Always
How do I use Always
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: PhotonViewHandler.cs
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25 internal static void HierarchyChange()
26 {
27 if (Application.isPlaying)
28 {
29 //Debug.Log("HierarchyChange ignored, while running.");
30 CheckSceneForStuckHandlers = true; // done once AFTER play mode.
31 return;
32 }
33
34 if (CheckSceneForStuckHandlers)
35 {
36 CheckSceneForStuckHandlers = false;
37 PhotonNetwork.InternalCleanPhotonMonoFromSceneIfStuck();
38 }
39
40 HashSet
41 HashSet
42 bool fixedSomeId = false;
43
44 //// the following code would be an option if we only checked scene objects (but we can check all PVs)
45 //PhotonView[] pvObjects = GameObject.FindSceneObjectsOfType(typeof(PhotonView)) as PhotonView[];
46 //Debug.Log("HierarchyChange. PV Count: " + pvObjects.Length);
47
48 string levelName = Application.loadedLevelName;
49 #if UNITY_EDITOR
50 levelName = System.IO.Path.GetFileNameWithoutExtension(EditorApplication.currentScene);
51 #endif
52 int minViewIdInThisScene = PunSceneSettings.MinViewIdForScene(levelName);
53 //Debug.Log("Level '" + Application.loadedLevelName + "' has a minimum ViewId of: " + minViewIdInThisScene);
54
55 PhotonView[] pvObjects = Resources.FindObjectsOfTypeAll(typeof(PhotonView)) as PhotonView[];
56
57 foreach (PhotonView view in pvObjects)
58 {
59 // first pass: fix prefabs to viewID 0 if they got a view number assigned (cause they should not have one!)
60 if (EditorUtility.IsPersistent(view.gameObject))
61 {
62 if (view.viewID != 0 || view.prefixBackup != -1 || view.instantiationId != -1)
63 {
64 Debug.LogWarning("PhotonView on persistent object being fixed (id and prefix must be 0). Was: " + view);
65 view.viewID = 0;
66 view.prefixBackup = -1;
67 view.instantiationId = -1;
68 EditorUtility.SetDirty(view);
69 fixedSomeId = true;
70 }
71 }
72 else
73 {
74 // keep all scene-instanced PVs for later re-check
75 pvInstances.Add(view);
76 }
77 }
78
79 Dictionary
80
81 // second pass: check all used-in-scene viewIDs for duplicate viewIDs (only checking anything non-prefab)
82 // scene-PVs must have user == 0 (scene/room) and a subId != 0
83 foreach (PhotonView view in pvInstances)
84 {
85 if (view.ownerId > 0)
86 {
87 Debug.Log("Re-Setting Owner ID of: " + view);
88 }
89 view.ownerId = 0; // simply make sure no owner is set (cause room always uses 0)
90 view.prefix = -1; // TODO: prefix could be settable via inspector per scene?!
