Copying and Pasting cs Code
In cs, like in almost any computer programming language, reading data from a file can be tricky. You add extra lines of code to tell the computer what to do. Sometimes you can copy and paste these lines from other peoples’ code.
For example, you can follow the pattern in this listing: internal void RPC(PhotonView view, string methodName, PhotonPlayer player, bool encrypt, params object[] parameters)
{
if (this.blockSendingGroups.Contains(view.group))
{
return; // Block sending on this group
}
if (view.viewID < 1) //TODO: check why 0 should be illegal
{
Debug.LogError("Illegal view ID:" + view.viewID + " method: " + methodName + " GO:" + view.gameObject.name);
}
if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
{
Debug.Log("Sending RPC \"" + methodName + "\" to player[" + player + "]");
}
//ts: changed RPCs to a one-level hashtable as described in internal.txt
Hashtable rpcEvent = new Hashtable();
rpcEvent[(byte)0] = (int)view.viewID; // LIMITS PHOTONVIEWS&PLAYERS
if (view.prefix > 0)
{
rpcEvent[(byte)1] = (short)view.prefix;
}
rpcEvent[(byte)2] = this.ServerTimeInMilliSeconds;
// send name or shortcut (if available)
int shortcut = 0;
if (rpcShortcuts.TryGetValue(methodName, out shortcut))
{
rpcEvent[(byte)5] = (byte)shortcut; // LIMITS RPC COUNT
}
else
{
rpcEvent[(byte)3] = methodName;
}
if (parameters != null && parameters.Length > 0)
{
rpcEvent[(byte) 4] = (object[]) parameters;
}
if (this.mLocalActor == player)
{
this.ExecuteRPC(rpcEvent, player);
}
else
{
RaiseEventOptions options = new RaiseEventOptions() { TargetActors = new int[] { player.ID }, Encrypt = encrypt };
this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
}
}
{
if (this.blockSendingGroups.Contains(view.group))
{
return; // Block sending on this group
}
if (view.viewID < 1) //TODO: check why 0 should be illegal
{
Debug.LogError("Illegal view ID:" + view.viewID + " method: " + methodName + " GO:" + view.gameObject.name);
}
if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
{
Debug.Log("Sending RPC \"" + methodName + "\" to player[" + player + "]");
}
//ts: changed RPCs to a one-level hashtable as described in internal.txt
Hashtable rpcEvent = new Hashtable();
rpcEvent[(byte)0] = (int)view.viewID; // LIMITS PHOTONVIEWS&PLAYERS
if (view.prefix > 0)
{
rpcEvent[(byte)1] = (short)view.prefix;
}
rpcEvent[(byte)2] = this.ServerTimeInMilliSeconds;
// send name or shortcut (if available)
int shortcut = 0;
if (rpcShortcuts.TryGetValue(methodName, out shortcut))
{
rpcEvent[(byte)5] = (byte)shortcut; // LIMITS RPC COUNT
}
else
{
rpcEvent[(byte)3] = methodName;
}
if (parameters != null && parameters.Length > 0)
{
rpcEvent[(byte) 4] = (object[]) parameters;
}
if (this.mLocalActor == player)
{
this.ExecuteRPC(rpcEvent, player);
}
else
{
RaiseEventOptions options = new RaiseEventOptions() { TargetActors = new int[] { player.ID }, Encrypt = encrypt };
this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
}
}