Authenticate









How do I use Authenticate
Below are practical examples compiled from projects for learning and reference purposes

Featured Snippets


File name: GUICustomAuth.cs Copy
81     void OnGUI()
82     {
83         if (PhotonNetwork.connected)
84         {
85             GUILayout.Label(PhotonNetwork.connectionStateDetailed.ToString());
86             return;
87         }
88
89
90         GUILayout.BeginArea(GuiRect);
91         switch (guiState)
92         {
93             case GuiState.AuthFailed:
94                 GUILayout.Label("Authentication Failed");
95
96                 GUILayout.Space(10);
97
98                 GUILayout.Label("Error message:\n'" + this.authDebugMessage + "'");
99
100                 GUILayout.Space(10);
101
102                 GUILayout.Label("For this demo set the Authentication URL in the Dashboard to:\nhttp://photon.webscript.io/auth-demo-equals");
103                 GUILayout.Label("That authentication-service has no user-database. It confirms any user if 'name equals password'.");
104                 GUILayout.Label("The error message comes from that service and can be customized.");
105
106                 GUILayout.Space(10);
107
108                 GUILayout.BeginHorizontal();
109                 if (GUILayout.Button("Back"))
110                 {
111                     SetStateAuthInput();
112                 }
113                 if (GUILayout.Button("Help"))
114                 {
115                     SetStateAuthHelp();
116                 }
117                 GUILayout.EndHorizontal();
118                 break;
119
120             case GuiState.AuthHelp:
121
122                 GUILayout.Label("By default, any player can connect to Photon.\n'Custom Authentication' can be enabled to reject players without valid user-account.");
123
124                 GUILayout.Label("The actual authentication must be done by a web-service which you host and customize. Example sourcecode for these services is available on the docs page.");
125
126                 GUILayout.Label("For this demo set the Authentication URL in the Dashboard to:\nhttp://photon.webscript.io/auth-demo-equals");
127                 GUILayout.Label("That authentication-service has no user-database. It confirms any user if 'name equals password'.");
128
129                 GUILayout.Space(10);
130                 if (GUILayout.Button("Configure Authentication (Dashboard)"))
131                 {
132                     Application.OpenURL("https://cloud.exitgames.com/dashboard");
133                 }
134                 if (GUILayout.Button("Authentication Docs"))
135                 {
136                     Application.OpenURL("https://doc.exitgames.com/en/pun/current/tutorials/pun-and-facebook-custom-authentication");
137                 }
138
139
140                 GUILayout.Space(10);
141                 if (GUILayout.Button("Back to input"))
142                 {
143                     SetStateAuthInput();
144                 }
145                 break;
146
147             case GuiState.AuthInput:
148
149                 GUILayout.Label("Authenticate yourself");
150
151                 GUILayout.BeginHorizontal();
152                 this.authName = GUILayout.TextField(this.authName, GUILayout.Width(Screen.width/4 - 5));
153                 GUILayout.FlexibleSpace();
154                 this.authToken = GUILayout.TextField(this.authToken, GUILayout.Width(Screen.width/4 - 5));
155                 GUILayout.EndHorizontal();
156
157
158                 if (GUILayout.Button("Authenticate"))
159                 {
160                     PhotonNetwork.AuthValues = new AuthenticationValues();
161                     PhotonNetwork.AuthValues.SetAuthParameters(this.authName, this.authToken);
162                     PhotonNetwork.ConnectUsingSettings("1.0");
163                 }
164
165                 GUILayout.Space(10);
166
167                 if (GUILayout.Button("Help", GUILayout.Width(100)))
168                 {
169                     SetStateAuthHelp();
170                 }
171
172                 break;
173         }
174
175         GUILayout.EndArea();
176     }
File name: LoadbalancingPeer.cs Copy
358         public virtual bool OpAuthenticate(string appId, string appVersion, string userId, AuthenticationValues authValues, string regionCode)
359         {
360             if (this.DebugOut >= DebugLevel.INFO)
361             {
362                 this.Listener.DebugReturn(DebugLevel.INFO, "OpAuthenticate()");
363             }
364
365             Dictionary opParameters = new Dictionary();
366             if (authValues != null && authValues.Secret != null)
367             {
368                 opParameters[ParameterCode.Secret] = authValues.Secret;
369                 return this.OpCustom(OperationCode.Authenticate, opParameters, true, (byte)0, false);
370             }
371
372             opParameters[ParameterCode.AppVersion] = appVersion;
373             opParameters[ParameterCode.ApplicationId] = appId;
374
375             if (!string.IsNullOrEmpty(regionCode))
376             {
377                 opParameters[ParameterCode.Region] = regionCode;
378             }
379
380             if (!string.IsNullOrEmpty(userId))
381             {
