Failed









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

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File name: GUICustomAuth.cs Copy
35     public void OnCustomAuthenticationFailed(string debugMessage)
36     {
37         this.authDebugMessage = debugMessage;
38         SetStateAuthFailed();
39     }
File name: GUICustomAuth.cs Copy
42     enum GuiState { AuthOrNot, AuthInput, AuthHelp, AuthFailed }
File name: GUICustomAuth.cs Copy
64     public void SetStateAuthFailed()
65     {
66         RootOf3dButtons.SetActive(false);
67         guiState = GuiState.AuthFailed;
68     }
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: IELdemo.cs Copy
27     // This is one of the callback/event methods called by PUN (read more in PhotonNetworkingMessage enumeration)
28     public void OnPhotonRandomJoinFailed()
29     {
30         PhotonNetwork.CreateRoom(null, new RoomOptions() {maxPlayers = 4}, null);
31     }
File name: WorkerInGame.cs Copy
89     public void OnFailedToConnectToPhoton()
90     {
91         Debug.Log("OnFailedToConnectToPhoton");
92
93         // back to main menu
94         Application.LoadLevel(WorkerMenu.SceneNameMenu);
95     }
File name: WorkerMenu.cs Copy
65     public void OnGUI()
66     {
67         if (this.Skin != null)
68         {
69             GUI.skin = this.Skin;
70         }
71
72         if (!PhotonNetwork.connected)
73         {
74             if (PhotonNetwork.connecting)
75             {
76                 GUILayout.Label("Connecting to: " + PhotonNetwork.ServerAddress);
77             }
78             else
79             {
80                 GUILayout.Label("Not connected. Check console output. Detailed connection state: " + PhotonNetwork.connectionStateDetailed + " Server: " + PhotonNetwork.ServerAddress);
81             }
82
83             if (this.connectFailed)
84             {
85                 GUILayout.Label("Connection failed. Check setup and use Setup Wizard to fix configuration.");
86                 GUILayout.Label(String.Format("Server: {0}", new object[] {PhotonNetwork.ServerAddress}));
87                 GUILayout.Label("AppId: " + PhotonNetwork.PhotonServerSettings.AppID);
88
89                 if (GUILayout.Button("Try Again", GUILayout.Width(100)))
90                 {
91                     this.connectFailed = false;
92                     PhotonNetwork.ConnectUsingSettings("0.9");
93                 }
94             }
95
96             return;
97         }
98
99         Rect content = new Rect((Screen.width - WidthAndHeight.x)/2, (Screen.height - WidthAndHeight.y)/2, WidthAndHeight.x, WidthAndHeight.y);
100         GUI.Box(content,"Join or Create Room");
101         GUILayout.BeginArea(content);
102
103         GUILayout.Space(40);
104
105         // Player name
106         GUILayout.BeginHorizontal();
107         GUILayout.Label("Player name:", GUILayout.Width(150));
108         PhotonNetwork.playerName = GUILayout.TextField(PhotonNetwork.playerName);
109         GUILayout.Space(158);
110         if (GUI.changed)
111         {
112             // Save name
113             PlayerPrefs.SetString("playerName", PhotonNetwork.playerName);
114         }
115         GUILayout.EndHorizontal();
116
117         GUILayout.Space(15);
118
119         // Join room by title
120         GUILayout.BeginHorizontal();
121         GUILayout.Label("Roomname:", GUILayout.Width(150));
122         this.roomName = GUILayout.TextField(this.roomName);
123
124         if (GUILayout.Button("Create Room", GUILayout.Width(150)))
125         {
126             PhotonNetwork.CreateRoom(this.roomName, new RoomOptions() { maxPlayers = 10 }, null);
127         }
128
129         GUILayout.EndHorizontal();
130
131         // Create a room (fails if exist!)
132         GUILayout.BeginHorizontal();
133         GUILayout.FlexibleSpace();
134         //this.roomName = GUILayout.TextField(this.roomName);
135         if (GUILayout.Button("Join Room", GUILayout.Width(150)))
136         {
137             PhotonNetwork.JoinRoom(this.roomName);
138         }
139
140         GUILayout.EndHorizontal();
141
142
143         if (!string.IsNullOrEmpty(this.ErrorDialog))
144         {
145             GUILayout.Label(this.ErrorDialog);
146
147             if (timeToClearDialog < Time.time)
148             {
149                 timeToClearDialog = 0;
150                 this.ErrorDialog = "";
151             }
152         }
153
154         GUILayout.Space(15);
155
156         // Join random room
157         GUILayout.BeginHorizontal();
158
159         GUILayout.Label(PhotonNetwork.countOfPlayers + " users are online in " + PhotonNetwork.countOfRooms + " rooms.");
160         GUILayout.FlexibleSpace();
161         if (GUILayout.Button("Join Random", GUILayout.Width(150)))
162         {
163             PhotonNetwork.JoinRandomRoom();
164         }
165
166
167         GUILayout.EndHorizontal();
168
169         GUILayout.Space(15);
170         if (PhotonNetwork.GetRoomList().Length == 0)
171         {
172             GUILayout.Label("Currently no games are available.");
173             GUILayout.Label("Rooms will be listed here, when they become available.");
174         }
175         else
176         {
177             GUILayout.Label(PhotonNetwork.GetRoomList().Length + " rooms available:");
178
179             // Room listing: simply call GetRoomList: no need to fetch/poll whatever!
180             this.scrollPos = GUILayout.BeginScrollView(this.scrollPos);
181             foreach (RoomInfo roomInfo in PhotonNetwork.GetRoomList())
182             {
183                 GUILayout.BeginHorizontal();
184                 GUILayout.Label(roomInfo.name + " " + roomInfo.playerCount + "/" + roomInfo.maxPlayers);
185                 if (GUILayout.Button("Join", GUILayout.Width(150)))
186                 {
187                     PhotonNetwork.JoinRoom(roomInfo.name);
188                 }
189
190                 GUILayout.EndHorizontal();
191             }
192
193             GUILayout.EndScrollView();
194         }
195
196         GUILayout.EndArea();
197     }
File name: WorkerMenu.cs Copy
206     public void OnPhotonCreateRoomFailed()
207     {
208         this.ErrorDialog = "Error: Can't create room (room name maybe already used).";
209         Debug.Log("OnPhotonCreateRoomFailed got called. This can happen if the room exists (even if not visible). Try another room name.");
210     }
File name: WorkerMenu.cs Copy
212     public void OnPhotonJoinRoomFailed()
213     {
214         this.ErrorDialog = "Error: Can't join room (full or unknown room name).";
215         Debug.Log("OnPhotonJoinRoomFailed got called. This can happen if the room is not existing or full or closed.");
216     }
File name: WorkerMenu.cs Copy
217     public void OnPhotonRandomJoinFailed()
218     {
219         this.ErrorDialog = "Error: Can't join random room (none found).";
220         Debug.Log("OnPhotonRandomJoinFailed got called. Happens if no room is available (or all full or invisible or closed). JoinrRandom filter-options can limit available rooms.");
221     }

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