91
92 if (view.viewID != 0)
93 {
94 if (view.viewID < minViewIdInThisScene || usedInstanceViewNumbers.Contains(view.viewID))
95 {
96 view.viewID = 0; // avoid duplicates and negative values by assigning 0 as (temporary) number to be fixed in next pass
97 }
98 else
99 {
100 usedInstanceViewNumbers.Add(view.viewID); // builds a list of currently used viewIDs
101
102 int instId = 0;
103 if (idPerObject.TryGetValue(view.gameObject, out instId))
104 {
105 view.instantiationId = instId;
106 }
107 else
108 {
109 view.instantiationId = view.viewID;
110 idPerObject[view.gameObject] = view.instantiationId;
111 }
112 }
113 }
114
115 }
116
117 // third pass: anything that's now 0 must get a new (not yet used) ID (starting at 0)
118 int lastUsedId = (minViewIdInThisScene > 0) ? minViewIdInThisScene - 1 : 0;
119
120 foreach (PhotonView view in pvInstances)
121 {
122 if (view.viewID == 0)
123 {
124 // Debug.LogWarning("setting scene ID: " + view.gameObject.name + " ID: " + view.subId.ID + " scene ID: " + view.GetSceneID() + " IsPersistent: " + EditorUtility.IsPersistent(view.gameObject) + " IsSceneViewIDFree: " + IsSceneViewIDFree(view.subId.ID, view));
125 int nextViewId = PhotonViewHandler.GetID(lastUsedId, usedInstanceViewNumbers);
126
127 view.viewID = nextViewId;
128
129 int instId = 0;
130 if (idPerObject.TryGetValue(view.gameObject, out instId))
131 {
132 Debug.Log("Set inst ID");
133 view.instantiationId = instId;
134 }
135 else
136 {
137 view.instantiationId = view.viewID;
138 idPerObject[view.gameObject] = nextViewId;
139 }
140
141 //// when using the Editor's serialization (view.subId in this case), this is not needed, it seems
142 //PrefabUtility.RecordPrefabInstancePropertyModifications(view);
143
144 lastUsedId = nextViewId;
145 EditorUtility.SetDirty(view);
146 fixedSomeId = true;
147 }
148 }
149
150
151 if (fixedSomeId)
152 {
153 //Debug.LogWarning("Some subId was adjusted."); // this log is only interesting for Exit Games
154 }
155 }
File name: NetworkingPeer.cs
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1411 public void OnStatusChanged(StatusCode statusCode)
1412 {
1413 if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1414 Debug.Log(string.Format("OnStatusChanged: {0}", statusCode.ToString()));
1415
1416 switch (statusCode)
1417 {
1418 case StatusCode.Connect:
1419 if (this.State == global::PeerState.ConnectingToNameServer)
1420 {
1421 if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
1422 Debug.Log("Connected to NameServer.");
1423
1424 this.server = ServerConnection.NameServer;
1425 if (this.CustomAuthenticationValues != null)
1426 {
1427 this.CustomAuthenticationValues.Secret = null; // when connecting to NameServer, invalidate any auth values
1428 }
1429 }
1430
1431 if (this.State == global::PeerState.ConnectingToGameserver)
1432 {
1433 if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
1434 Debug.Log("Connected to gameserver.");
1435
1436 this.server = ServerConnection.GameServer;
1437 this.State = global::PeerState.ConnectedToGameserver;
1438 }
1439
1440 if (this.State == global::PeerState.ConnectingToMasterserver)
1441 {
1442 if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
1443 Debug.Log("Connected to masterserver.");
1444
1445 this.server = ServerConnection.MasterServer;
1446 this.State = global::PeerState.ConnectedToMaster;
1447
1448 if (this.IsInitialConnect)
1449 {
1450 this.IsInitialConnect = false; // after handling potential initial-connect issues with special messages, we are now sure we can reach a server
1451 SendMonoMessage(PhotonNetworkingMessage.OnConnectedToPhoton);
1452 }
1453 }
1454
1455 this.EstablishEncryption(); // always enable encryption
1456
1457 if (this.IsAuthorizeSecretAvailable)
1458 {
1459 // if we have a token we don't have to wait for encryption (it is encrypted anyways, so encryption is just optional later on)
1460 this.didAuthenticate = this.OpAuthenticate(this.mAppId, this.mAppVersionPun, this.PlayerName, this.CustomAuthenticationValues, this.CloudRegion.ToString());
1461 if (this.didAuthenticate)
1462 {
1463 this.State = global::PeerState.Authenticating;
1464 }
1465 }
1466 break;
1467
1468 case StatusCode.EncryptionEstablished:
1469 // on nameserver, the "process" is stopped here, so the developer/game can either get regions or authenticate with a specific region
1470 if (this.server == ServerConnection.NameServer)
1471 {
1472 this.State = global::PeerState.ConnectedToNameServer;
1473
1474 if (!this.didAuthenticate && this.CloudRegion == CloudRegionCode.none)
1475 {
1476 // this client is not setup to connect to a default region. find out which regions there are!