382                 opParameters[ParameterCode.UserId] = userId;
383             }
384
385
386             if (authValues != null && authValues.AuthType != CustomAuthenticationType.None)
387             {
388                 if (!this.IsEncryptionAvailable)
389                 {
390                     this.Listener.DebugReturn(DebugLevel.ERROR, "OpAuthenticate() failed. When you want Custom Authentication encryption is mandatory.");
391                     return false;
392                 }
393
394                 opParameters[ParameterCode.ClientAuthenticationType] = (byte)authValues.AuthType;
395                 if (!string.IsNullOrEmpty(authValues.Secret))
396                 {
397                     opParameters[ParameterCode.Secret] = authValues.Secret;
398                 }
399                 //else
400                 //{
401                     if (!string.IsNullOrEmpty(authValues.AuthParameters))
402                     {
403                         opParameters[ParameterCode.ClientAuthenticationParams] = authValues.AuthParameters;
404                     }
405                     if (authValues.AuthPostData != null)
406                     {
407                         opParameters[ParameterCode.ClientAuthenticationData] = authValues.AuthPostData;
408                     }
409                 //}
410             }
411
412             bool sent = this.OpCustom(OperationCode.Authenticate, opParameters, true, (byte)0, this.IsEncryptionAvailable);
413             if (!sent)
414             {
415                 this.Listener.DebugReturn(DebugLevel.ERROR, "Error calling OpAuthenticate! Did not work. Check log output, CustomAuthenticationValues and if you're connected.");
416             }
417             return sent;
418         }
File name: NetworkingPeer.cs Copy
336     public bool ConnectToRegionMaster(CloudRegionCode region)
337     {
338         if (PhotonHandler.AppQuits)
339         {
340             Debug.LogWarning("Ignoring Connect() because app gets closed. If this is an error, check PhotonHandler.AppQuits.");
341             return false;
342         }
343
344         IsUsingNameServer = true;
345         this.CloudRegion = region;
346
347         if (this.State == global::PeerState.ConnectedToNameServer)
348         {
349             return this.OpAuthenticate(this.mAppId, this.mAppVersionPun, this.PlayerName, this.CustomAuthenticationValues, region.ToString());
350         }
351
352         #if RHTTP
353         string address = (this.UsedProtocol == ConnectionProtocol.RHttp) ? this.NameServerAddressHttp : this.NameServerAddress;
354         #else
355         string address = this.NameServerAddress;
356         #endif
357
358         if (!address.Contains(":"))
359         {
360             int port = 0;
361             ProtocolToNameServerPort.TryGetValue(this.UsedProtocol, out port);
362             address = string.Format("{0}:{1}", address, port);
363             //Debug.Log("Server to connect to: "+ address + " settings protocol: " + PhotonNetwork.PhotonServerSettings.Protocol);
364         }
365         if (!base.Connect(address, "ns"))
366         {
367             return false;
368         }
369
370         this.State = global::PeerState.ConnectingToNameServer;
371         return true;
372     }
File name: NetworkingPeer.cs Copy
1016     public void OnOperationResponse(OperationResponse operationResponse)
1017     {
1018         if (PhotonNetwork.networkingPeer.State == global::PeerState.Disconnecting)
1019         {
1020             if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1021             {
1022                 Debug.Log("OperationResponse ignored while disconnecting. Code: " + operationResponse.OperationCode);
1023             }
1024             return;
1025         }
1026
1027         // extra logging for error debugging (helping developers with a bit of automated analysis)
1028         if (operationResponse.ReturnCode == 0)
1029         {
1030             if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1031                 Debug.Log(operationResponse.ToString());
1032         }
1033         else
1034         {
1035             if (operationResponse.ReturnCode == ErrorCode.OperationNotAllowedInCurrentState)
1036             {
1037                 Debug.LogError("Operation " + operationResponse.OperationCode + " could not be executed (yet). Wait for state JoinedLobby or ConnectedToMaster and their callbacks before calling operations. WebRPCs need a server-side configuration. Enum OperationCode helps identify the operation.");
1038             }
1039             else if (operationResponse.ReturnCode == ErrorCode.WebHookCallFailed)
1040             {
1041                 Debug.LogError("Operation " + operationResponse.OperationCode + " failed in a server-side plugin. Check the configuration in the Dashboard. Message from server-plugin: " + operationResponse.DebugMessage);
1042             }
1043             else if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1044             {
1045                 Debug.LogError("Operation failed: " + operationResponse.ToStringFull() + " Server: " + this.server);
1046             }
1047         }
1048
1049         // use the "secret" or "token" whenever we get it. doesn't really matter if it's in AuthResponse.
