 at 18:42

            I am making a 2D game in Unity and am using a Text element to tell players whose turn it is and to keep track of the GameState and player turns. In the Unity game mode the text value is changed to the expected value but this is not the case for the actual build. These values are described later down in the post with images.

            I have spent the last 2 days reading through forums and praying for a fix through trial and error but this has not been successful. This UI element used to work perfectly fine and I am not receiving any NullReference errors which led me to believe it was a Unity issue so I have tried:

            • Updating my editor version
            • Using TextMesh Pro Text
            • Re-adding my menu manager script
            • Changing the text value in different ways instead of GetChildrenInComponent
            • Disabling features I had added since this UI feature
            • Messing around with my hierarchy

            This is my MenuManager Script. This question mainly refers to my text element which is a child of the public GameObject turnInfo variable and the ShowTurnInfo() function called in Update() located near the bottom of the script.



            Answered 2022-Mar-24 at 18:42

            I have now fixed this issue. The steps I took were:

            1. Deleted and recreated my TurnInfo UI. The only difference I made was not setting an initial Text value through the inspector.
            2. Transferred my code relating to turnInfo and put it in a separate script called TurnManager and attatched this to another empty GameObject.
            3. I set an initial value for the Text in Start() and separated some of my code.

            This is how my script looks now:



            Joining a channel on Agora (Unity/iOS) makes in-game music almost inaudible
            Asked 2022-Mar-22 at 14:07

            I'm trying to integrate Agora voice SDK in a multiplayer project (built using Photon). The level has loads of 3D spacial audio setup and a background music that is properly audible. The moment I join a voice channel, all the in-game audio levels drop drastically. The voice chat volume itself sounds fine however. And this happens only on actual device(iOS), not on Unity editor.

            I tried reproducing this issue in the HelloUnity3D sample scene that comes with the SDK. No code change. Simply added an audio source in the scene with a music clip. Seems to be happening there as well.

            Is this expected? How do I keep Agora from modifying other audio sources?

            Unity version:2020.3.28f1. Agora SDK version:



            Answered 2022-Mar-14 at 10:38

            This answer about audio ducking with the Agora SDK is likely what you're after. You might have to add some iOS specific code to your project to achieve it:




            Character selection and uploading characters to the scene with photon pun2
            Asked 2022-Mar-18 at 02:15

            I'm trying to develop a 3D multiplayer game with Unity. I don't know much about Photon, there are similar questions to the one I'm going to ask, but I still haven't found a solution. I will be glad if you help. I have two scenes named "menu" and "game". In the menu scene, users make character selection after authenticating with playfab. After completing the selection, they connect to the lobby and set up a room and load the game scene. So far everything is successful. However, when the game scene is loaded, I have difficulty loading the characters selected by the users into the scene.

            Here is the code file where I make the users choose their characters:



            Answered 2022-Mar-18 at 02:15

            Each player only knows their own setting for the index, because they use the value set in PlayerPrefs.



            How to install "com.unity.Mono.nuget.mono-cecil" package to Unity project
            Asked 2022-Mar-15 at 08:49

            I was working on starting some work with Photon engine, and ne dependancy was the unity package version of Cecil. There is an API reference to it, but I cannot find it in the package manager or anywhere online. Can someone help me figure this out, I have only really used unity for around 3 years and I am very new to this engine.

            Edit: I am using Unity v2021.1.5, if that is relevant




            Answered 2022-Mar-15 at 08:49

            I think you are rather referring to com.unity.nuget.mono-cecil.

            As this is a package link you (try to) can install it into your project even if it is not appearing in the Package Manager.

            In the Package Manager Window simply click the Add package from git URL ... and enter



            How to fix "Cannot implicitly convert type 'void' to 'UnityEngine.AsyncOperation"?
            Asked 2022-Jan-27 at 08:28

            I've tried adapting the usual single-player loading bar code to one that'll work for multiplayer using PHOTON. Below is the code I've tried.



            Answered 2022-Jan-27 at 08:28

            You can not assign PhotonNetwork.LoadLevel to AsyncOperation. So, you need to use



            "Using MLAPI" gives error message, even when I have MLAPI installed
            Asked 2022-Jan-24 at 13:48

            I have MLAPI ( installed with Tanks multiplayer (, and when I import the tanks multiplayer code for MLAPI, I get the error: "error CS0246: The type or namespace name 'MLAPI' could not be found (are you missing a using directive or an assembly reference?)", even though it is installed, and I don't know what to do

            image of error message

            image of the packages



            Answered 2022-Jan-24 at 13:48

            you need to import MLAPI like so using Unity.Netcode;



            Optimizing a simple Photon Detection Simulation
            Asked 2022-Jan-22 at 06:26

            I am a medical physics student trying to simulate photon detection - I succeeded (below) but I want to make it better by speeding it up: it currently takes 50 seconds to run and I want it to run in some fraction of that time. I assume someone more knowledgeable in Python could optimize it to complete within less than 10 seconds (without reducing num_photons_detected values). Thank you very much for trying out this little optimization challenge.



            Answered 2022-Jan-22 at 05:44
            photons_random_pixel_choice = np.array([random.choice(index_range) for z in range(rows)]) 


            Community Discussions, Code Snippets contain sources that include Stack Exchange Network


            No vulnerabilities reported

            Install photon

            You can download it from GitHub.
            You can use photon like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the photon component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer For Gradle installation, please refer .


            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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