1477 this.OpGetRegions(this.mAppId);
1478 }
1479 }
1480
1481 // we might need to authenticate automatically now, so the client can do anything at all
1482 if (!this.didAuthenticate && (!this.IsUsingNameServer || this.CloudRegion != CloudRegionCode.none))
1483 {
1484 // once encryption is availble, the client should send one (secure) authenticate. it includes the AppId (which identifies your app on the Photon Cloud)
1485 this.didAuthenticate = this.OpAuthenticate(this.mAppId, this.mAppVersionPun, this.PlayerName, this.CustomAuthenticationValues, this.CloudRegion.ToString());
1486 if (this.didAuthenticate)
1487 {
1488 this.State = global::PeerState.Authenticating;
1489 }
1490 }
1491 break;
1492
1493 case StatusCode.EncryptionFailedToEstablish:
1494 Debug.LogError("Encryption wasn't established: " + statusCode + ". Going to authenticate anyways.");
1495 this.OpAuthenticate(this.mAppId, this.mAppVersionPun, this.PlayerName, this.CustomAuthenticationValues, this.CloudRegion.ToString()); // TODO: check if there are alternatives
1496 break;
1497
1498 case StatusCode.Disconnect:
1499 this.didAuthenticate = false;
1500 this.isFetchingFriends = false;
1501 if (server == ServerConnection.GameServer) this.LeftRoomCleanup();
1502 if (server == ServerConnection.MasterServer) this.LeftLobbyCleanup();
1503
1504 if (this.State == global::PeerState.DisconnectingFromMasterserver)
1505 {
1506 if (this.Connect(this.mGameserver, ServerConnection.GameServer))
1507 {
1508 this.State = global::PeerState.ConnectingToGameserver;
1509 }
1510 }
1511 else if (this.State == global::PeerState.DisconnectingFromGameserver || this.State == global::PeerState.DisconnectingFromNameServer)
1512 {
1513 if (this.Connect(this.MasterServerAddress, ServerConnection.MasterServer))
1514 {
1515 this.State = global::PeerState.ConnectingToMasterserver;
1516 }
1517 }
1518 else
1519 {
1520 if (this.CustomAuthenticationValues != null)
1521 {
1522 this.CustomAuthenticationValues.Secret = null; // invalidate any custom auth secrets
1523 }
1524
1525 this.State = global::PeerState.PeerCreated; // if we set another state here, we could keep clients from connecting in OnDisconnectedFromPhoton right here.
1526 SendMonoMessage(PhotonNetworkingMessage.OnDisconnectedFromPhoton);
1527 }
1528 break;
1529
1530 case StatusCode.SecurityExceptionOnConnect:
1531 case StatusCode.ExceptionOnConnect:
1532 this.State = global::PeerState.PeerCreated;
1533 if (this.CustomAuthenticationValues != null)
1534 {
1535 this.CustomAuthenticationValues.Secret = null; // invalidate any custom auth secrets
1536 }
1537
1538 DisconnectCause cause = (DisconnectCause)statusCode;
1539 SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, cause);
1540 break;
1541
1542 case StatusCode.Exception:
1543 if (this.IsInitialConnect)
1544 {
1545 Debug.LogError("Exception while connecting to: " + this.ServerAddress + ". Check if the server is available.");
1546 if (this.ServerAddress == null || this.ServerAddress.StartsWith("127.0.0.1"))
1547 {
1548 Debug.LogWarning("The server address is 127.0.0.1 (localhost): Make sure the server is running on this machine. Android and iOS emulators have their own localhost.");
1549 if (this.ServerAddress == this.mGameserver)
1550 {
1551 Debug.LogWarning("This might be a misconfiguration in the game server config. You need to edit it to a (public) address.");