1050         if (operationResponse.Parameters.ContainsKey(ParameterCode.Secret))
1051         {
1052             if (this.CustomAuthenticationValues == null)
1053             {
1054                 this.CustomAuthenticationValues = new AuthenticationValues();
1055                 // this.DebugReturn(DebugLevel.ERROR, "Server returned secret. Created CustomAuthenticationValues.");
1056             }
1057
1058             this.CustomAuthenticationValues.Secret = operationResponse[ParameterCode.Secret] as string;
1059         }
1060
1061         switch (operationResponse.OperationCode)
1062         {
1063             case OperationCode.Authenticate:
1064                 {
1065                     // PeerState oldState = this.State;
1066
1067                     if (operationResponse.ReturnCode != 0)
1068                     {
1069                         if (operationResponse.ReturnCode == ErrorCode.InvalidOperationCode)
1070                         {
1071                             Debug.LogError(string.Format("If you host Photon yourself, make sure to start the 'Instance LoadBalancing' "+ this.ServerAddress));
1072                         }
1073                         else if (operationResponse.ReturnCode == ErrorCode.InvalidAuthentication)
1074                         {
1075                             Debug.LogError(string.Format("The appId this client sent is unknown on the server (Cloud). Check settings. If using the Cloud, check account."));
1076                             SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, DisconnectCause.InvalidAuthentication);
1077                         }
1078                         else if (operationResponse.ReturnCode == ErrorCode.CustomAuthenticationFailed)
1079                         {
1080                             Debug.LogError(string.Format("Custom Authentication failed (either due to user-input or configuration or AuthParameter string format). Calling: OnCustomAuthenticationFailed()"));
1081                             SendMonoMessage(PhotonNetworkingMessage.OnCustomAuthenticationFailed, operationResponse.DebugMessage);
1082                         }
1083                         else
1084                         {
1085                             Debug.LogError(string.Format("Authentication failed: '{0}' Code: {1}", operationResponse.DebugMessage, operationResponse.ReturnCode));
1086                         }
1087
1088                         this.State = global::PeerState.Disconnecting;
1089                         this.Disconnect();
1090
1091                         if (operationResponse.ReturnCode == ErrorCode.MaxCcuReached)
1092                         {
1093                             if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1094                                 Debug.LogWarning(string.Format("Currently, the limit of users is reached for this title. Try again later. Disconnecting"));
1095                             SendMonoMessage(PhotonNetworkingMessage.OnPhotonMaxCccuReached);
1096                             SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, DisconnectCause.MaxCcuReached);
1097                         }
1098                         else if (operationResponse.ReturnCode == ErrorCode.InvalidRegion)
1099                         {
1100                             if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1101                                 Debug.LogError(string.Format("The used master server address is not available with the subscription currently used. Got to Photon Cloud Dashboard or change URL. Disconnecting."));
1102                             SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, DisconnectCause.InvalidRegion);
1103                         }
1104                         else if (operationResponse.ReturnCode == ErrorCode.AuthenticationTicketExpired)
1105                         {
1106                             if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1107                                 Debug.LogError(string.Format("The authentication ticket expired. You need to connect (and authenticate) again. Disconnecting."));
1108                             SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, DisconnectCause.AuthenticationTicketExpired);
1109                         }
1110                         break;
1111                     }
1112                     else
1113                     {
1114                         if (this.server == ServerConnection.NameServer)
1115                         {
1116                             // on the NameServer, authenticate returns the MasterServer address for a region and we hop off to there
1117                             this.MasterServerAddress = operationResponse[ParameterCode.Address] as string;
1118                             this.DisconnectToReconnect();
1119                         }
1120                         else if (this.server == ServerConnection.MasterServer)
1121                         {
1122                             if (PhotonNetwork.autoJoinLobby)
1123                             {
1124                                 this.State = global::PeerState.Authenticated;
1125                                 this.OpJoinLobby(this.lobby);
1126                             }
