We’re excited to announce the alpha release of AppWarpS2, on-premise gaming server solution by ShepHertz.
We launched AppWarp cloud less than a year ago and have seen great adoption in the multiplayer developer community. One of the features often requested was the ability to host and extend the server side by the developers themselves. While AppWarp cloud is great for a variety of realtime multiplayer games like side-scrolling, room based action, realtime turn based games etc, in many cases such as MMOs, dealer based cards games etc. a customizable server is desired for complex interactions and to prevent cheating among other things. AppWarpS2 is the solution for such scenarios.
AppWarpS2 allows developers to tap in and extend the same server engine that powers our cloud product. Using our server side libraries and SDK, developers have the ability to build their own full-fledged Java game server. Popular cloud features of matchmaking, room properties, arbitration, connection resiliency etc. are all available out of the box. On the client side, developers will use the same Unity SDK that they use when developing for the cloud.
AppWarpS2 comes with getting started guides and samples for different scenarios and client SDKs (Unity included of course :)). From simple chat server to MMO applications and casino style card game samples are included in the package.
Conforming with ShepHertz indie friendly strategy, AppWarpS2 comes with a free license that is good for up-to 500 CCUs!
Looking forward to feedback from the Unity community!
I am trying out the Unity sample. It generates a random string and uses that as the username to connect to the server. The server seems to allow every users in which I don’t want. How do I control who connect to my server and who does not?
You can control how authentication is done on the server side. Like everything in AppWarpS2 - its also event based and your server AppZoneAdaptor will get an onhandleAddUserRequest event. You can handle this either synchronously or asynchronously by modifying the result.code value.
You can read more on our guide.
You can also take a look at our android card game sample which does this (its part of the download package).
Yes, I am building for the web player and it works just fine.
@dhruvc
The library works well and I’ve been prototyping my MMO. I’ve integrated the custom authentication feature with my own database. Its great the fact that it gives 500 CCUs free… how do I get the paid license in case I need more CCUs later?
@simplysimm
great to hear … you can shoot us a mail at sales@shephertz.com for unlimited CCU pricing. We’ll be publicly publishing the paid license fee also soon.
@errahulpanchal yes the webplayer is also supported with our Unity AppWarpS2 dll.
Yes, you can take a look at the Rummy cards game sample. The client is written using the Android SDK but the same concepts can be applied with the Unity SDK too.
My project has been working fine but sometime ago my connections have started failing. After I call Connect - I don’t get the event onConnectDone.
I’ve verified the IP address of the server and port. Even if there was a problem, I was expecting to get OnConnectDone with an error. But there is no callback at all. So I am not sure whats going on!
That’s strange - can you check if you are calling Warpclient’s update method in your Monobehavior class’ Update() loop? This is required so that the SDK can pump the messages received from the server as events to the app’s main thread.
If this is not the case, can you check if the provided sample (3rd person MMO controller) is able to connect or not.
cause I’m gonna test in both Cloud and S2 then choose which one is suitable for me.
another question please,
do you plan to make Playmaker actions for all of the Sevices? That would be awesome and Photon Killer as well as your state on the website is Make Developer’s life is easier.