1552 }
1553 }
1554
1555 this.State = global::PeerState.PeerCreated;
1556 cause = (DisconnectCause)statusCode;
1557 SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, cause);
1558 }
1559 else
1560 {
1561 this.State = global::PeerState.PeerCreated;
1562
1563 cause = (DisconnectCause)statusCode;
1564 SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, cause);
1565 }
1566
1567 this.Disconnect();
1568 break;
1569
1570 case StatusCode.TimeoutDisconnect:
1571 case StatusCode.ExceptionOnReceive:
1572 case StatusCode.DisconnectByServer:
1573 case StatusCode.DisconnectByServerLogic:
1574 case StatusCode.DisconnectByServerUserLimit:
1575 if (this.IsInitialConnect)
1576 {
1577 Debug.LogWarning(statusCode + " while connecting to: " + this.ServerAddress + ". Check if the server is available.");
1578
1579 cause = (DisconnectCause)statusCode;
1580 SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, cause);
1581 }
1582 else
1583 {
1584 cause = (DisconnectCause)statusCode;
1585 SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, cause);
1586 }
1587 if (this.CustomAuthenticationValues != null)
1588 {
1589 this.CustomAuthenticationValues.Secret = null; // invalidate any custom auth secrets
1590 }
1591
1592 this.Disconnect();
1593 break;
1594
1595 case StatusCode.SendError:
1596 // this.mListener.clientErrorReturn(statusCode);
1597 break;
1598
1599 case StatusCode.QueueOutgoingReliableWarning:
1600 case StatusCode.QueueOutgoingUnreliableWarning:
1601 case StatusCode.QueueOutgoingAcksWarning:
1602 case StatusCode.QueueSentWarning:
1603 // this.mListener.warningReturn(statusCode);
1604 break;
1605
1606 case StatusCode.QueueIncomingReliableWarning:
1607 case StatusCode.QueueIncomingUnreliableWarning:
1608 Debug.Log(statusCode + ". This client buffers many incoming messages. This is OK temporarily. With lots of these warnings, check if you send too much or execute messages too slow. " + (PhotonNetwork.isMessageQueueRunning? "":"Your isMessageQueueRunning is false. This can cause the issue temporarily.") );
1609 break;
1610
1611 // // TCP "routing" is an option of Photon that's not currently needed (or supported) by PUN
1612 //case StatusCode.TcpRouterResponseOk:
1613 // break;
1614 //case StatusCode.TcpRouterResponseEndpointUnknown:
1615 //case StatusCode.TcpRouterResponseNodeIdUnknown:
1616 //case StatusCode.TcpRouterResponseNodeNotReady:
1617
1618 // this.DebugReturn(DebugLevel.ERROR, "Unexpected router response: " + statusCode);
1619 // break;
1620
1621 default:
1622
1623 // this.mListener.serverErrorReturn(statusCode.value());
1624 Debug.LogError("Received unknown status code: " + statusCode);
1625 break;
1626 }
1627
1628 this.externalListener.OnStatusChanged(statusCode);
1629 }
File name: NetworkingPeer.cs
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1631 public void OnEvent(EventData photonEvent)
1632 {
1633 if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1634 Debug.Log(string.Format("OnEvent: {0}", photonEvent.ToString()));
1635
1636 int actorNr = -1;
1637 PhotonPlayer originatingPlayer = null;
1638
1639 if (photonEvent.Parameters.ContainsKey(ParameterCode.ActorNr))
1640 {
1641 actorNr = (int)photonEvent[ParameterCode.ActorNr];
1642 if (this.mActors.ContainsKey(actorNr))
