ChatClient
How do I use Chat Client
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: ChatGui.cs
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58 public void Start()
59 {
60 DontDestroyOnLoad(this.gameObject);
61 Application.runInBackground = true; // this must run in background or it will drop connection if not focussed.
62
63 if (string.IsNullOrEmpty(this.UserName))
64 {
65 this.UserName = "user" + Environment.TickCount%99; //made-up username
66 }
67
68 chatClient = new ChatClient(this);
69 chatClient.Connect(ChatAppId, "1.0", this.UserName, null);
70
71 if (this.AlignBottom)
72 {
73 this.GuiRect.y = Screen.height - this.GuiRect.height;
74 }
75 if (this.FullScreen)
76 {
77 this.GuiRect.x = 0;
78 this.GuiRect.y = 0;
79 this.GuiRect.width = Screen.width;
80 this.GuiRect.height = Screen.height;
81 }
82
83 Debug.Log(this.UserName);
84 }
File name: ChatGui.cs
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87 public void OnApplicationQuit()
88 {
89 if (this.chatClient != null)
90 {
91 this.chatClient.Disconnect();
92 }
93 }
File name: ChatGui.cs
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95 public void Update()
96 {
97 if (this.chatClient != null)
98 {
99 this.chatClient.Service(); // make sure to call this regularly! it limits effort internally, so calling often is ok!
100 }
101 }
File name: ChatGui.cs
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103 public void OnGUI()
104 {
105 if (!this.IsVisible)
106 {
107 return;
108 }
109
110 GUI.skin.label.wordWrap = true;
111 //GUI.skin.button.richText = true; // this allows toolbar buttons to have bold/colored text. nice to indicate new msgs
112 //GUILayout.Button("lala"); // as richText, html tags could be in text
113
114
115 if (Event.current.type == EventType.KeyDown && (Event.current.keyCode == KeyCode.KeypadEnter || Event.current.keyCode == KeyCode.Return))
116 {
117 if ("ChatInput".Equals(GUI.GetNameOfFocusedControl()))
118 {
119 // focus on input -> submit it
120 GuiSendsMsg();
121 return; // showing the now modified list would result in an error. to avoid this, we just skip this single frame
122 }
123 else
124 {
125 // assign focus to input
126 GUI.FocusControl("ChatInput");
127 }
128 }
129
130 GUI.SetNextControlName("");
131 GUILayout.BeginArea(this.GuiRect);
132
133 GUILayout.FlexibleSpace();
134
135 if (this.chatClient.State != ChatState.ConnectedToFrontEnd)
136 {
137 GUILayout.Label("Not in chat yet.");
138 }
139 else
140 {
141 List
142 int countOfPublicChannels = channels.Count;
143 channels.AddRange(this.chatClient.PrivateChannels.Keys);
144
145 if (channels.Count > 0)
146 {
147 int previouslySelectedChannelIndex = this.selectedChannelIndex;
148 int channelIndex = channels.IndexOf(this.selectedChannelName);
149 this.selectedChannelIndex = (channelIndex >= 0) ? channelIndex : 0;
150
151 this.selectedChannelIndex = GUILayout.Toolbar(this.selectedChannelIndex, channels.ToArray(), GUILayout.ExpandWidth(false));
152 this.scrollPos = GUILayout.BeginScrollView(this.scrollPos);
153
154 this.doingPrivateChat = (this.selectedChannelIndex >= countOfPublicChannels);
155 this.selectedChannelName = channels[this.selectedChannelIndex];
156
157 if (this.selectedChannelIndex != previouslySelectedChannelIndex)
158 {
159 // changed channel -> scroll down, if private: pre-fill "to" field with target user's name
160 this.scrollPos.y = float.MaxValue;
161 if (this.doingPrivateChat)
162 {
163 string[] pieces = this.selectedChannelName.Split(new char[] {':'}, 3);
164 this.userIdInput = pieces[1];
165 }
166 }
167
168 GUILayout.Label(ChatGui.WelcomeText);
169
170 if (this.chatClient.TryGetChannel(selectedChannelName, this.doingPrivateChat, out this.selectedChannel))
171 {
172 for (int i = 0; i < this.selectedChannel.Messages.Count; i++)
173 {
174 string sender = this.selectedChannel.Senders[i];
175 object message = this.selectedChannel.Messages[i];
176 GUILayout.Label(string.Format("{0}: {1}", sender, message));
177 }
178 }
179
180 GUILayout.EndScrollView();
181 }
182 }
183
184
185 GUILayout.BeginHorizontal();
186 if (doingPrivateChat)
187 {
188 GUILayout.Label("to:", GUILayout.ExpandWidth(false));
189 GUI.SetNextControlName("WhisperTo");
190 this.userIdInput = GUILayout.TextField(this.userIdInput, GUILayout.MinWidth(100), GUILayout.ExpandWidth(false));
191 string focussed = GUI.GetNameOfFocusedControl();
192 if (focussed.Equals("WhisperTo"))
193 {
194 if (this.userIdInput.Equals("username"))
195 {
196 this.userIdInput = "";
197 }
198 }
199 else if (string.IsNullOrEmpty(this.userIdInput))