1127                             else
1128                             {
1129                                 this.State = global::PeerState.ConnectedToMaster;
1130                                 NetworkingPeer.SendMonoMessage(PhotonNetworkingMessage.OnConnectedToMaster);
1131                             }
1132                         }
1133                         else if (this.server == ServerConnection.GameServer)
1134                         {
1135                             this.State = global::PeerState.Joining;
1136
1137                             if (this.mLastJoinType == JoinType.JoinGame || this.mLastJoinType == JoinType.JoinRandomGame || this.mLastJoinType == JoinType.JoinOrCreateOnDemand)
1138                             {
1139                                 // if we just "join" the game, do so. if we wanted to "create the room on demand", we have to send this to the game server as well.
1140                                 this.OpJoinRoom(this.mRoomToGetInto.name, this.mRoomOptionsForCreate, this.mRoomToEnterLobby, this.mLastJoinType == JoinType.JoinOrCreateOnDemand);
1141                             }
1142                             else if (this.mLastJoinType == JoinType.CreateGame)
1143                             {
1144                                 // on the game server, we have to apply the room properties that were chosen for creation of the room, so we use this.mRoomToGetInto
1145                                 this.OpCreateGame(this.mRoomToGetInto.name, this.mRoomOptionsForCreate, this.mRoomToEnterLobby);
1146                             }
1147
1148                             break;
1149                         }
1150                     }
1151                     break;
1152                 }
1153
1154             case OperationCode.GetRegions:
1155                 // Debug.Log("GetRegions returned: " + operationResponse.ToStringFull());
1156
1157                 if (operationResponse.ReturnCode == ErrorCode.InvalidAuthentication)
1158                 {
1159                     Debug.LogError(string.Format("The appId this client sent is unknown on the server (Cloud). Check settings. If using the Cloud, check account."));
1160                     SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, DisconnectCause.InvalidAuthentication);
1161
1162                     this.State = global::PeerState.Disconnecting;
1163                     this.Disconnect();
1164                     return;
1165                 }
1166
1167                 string[] regions = operationResponse[ParameterCode.Region] as string[];
1168                 string[] servers = operationResponse[ParameterCode.Address] as string[];
1169
1170                 if (regions == null || servers == null || regions.Length != servers.Length)
1171                 {
1172                     Debug.LogError("The region arrays from Name Server are not ok. Must be non-null and same length.");
1173                     break;
1174                 }
1175
1176                 this.AvailableRegions = new List(regions.Length);
1177                 for (int i = 0; i < regions.Length; i++)
1178                 {
1179                     string regionCodeString = regions[i];
1180                     if (string.IsNullOrEmpty(regionCodeString))
1181                     {
1182                         continue;
1183                     }
1184                     regionCodeString = regionCodeString.ToLower();
1185
1186                     CloudRegionCode code = Region.Parse(regionCodeString);
1187                     this.AvailableRegions.Add(new Region() { Code = code, HostAndPort = servers[i] });
1188                 }
1189
1190                 // PUN assumes you fetch the name-server's list of regions to ping them
1191                 if (PhotonNetwork.PhotonServerSettings.HostType == ServerSettings.HostingOption.BestRegion)
1192                 {
1193                     PhotonHandler.PingAvailableRegionsAndConnectToBest();
1194                 }
1195                 break;
1196
1197             case OperationCode.CreateGame:
1198                 {
1199                     if (this.server == ServerConnection.GameServer)
1200                     {
1201                         this.GameEnteredOnGameServer(operationResponse);
1202                     }
1203                     else
1204                     {
1205                         if (operationResponse.ReturnCode != 0)
1206                         {
1207                             if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1208                                 Debug.LogWarning(string.Format("CreateRoom failed, client stays on masterserver: {0}.", operationResponse.ToStringFull()));
1209
1210                             SendMonoMessage(PhotonNetworkingMessage.OnPhotonCreateRoomFailed);
1211                             break;
1212                         }
1213
1214                         string gameID = (string) operationResponse[ParameterCode.RoomName];
1215                         if (!string.IsNullOrEmpty(gameID))
1216                         {
1217                             // is only sent by the server's response, if it has not been
1218                             // sent with the client's request before!