1643 {
1644 originatingPlayer = (PhotonPlayer)this.mActors[actorNr];
1645 }
1646 //else
1647 //{
1648 // // the actor sending this event is not in actorlist. this is usually no problem
1649 // if (photonEvent.Code != (byte)LiteOpCode.Join)
1650 // {
1651 // Debug.LogWarning("Received event, but we do not have this actor: " + actorNr);
1652 // }
1653 //}
1654 }
1655
1656 switch (photonEvent.Code)
1657 {
1658 case PunEvent.OwnershipRequest:
1659 {
1660 int[] requestValues = (int[]) photonEvent.Parameters[ParameterCode.CustomEventContent];
1661 int requestedViewId = requestValues[0];
1662 int currentOwner = requestValues[1];
1663 Debug.Log("Ev OwnershipRequest: " + photonEvent.Parameters.ToStringFull() + " ViewID: " + requestedViewId + " from: " + currentOwner + " Time: " + Environment.TickCount%1000);
1664
1665 PhotonView requestedView = PhotonView.Find(requestedViewId);
1666 if (requestedView == null)
1667 {
1668 Debug.LogWarning("Can't find PhotonView of incoming OwnershipRequest. ViewId not found: " + requestedViewId);
1669 break;
1670 }
1671
1672 Debug.Log("Ev OwnershipRequest PhotonView.ownershipTransfer: " + requestedView.ownershipTransfer + " .ownerId: " + requestedView.ownerId + " isOwnerActive: " + requestedView.isOwnerActive + ". This client's player: " + PhotonNetwork.player.ToStringFull());
1673
1674 switch (requestedView.ownershipTransfer)
1675 {
1676 case OwnershipOption.Fixed:
1677 Debug.LogWarning("Ownership mode == fixed. Ignoring request.");
1678 break;
1679 case OwnershipOption.Takeover:
1680 if (currentOwner == requestedView.ownerId)
1681 {
1682 // a takeover is successful automatically, if taken from current owner
1683 requestedView.ownerId = actorNr;
1684 }
1685 break;
1686 case OwnershipOption.Request:
1687 if (currentOwner == PhotonNetwork.player.ID || PhotonNetwork.player.isMasterClient)
1688 {
1689 if ((requestedView.ownerId == PhotonNetwork.player.ID) || (PhotonNetwork.player.isMasterClient && !requestedView.isOwnerActive))
1690 {
1691 SendMonoMessage(PhotonNetworkingMessage.OnOwnershipRequest, new object[] {requestedView, originatingPlayer});
1692 }
1693 }
1694 break;
1695 default:
1696 break;
1697 }
1698 }
1699 break;
1700
1701 case PunEvent.OwnershipTransfer:
1702 {
1703 int[] transferViewToUserID = (int[]) photonEvent.Parameters[ParameterCode.CustomEventContent];
1704 Debug.Log("Ev OwnershipTransfer. ViewID " + transferViewToUserID[0] + " to: " + transferViewToUserID[1] + " Time: " + Environment.TickCount%1000);
1705
1706 int requestedViewId = transferViewToUserID[0];
1707 int newOwnerId = transferViewToUserID[1];
1708
1709 PhotonView pv = PhotonView.Find(requestedViewId);
1710 pv.ownerId = newOwnerId;
1711
1712 break;
1713 }
1714 case EventCode.GameList:
1715 {
1716 this.mGameList = new Dictionary
1717 Hashtable games = (Hashtable)photonEvent[ParameterCode.GameList];
1718 foreach (DictionaryEntry game in games)
1719 {
1720 string gameName = (string)game.Key;
1721 this.mGameList[gameName] = new RoomInfo(gameName, (Hashtable)game.Value);
1722 }
1723 mGameListCopy = new RoomInfo[mGameList.Count];
1724 mGameList.Values.CopyTo(mGameListCopy, 0);
1725 SendMonoMessage(PhotonNetworkingMessage.OnReceivedRoomListUpdate);
1726 break;
1727 }
1728
1729 case EventCode.GameListUpdate:
1730 {