200 {
201 this.userIdInput = "username";
202 }
203
204 }
205 GUI.SetNextControlName("ChatInput");
206 inputLine = GUILayout.TextField(inputLine);
207 if (GUILayout.Button("Send", GUILayout.ExpandWidth(false)))
208 {
209 GuiSendsMsg();
210 }
211 GUILayout.EndHorizontal();
212 GUILayout.EndArea();
213 }
File name: ChatGui.cs
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215 private void GuiSendsMsg()
216 {
217 if (string.IsNullOrEmpty(this.inputLine))
218 {
219
220 GUI.FocusControl("");
221 return;
222 }
223
224 if (this.inputLine[0].Equals('\\'))
225 {
226 string[] tokens = this.inputLine.Split(new char[] {' '}, 2);
227 if (tokens[0].Equals("\\help"))
228 {
229 this.PostHelpToCurrentChannel();
230 }
231 if (tokens[0].Equals("\\state"))
232 {
233 int newState = int.Parse(tokens[1]);
234 this.chatClient.SetOnlineStatus(newState, new string[] { "i am state " + newState }); // this is how you set your own state and (any) message
235 }
236 else if (tokens[0].Equals("\\subscribe") && !string.IsNullOrEmpty(tokens[1]))
237 {
238 this.chatClient.Subscribe(tokens[1].Split(new char[] {' ', ','}));
239 }
240 else if (tokens[0].Equals("\\unsubscribe") && !string.IsNullOrEmpty(tokens[1]))
241 {
242 this.chatClient.Unsubscribe(tokens[1].Split(new char[] {' ', ','}));
243 }
244 else if (tokens[0].Equals("\\clear"))
245 {
246 if (this.doingPrivateChat)
247 {
248 this.chatClient.PrivateChannels.Remove(this.selectedChannelName);
249 }
250 else
251 {
252 ChatChannel channel;
253 if (this.chatClient.TryGetChannel(this.selectedChannelName, this.doingPrivateChat, out channel))
254 {
255 channel.ClearMessages();
256 }
257 }
258 }
259 else if (tokens[0].Equals("\\msg") && !string.IsNullOrEmpty(tokens[1]))
260 {
261 string[] subtokens = tokens[1].Split(new char[] {' ', ','}, 2);
262 string targetUser = subtokens[0];
263 string message = subtokens[1];
264 this.chatClient.SendPrivateMessage(targetUser, message);
265 }
266 }
267 else
268 {
269 if (this.doingPrivateChat)
270 {
271 this.chatClient.SendPrivateMessage(this.userIdInput, this.inputLine);
272 }
273 else
274 {
275 this.chatClient.PublishMessage(this.selectedChannelName, this.inputLine);
276 }
277 }
278
279 this.inputLine = "";
280 GUI.FocusControl("");
281 }
File name: ChatGui.cs
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296 public void OnConnected()
297 {
298 if (this.ChannelsToJoinOnConnect != null && this.ChannelsToJoinOnConnect.Length > 0)
299 {
300 this.chatClient.Subscribe(this.ChannelsToJoinOnConnect, this.HistoryLengthToFetch);
301 }
302
303 this.chatClient.AddFriends(new string[] {"tobi", "ilya"}); // Add some users to the server-list to get their status updates
304 this.chatClient.SetOnlineStatus(ChatUserStatus.Online); // You can set your online state (without a mesage).
305 }
File name: ChatGui.cs
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317 public void OnSubscribed(string[] channels, bool[] results)
318 {
319
320 // this demo can automatically send a "hi" to subscribed channels. in a game you usually only send user's input!!
321 if (this.DemoPublishOnSubscribe)
322 {
323 foreach (string channel in channels)
324 {
325 this.chatClient.PublishMessage(channel, "says 'hi' in OnSubscribed(). "); // you don't HAVE to send a msg on join but you could.
326 }
327 }
328 }
File name: NamePickGui.cs
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15 public void Awake()
16 {
17 this.guiCenteredRect = new Rect(Screen.width/2-GuiSize.x/2, Screen.height/2-GuiSize.y/4, GuiSize.x, GuiSize.y);
18 this.chatComponent = this.GetComponent
19
20 if (this.chatComponent != null && chatComponent.enabled)
21 {
22 Debug.LogWarning("When using the NamePickGui, ChatGui should be disabled initially.");
23
24 if (this.chatComponent.chatClient != null)
25 {
26 this.chatComponent.chatClient.Disconnect();
27 }
28 this.chatComponent.enabled = false;
29 }
30
31 string prefsName = PlayerPrefs.GetString(NamePickGui.UserNamePlayerPref);
32 if (!string.IsNullOrEmpty(prefsName))
33 {
34 this.InputLine = prefsName;
35 }
36 }
File name: ChatClient.cs
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80 public ChatClient(IChatClientListener listener)
81 {
82 this.listener = listener;
83 this.State = ChatState.Uninitialized;
84
85 this.PublicChannels = new Dictionary
86 this.PrivateChannels = new Dictionary
87 }
File name: ChatClient.cs
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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 }
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