1219                             this.mRoomToGetInto.name = gameID;
1220                         }
1221
1222                         this.mGameserver = (string)operationResponse[ParameterCode.Address];
1223                         this.DisconnectToReconnect();
1224                     }
1225
1226                     break;
1227                 }
1228
1229             case OperationCode.JoinGame:
1230                 {
1231                     if (this.server != ServerConnection.GameServer)
1232                     {
1233                         if (operationResponse.ReturnCode != 0)
1234                         {
1235                             if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1236                                 Debug.Log(string.Format("JoinRoom failed (room maybe closed by now). Client stays on masterserver: {0}. State: {1}", operationResponse.ToStringFull(), this.State));
1237
1238                             SendMonoMessage(PhotonNetworkingMessage.OnPhotonJoinRoomFailed);
1239                             break;
1240                         }
1241
1242                         this.mGameserver = (string)operationResponse[ParameterCode.Address];
1243                         this.DisconnectToReconnect();
1244                     }
1245                     else
1246                     {
1247                         this.GameEnteredOnGameServer(operationResponse);
1248                     }
1249
1250                     break;
1251                 }
1252
1253             case OperationCode.JoinRandomGame:
1254                 {
1255                     // happens only on master. on gameserver, this is a regular join (we don't need to find a random game again)
1256                     // the operation OpJoinRandom either fails (with returncode 8) or returns game-to-join information
1257                     if (operationResponse.ReturnCode != 0)
1258                     {
1259                         if (operationResponse.ReturnCode == ErrorCode.NoRandomMatchFound)
1260                         {
1261                             if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
1262                                 Debug.Log("JoinRandom failed: No open game. Calling: OnPhotonRandomJoinFailed() and staying on master server.");
1263                         }
1264                         else if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1265                         {
1266                             Debug.LogWarning(string.Format("JoinRandom failed: {0}.", operationResponse.ToStringFull()));
1267                         }
1268
1269                         SendMonoMessage(PhotonNetworkingMessage.OnPhotonRandomJoinFailed, operationResponse.ReturnCode, operationResponse.DebugMessage);
1270                         break;
1271                     }
1272
1273                     string roomName = (string)operationResponse[ParameterCode.RoomName];
1274                     this.mRoomToGetInto.name = roomName;
1275                     this.mGameserver = (string)operationResponse[ParameterCode.Address];
1276                     this.DisconnectToReconnect();
1277                     break;
1278                 }
1279
1280             case OperationCode.JoinLobby:
1281                 this.State = global::PeerState.JoinedLobby;
1282                 this.insideLobby = true;
1283                 SendMonoMessage(PhotonNetworkingMessage.OnJoinedLobby);
1284
1285                 // this.mListener.joinLobbyReturn();
1286                 break;
1287             case OperationCode.LeaveLobby:
1288                 this.State = global::PeerState.Authenticated;
1289                 this.LeftLobbyCleanup(); // will set insideLobby = false
1290                 break;
1291
1292             case OperationCode.Leave:
1293                 this.DisconnectToReconnect();
1294                 break;
1295
1296             case OperationCode.SetProperties:
1297                 // this.mListener.setPropertiesReturn(returnCode, debugMsg);
1298                 break;
1299
1300             case OperationCode.GetProperties:
1301                 {
1302                     Hashtable actorProperties = (Hashtable)operationResponse[ParameterCode.PlayerProperties];
1303                     Hashtable gameProperties = (Hashtable)operationResponse[ParameterCode.GameProperties];
1304                     this.ReadoutProperties(gameProperties, actorProperties, 0);
1305
1306                     // RemoveByteTypedPropertyKeys(actorProperties, false);
1307                     // RemoveByteTypedPropertyKeys(gameProperties, false);
1308                     // this.mListener.getPropertiesReturn(gameProperties, actorProperties, returnCode, debugMsg);
1309                     break;
1310                 }
1311
1312             case OperationCode.RaiseEvent:
1313                 // this usually doesn't give us a result. only if the caching is affected the server will send one.