1731 Hashtable games = (Hashtable)photonEvent[ParameterCode.GameList];
1732 foreach (DictionaryEntry room in games)
1733 {
1734 string gameName = (string)room.Key;
1735 RoomInfo game = new RoomInfo(gameName, (Hashtable)room.Value);
1736 if (game.removedFromList)
1737 {
1738 this.mGameList.Remove(gameName);
1739 }
1740 else
1741 {
1742 this.mGameList[gameName] = game;
1743 }
1744 }
1745 this.mGameListCopy = new RoomInfo[this.mGameList.Count];
1746 this.mGameList.Values.CopyTo(this.mGameListCopy, 0);
1747 SendMonoMessage(PhotonNetworkingMessage.OnReceivedRoomListUpdate);
1748 break;
1749 }
1750
1751 case EventCode.QueueState:
1752 // not used anymore
1753 break;
1754
1755 case EventCode.AppStats:
1756 // Debug.LogInfo("Received stats!");
1757 this.mPlayersInRoomsCount = (int)photonEvent[ParameterCode.PeerCount];
1758 this.mPlayersOnMasterCount = (int)photonEvent[ParameterCode.MasterPeerCount];
1759 this.mGameCount = (int)photonEvent[ParameterCode.GameCount];
1760 break;
1761
1762 case EventCode.Join:
1763 // actorNr is fetched out of event above
1764 Hashtable actorProperties = (Hashtable)photonEvent[ParameterCode.PlayerProperties];
1765 if (originatingPlayer == null)
1766 {
1767 bool isLocal = this.mLocalActor.ID == actorNr;
1768 this.AddNewPlayer(actorNr, new PhotonPlayer(isLocal, actorNr, actorProperties));
1769 this.ResetPhotonViewsOnSerialize(); // This sets the correct OnSerializeState for Reliable OnSerialize
1770 }
1771
1772 if (actorNr == this.mLocalActor.ID)
1773 {
1774 // in this player's 'own' join event, we get a complete list of players in the room, so check if we know all players
1775 int[] actorsInRoom = (int[])photonEvent[ParameterCode.ActorList];
1776 foreach (int actorNrToCheck in actorsInRoom)
1777 {
1778 if (this.mLocalActor.ID != actorNrToCheck && !this.mActors.ContainsKey(actorNrToCheck))
1779 {
1780 this.AddNewPlayer(actorNrToCheck, new PhotonPlayer(false, actorNrToCheck, string.Empty));
1781 }
1782 }
1783
1784 // joinWithCreateOnDemand can turn an OpJoin into creating the room. Then actorNumber is 1 and callback: OnCreatedRoom()
1785 if (this.mLastJoinType == JoinType.JoinOrCreateOnDemand && this.mLocalActor.ID == 1)
1786 {
1787 SendMonoMessage(PhotonNetworkingMessage.OnCreatedRoom);
1788 }
1789 SendMonoMessage(PhotonNetworkingMessage.OnJoinedRoom); //Always send OnJoinedRoom
1790
1791 }
1792 else
1793 {
1794 SendMonoMessage(PhotonNetworkingMessage.OnPhotonPlayerConnected, this.mActors[actorNr]);
1795 }
1796 break;
1797
1798 case EventCode.Leave:
1799 this.HandleEventLeave(actorNr);
1800 break;
1801
1802 case EventCode.PropertiesChanged:
1803 int targetActorNr = (int)photonEvent[ParameterCode.TargetActorNr];
1804 Hashtable gameProperties = null;
1805 Hashtable actorProps = null;
1806 if (targetActorNr == 0)
1807 {
1808 gameProperties = (Hashtable)photonEvent[ParameterCode.Properties];
1809 }
1810 else
1811 {
1812 actorProps = (Hashtable)photonEvent[ParameterCode.Properties];
1813 }
1814
1815 this.ReadoutProperties(gameProperties, actorProps, targetActorNr);
1816 break;
1817
1818 case PunEvent.RPC:
1819 //ts: each event now contains a single RPC. execute this
1820 // Debug.Log("Ev RPC from: " + originatingPlayer);
1821 this.ExecuteRPC(photonEvent[ParameterCode.Data] as Hashtable, originatingPlayer);
1822 break;
1823
1824 case PunEvent.SendSerialize:
