This information is mostly tidbits of information. For more information about the capabilities of the Player.IO multiplayer service, go to the multiplayer features page and go to the multiplayer code reference for code-specific documentation.
Serverside code is uploaded to PlayerIO via the admin panel. The code for a game can also be updated from this panel.
Each game can have multiple types of code, which can be updated independently. For instance, if a game has an embedded card game, that might be one code type, while the main game is another.
Part of the code scanning is a whitelist of classes game developers are allowed to use.
We've expanded on the list for many years, but if you run into one or more classes you wish to use that aren't allowed, simply contact us, and we'll update the whitelist if the class is acceptable.
Code is scanned against a list of requirements when uploaded, and whenever a server loads the code (including the development server).
Any issues found during the scan are reported to the developer during development, directly in the development server, so they're easy to locate and fix.
This scan is performed to ensure that code will behave nicely when running on the Player.IO server cluster.
In addition to the code scan, your code is completely sandboxed from others code, such that your code can't affect other games, and other games can't affect your game.
Serverside multiplayer code has full read/write access to all data stored in Player.IO
That is, Serverside code always has full permissions towards Player.IO, regardless of which connection was used to Connect. This is because the code is running in the multiplayer servers is guarenteed to be running securely in a trusted environment.
There cannot be more than 45 players in a single room. The 46th time the JoinRoom method is called, an error will be returned indicating that the room is full.
Every time you get the current data and time inside servercode, you'll get the current data and time in UTC time (almost the same as Greenwich mean time).
This is because your game can potentially be running on servers across different timezones, and a lot of problems are avoided if all the code seems to be running in the same timezone.
Just grab a package from our download section. You may also wish to read the Player.IO Documentation.
We currently only support ActionScript 3.
You can use any language than can compile to a .Net 2.0 DLL, i.e. C#, VB.Net, Managed C++, JScript.Net, etc. We strongly recommend that you use C#.
No. The API takes care of all of that for you, you only have to concentrate on the game logic on the server.
We recommend Microsoft Visual Studio. You can download the free version called Visual Studio Express here.
The development server requires Microsoft Windows and Microsoft .Net Framework 2.0.
You can download the installation package here.
We are working on getting our development server running under Mono which means it will be available for all major platforms in the future.
Yes, of course you can! It's your game, you can do whatever you want with it.
Yes, of course you can! It's your game, you can do whatever you want with it.
Yes, you can put whatever ads and other monetization methods you want in your game. We impose no restrictions.
Absolutely not. Your game code will automatically distributed and run on entire Player.IO Game Server cluster.
Don't worry about it, new instances of your game will automatically be assigned to available Player.IO Servers within our cluster, and we will ensure that there is enough capacity in our cluster to service all games.