1314                 break;
1315
1316             case OperationCode.FindFriends:
1317                 bool[] onlineList = operationResponse[ParameterCode.FindFriendsResponseOnlineList] as bool[];
1318                 string[] roomList = operationResponse[ParameterCode.FindFriendsResponseRoomIdList] as string[];
1319
1320                 if (onlineList != null && roomList != null && this.friendListRequested != null && onlineList.Length == this.friendListRequested.Length)
1321                 {
1322                     List friendList = new List(this.friendListRequested.Length);
1323                     for (int index = 0; index < this.friendListRequested.Length; index++)
1324                     {
1325                         FriendInfo friend = new FriendInfo();
1326                         friend.Name = this.friendListRequested[index];
1327                         friend.Room = roomList[index];
1328                         friend.IsOnline = onlineList[index];
1329                         friendList.Insert(index, friend);
1330                     }
1331                     PhotonNetwork.Friends = friendList;
1332                 }
1333                 else
1334                 {
1335                     // any of the lists is null and shouldn't. print a error
1336                     Debug.LogError("FindFriends failed to apply the result, as a required value wasn't provided or the friend list length differed from result.");
1337                 }
1338
1339                 this.friendListRequested = null;
1340                 this.isFetchingFriends = false;
1341                 this.friendListTimestamp = Environment.TickCount;
1342                 if (this.friendListTimestamp == 0)
1343                 {
1344                     this.friendListTimestamp = 1; // makes sure the timestamp is not accidentally 0
1345                 }
1346
1347                 SendMonoMessage(PhotonNetworkingMessage.OnUpdatedFriendList);
1348                 break;
1349
1350             case OperationCode.WebRpc:
1351                 SendMonoMessage(PhotonNetworkingMessage.OnWebRpcResponse, operationResponse);
1352                 break;
1353
1354             default:
1355                 Debug.LogWarning(string.Format("OperationResponse unhandled: {0}", operationResponse.ToString()));
1356                 break;
1357         }
1358
1359         this.externalListener.OnOperationResponse(operationResponse);
1360     }
File name: NetworkingPeer.cs Copy
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: ChatClient.cs Copy
94         public bool Connect(string address, ConnectionProtocol protocol, string appId, string appVersion, string userId, AuthenticationValues authValues)
95         {
96             if (!this.HasPeer)
97             {
98                 this.chatPeer = new ChatPeer(this, protocol);
99             }
100             else
101             {
102                 this.Disconnect();
103                 if (this.chatPeer.UsedProtocol != protocol)
104                 {
105                     this.chatPeer = new ChatPeer(this, protocol);
106                 }
107             }
108
109#if UNITY
110#pragma warning disable 0162 // the library variant defines if we should use PUN's SocketUdp variant (at all)
111             if (PhotonPeer.NoSocket)
112             {
113#if !UNITY_EDITOR && (UNITY_PS3 || UNITY_ANDROID)
114                 UnityEngine.Debug.Log("Using class SocketUdpNativeDynamic");
115                 this.chatPeer.SocketImplementation = typeof(SocketUdpNativeDynamic);
116#elif !UNITY_EDITOR && UNITY_IPHONE
117                 UnityEngine.Debug.Log("Using class SocketUdpNativeStatic");
118                 this.chatPeer.SocketImplementation = typeof(SocketUdpNativeStatic);
119#elif !UNITY_EDITOR && (UNITY_WINRT)
120                 // this automatically uses a separate assembly-file with Win8-style Socket usage (not possible in Editor)
121#else
122                 Type udpSocket = Type.GetType("ExitGames.Client.Photon.SocketUdp, Assembly-CSharp");
123                 this.chatPeer.SocketImplementation = udpSocket;
124                 if (udpSocket == null)
125                 {
126                     UnityEngine.Debug.Log("ChatClient could not find a suitable C# socket class. The Photon3Unity3D.dll only supports native socket plugins.");
127                 }
128#endif
129                 if (this.chatPeer.SocketImplementation == null)
130                 {