1825 case PunEvent.SendSerializeReliable:
1826 Hashtable serializeData = (Hashtable)photonEvent[ParameterCode.Data];
1827 //Debug.Log(serializeData.ToStringFull());
1828
1829 int remoteUpdateServerTimestamp = (int)serializeData[(byte)0];
1830 short remoteLevelPrefix = -1;
1831 short initialDataIndex = 1;
1832 if (serializeData.ContainsKey((byte)1))
1833 {
1834 remoteLevelPrefix = (short)serializeData[(byte)1];
1835 initialDataIndex = 2;
1836 }
1837
1838 for (short s = initialDataIndex; s < serializeData.Count; s++)
1839 {
1840 this.OnSerializeRead(serializeData[s] as Hashtable, originatingPlayer, remoteUpdateServerTimestamp, remoteLevelPrefix);
1841 }
1842 break;
1843
1844 case PunEvent.Instantiation:
1845 this.DoInstantiate((Hashtable)photonEvent[ParameterCode.Data], originatingPlayer, null);
1846 break;
1847
1848 case PunEvent.CloseConnection:
1849 // MasterClient "requests" a disconnection from us
1850 if (originatingPlayer == null || !originatingPlayer.isMasterClient)
1851 {
1852 Debug.LogError("Error: Someone else(" + originatingPlayer + ") then the masterserver requests a disconnect!");
1853 }
1854 else
1855 {
1856 PhotonNetwork.LeaveRoom();
1857 }
1858
1859 break;
1860
1861 case PunEvent.DestroyPlayer:
1862 Hashtable evData = (Hashtable)photonEvent[ParameterCode.Data];
1863 int targetPlayerId = (int)evData[(byte)0];
1864 if (targetPlayerId >= 0)
1865 {
1866 this.DestroyPlayerObjects(targetPlayerId, true);
1867 }
1868 else
1869 {
1870 if (this.DebugOut >= DebugLevel.INFO) Debug.Log("Ev DestroyAll! By PlayerId: " + actorNr);
1871 this.DestroyAll(true);
1872 }
1873 break;
1874
1875 case PunEvent.Destroy:
1876 evData = (Hashtable)photonEvent[ParameterCode.Data];
1877 int instantiationId = (int)evData[(byte)0];
1878 // Debug.Log("Ev Destroy for viewId: " + instantiationId + " sent by owner: " + (instantiationId / PhotonNetwork.MAX_VIEW_IDS == actorNr) + " this client is owner: " + (instantiationId / PhotonNetwork.MAX_VIEW_IDS == this.mLocalActor.ID));
1879
1880
1881 PhotonView pvToDestroy = null;
1882 if (this.photonViewList.TryGetValue(instantiationId, out pvToDestroy))
1883 {
1884 this.RemoveInstantiatedGO(pvToDestroy.gameObject, true);
1885 }
1886 else
1887 {
1888 if (this.DebugOut >= DebugLevel.ERROR) Debug.LogError("Ev Destroy Failed. Could not find PhotonView with instantiationId " + instantiationId + ". Sent by actorNr: " + actorNr);
1889 }
1890
1891 break;
1892
1893 case PunEvent.AssignMaster:
1894 evData = (Hashtable)photonEvent[ParameterCode.Data];
1895 int newMaster = (int)evData[(byte)1];
1896 this.SetMasterClient(newMaster, false);
1897 break;
1898
1899 default:
1900 if (photonEvent.Code < 200 && PhotonNetwork.OnEventCall != null)
1901 {
1902 object content = photonEvent[ParameterCode.Data];
1903 PhotonNetwork.OnEventCall(photonEvent.Code, content, actorNr);
1904 }
1905 else
1906 {
1907 // actorNr might be null. it is fetched out of event on top of method
1908 // Hashtable eventContent = (Hashtable) photonEvent[ParameterCode.Data];
1909 // this.mListener.customEventAction(actorNr, eventCode, eventContent);
1910 Debug.LogError("Error. Unhandled event: " + photonEvent);
1911 }
1912 break;
1913 }
1914
1915 this.externalListener.OnEvent(photonEvent);
1916 }
File name: ConnectAndJoinRandom.cs
Copy
19 public virtual void Start()
20 {
21 PhotonNetwork.autoJoinLobby = false; // we join randomly. always. no need to join a lobby to get the list of rooms.
22 }
File name: AnimationCurveBuilder.cs
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128 private void UpdateTransformCurve(ObjectCurves obj, Transform current, float time, TimelineKey lastTimelineKey, int zIndex = -1)
129 {
130 float val;
131 //IsActive curve
132 val = (current.gameObject.activeSelf) ? 1.0f : 0.0f;
133 obj.Curves[(int)AnimationCurveIndex.IsActive].AddKey(new Keyframe(time, val, float.PositiveInfinity, float.PositiveInfinity) { tangentMode = 0 });
134
135 //Position curves
136 obj.Curves[(int)AnimationCurveIndex.LocalPositionX].AddKey(new Keyframe(time, current.localPosition.x) { tangentMode = 0 }, lastTimelineKey);
137 obj.Curves[(int)AnimationCurveIndex.LocalPositionY].AddKey(new Keyframe(time, current.localPosition.y) { tangentMode = 0 }, lastTimelineKey);
138 obj.Curves[(int)AnimationCurveIndex.LocalPositionZ].AddKey(new Keyframe(time, current.localPosition.z, float.PositiveInfinity, float.PositiveInfinity)); //Z value always has instant transition
139
140 //Rotation curves
141 var quat = Quaternion.Euler(current.localEulerAngles);
142 obj.Curves[(int)AnimationCurveIndex.LocalRotationX].AddKey(new Keyframe(time, quat.x) { tangentMode = 0 }, lastTimelineKey);
143 obj.Curves[(int)AnimationCurveIndex.LocalRotationY].AddKey(new Keyframe(time, quat.y) { tangentMode = 0 }, lastTimelineKey);
144 obj.Curves[(int)AnimationCurveIndex.LocalRotationZ].AddKey(new Keyframe(time, quat.z) { tangentMode = 0 }, lastTimelineKey);
145 obj.Curves[(int)AnimationCurveIndex.LocalRotationW].AddKey(new Keyframe(time, quat.w) { tangentMode = 0 }, lastTimelineKey);
146
147 //Scale curves
148 obj.Curves[(int)AnimationCurveIndex.LocalScaleX].AddKey(new Keyframe(time, current.localScale.x) { tangentMode = 0 }, lastTimelineKey);
149 obj.Curves[(int)AnimationCurveIndex.LocalScaleY].AddKey(new Keyframe(time, current.localScale.y) { tangentMode = 0 }, lastTimelineKey);
150 obj.Curves[(int)AnimationCurveIndex.LocalScaleZ].AddKey(new Keyframe(time, current.localScale.z) { tangentMode = 0 }, lastTimelineKey);
151
152 //Sprite Curves
153 var spriteTimelineKey = lastTimelineKey as SpriteTimelineKey;
154 if (spriteTimelineKey != null)
155 {
156 obj.IsSpriteKey = true;
157 obj.Curves[(int)AnimationCurveIndex.ColorR].AddKey(new Keyframe(time, spriteTimelineKey.Tint.r) { tangentMode = 0 }, lastTimelineKey);
158 obj.Curves[(int)AnimationCurveIndex.ColorG].AddKey(new Keyframe(time, spriteTimelineKey.Tint.g) { tangentMode = 0 }, lastTimelineKey);
159 obj.Curves[(int)AnimationCurveIndex.ColorB].AddKey(new Keyframe(time, spriteTimelineKey.Tint.b) { tangentMode = 0 }, lastTimelineKey);
160 obj.Curves[(int)AnimationCurveIndex.ColorA].AddKey(new Keyframe(time, spriteTimelineKey.Tint.a) { tangentMode = 0 }, lastTimelineKey);
161 obj.Curves[(int)AnimationCurveIndex.ZIndex].AddKey(new Keyframe(time, zIndex, float.PositiveInfinity, float.PositiveInfinity));
162 }
163 }
File name: EigenObjectRecognizer.cs
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129 public EigenObjectRecognizer(Image130 {
131 Debug.Assert(images.Length == labels.Length, "The number of images should equals the number of labels");
132 Debug.Assert(eigenDistanceThreshold >= 0.0, "Eigen-distance threshold should always >= 0.0");
133
134 CalcEigenObjects(images, ref termCrit, out _eigenImages, out _avgImage);
135
136 /*
137 _avgImage.SerializationCompressionRatio = 9;
138
139 foreach (Image
140 //Set the compression ration to best compression. The serialized object can therefore save spaces
141 img.SerializationCompressionRatio = 9;
142 */
143
144 _eigenValues = Array.ConvertAll
145 delegate(Image
146 {
147 return new Matrix
148 });
149
150 _labels = labels;
151
152 _eigenDistanceThreshold = eigenDistanceThreshold;
153 }
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