131                     UnityEngine.Debug.Log("No socket implementation set for 'NoSocket' assembly. Please contact Exit Games.");
132                 }
133             }
134#pragma warning restore 0162
135#endif
136
137             this.chatPeer.TimePingInterval = 3000;
138             this.DisconnectedCause = ChatDisconnectCause.None;
139
140             this.CustomAuthenticationValues = authValues;
141             this.UserId = userId;
142             this.AppId = appId;
143             this.AppVersion = appVersion;
144             this.didAuthenticate = false;
145             this.msDeltaForServiceCalls = 100;
146
147
148             // clean all channels
149             this.PublicChannels.Clear();
150             this.PrivateChannels.Clear();
151
152             if (!address.Contains(":"))
153             {
154                 int port = 0;
155                 ProtocolToNameServerPort.TryGetValue(protocol, out port);
156                 address = string.Format("{0}:{1}", address, port);
157             }
158
159             bool isConnecting = this.chatPeer.Connect(address, "NameServer");
160             if (isConnecting)
161             {
162                 this.State = ChatState.ConnectingToNameServer;
163             }
164             return isConnecting;
165         }
File name: ChatClient.cs Copy
598         void IPhotonPeerListener.OnOperationResponse(OperationResponse operationResponse)
599         {
600             switch (operationResponse.OperationCode)
601             {
602                 case (byte)ChatOperationCode.Authenticate:
603                     this.HandleAuthResponse(operationResponse);
604                     break;
605
606                 // the following operations usually don't return useful data and no error.
607                 case (byte)ChatOperationCode.Subscribe:
608                 case (byte)ChatOperationCode.Unsubscribe:
609                 case (byte)ChatOperationCode.Publish:
610                 case (byte)ChatOperationCode.SendPrivate:
611                 default:
612                     if (operationResponse.ReturnCode != 0)
613                     {
614                         ((IPhotonPeerListener)this).DebugReturn(DebugLevel.ERROR, string.Format("Chat Operation {0} failed (Code: {1}). Debug Message: {2}", operationResponse.OperationCode, operationResponse.ReturnCode, operationResponse.DebugMessage));
615                     }
616                     break;
617             }
618         }
File name: ChatClient.cs Copy
620         void IPhotonPeerListener.OnStatusChanged(StatusCode statusCode)
621         {
622             switch (statusCode)
623             {
624                 case StatusCode.Connect:
625                     this.chatPeer.EstablishEncryption();
626                     if (this.State == ChatState.ConnectingToNameServer)
627                     {
628                         this.State = ChatState.ConnectedToNameServer;
629                         this.listener.OnChatStateChange(this.State);
630                     }
631                     else if (this.State == ChatState.ConnectingToFrontEnd)
632                     {
633                         this.AuthenticateOnFrontEnd();
634                     }
635                     break;
636                 case StatusCode.EncryptionEstablished:
637                     // once encryption is availble, the client should send one (secure) authenticate. it includes the AppId (which identifies your app on the Photon Cloud)
638                     if (!this.didAuthenticate)
639                     {
640                         this.didAuthenticate = this.chatPeer.AuthenticateOnNameServer(this.AppId, this.AppVersion, this.chatRegion, this.UserId, this.CustomAuthenticationValues);
641                         if (!this.didAuthenticate)
642                         {
643                             ((IPhotonPeerListener) this).DebugReturn(DebugLevel.ERROR, "Error calling OpAuthenticate! Did not work. Check log output, CustomAuthenticationValues and if you're connected. State: " + this.State);
644                         }
645                     }
646                     break;
647                 case StatusCode.EncryptionFailedToEstablish:
648                     this.State = ChatState.Disconnecting;
649                     this.chatPeer.Disconnect();
650                     break;
651                 case StatusCode.Disconnect:
652                     if (this.State == ChatState.Authenticated)
653                     {
654                         this.ConnectToFrontEnd();
655                     }
656                     else
657                     {
658                         this.State = ChatState.Disconnected;
659                         this.listener.OnChatStateChange(ChatState.Disconnected);
660                         this.listener.OnDisconnected();
661                     }
662                     break;
663             }
664         }
File name: ChatClient.cs Copy
768         private void HandleAuthResponse(OperationResponse operationResponse)
769         {
770             ((IPhotonPeerListener)this).DebugReturn(DebugLevel.INFO, operationResponse.ToStringFull() + " on: " + this.NameServerAddress);
771             if (operationResponse.ReturnCode == 0)
772             {
773                 if (this.State == ChatState.ConnectedToNameServer)
774                 {
775                     this.State = ChatState.Authenticated;
776                     this.listener.OnChatStateChange(this.State);
777
778                     if (operationResponse.Parameters.ContainsKey(ParameterCode.Secret))
779                     {
780                         if (this.CustomAuthenticationValues == null)
781                         {
782                             this.CustomAuthenticationValues = new AuthenticationValues();
783                         }
784                         this.CustomAuthenticationValues.Secret = operationResponse[ParameterCode.Secret] as string;
785                         this.FrontendAddress = (string) operationResponse[ParameterCode.Address];
786
787                         // we disconnect and status handler starts to connect to front end
788                         this.chatPeer.Disconnect();
789                     }
790                     else
791                     {
792                         //TODO: error reaction!
793                     }
794                 }
795                 else if (this.State == ChatState.ConnectingToFrontEnd)
796                 {
797                     this.msDeltaForServiceCalls = this.msDeltaForServiceCalls * 4; // when we arrived on chat server: limit Service calls some more
798
799                     this.State = ChatState.ConnectedToFrontEnd;
800                     this.listener.OnChatStateChange(this.State);
801                     this.listener.OnConnected();
802                 }
803             }
804             else
805             {
806                 //((IPhotonPeerListener)this).DebugReturn(DebugLevel.INFO, operationResponse.ToStringFull() + " NS: " + this.NameServerAddress + " FrontEnd: " + this.frontEndAddress);
807
808                 switch (operationResponse.ReturnCode)
809                 {
810                     case ErrorCode.InvalidAuthentication:
811                         this.DisconnectedCause = ChatDisconnectCause.InvalidAuthentication;
812                         break;
813                     case ErrorCode.CustomAuthenticationFailed:
814                         this.DisconnectedCause = ChatDisconnectCause.CustomAuthenticationFailed;
815                         break;
816                     case ErrorCode.InvalidRegion:
817                         this.DisconnectedCause = ChatDisconnectCause.InvalidRegion;
818                         break;
819                     case ErrorCode.MaxCcuReached:
820                         this.DisconnectedCause = ChatDisconnectCause.MaxCcuReached;
821                         break;
822                     case ErrorCode.OperationNotAllowedInCurrentState:
823                         this.DisconnectedCause = ChatDisconnectCause.OperationNotAllowedInCurrentState;
824                         break;
825                 }
826
827                 this.State = ChatState.Disconnecting;
828                 this.chatPeer.Disconnect();
829             }
830         }
File name: ChatClient.cs Copy
854         private bool AuthenticateOnFrontEnd()
855         {
856             if (CustomAuthenticationValues != null)
857             {
858                 var d = new Dictionary {{(byte)ChatParameterCode.Secret, CustomAuthenticationValues.Secret}};
859                 return this.chatPeer.OpCustom((byte)ChatOperationCode.Authenticate, d, true);
860             }
861             else
862             {
863                 Debug.WriteLine("Can't authenticate on front end server. CustomAuthValues is null");
864             }
865             return false;
866         }

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