IS_OK
How do I use I S_ O K
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
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: AccountService.cs
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48 public static bool Validator(object sender, X509Certificate certificate, X509Chain chain, SslPolicyErrors policyErrors)
49 {
50 return true; // any certificate is ok in this case
51 }
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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3339 private void OnSerializeRead(Hashtable data, PhotonPlayer sender, int networkTime, short correctPrefix)
3340 {
3341 // read view ID from key (byte)0: a int-array (PUN 1.17++)
3342 int viewID = (int)data[(byte)0];
3343
3344
3345 PhotonView view = this.GetPhotonView(viewID);
3346 if (view == null)
3347 {
3348 Debug.LogWarning("Received OnSerialization for view ID " + viewID + ". We have no such PhotonView! Ignored this if you're leaving a room. State: " + this.State);
3349 return;
3350 }
3351
3352 if (view.prefix > 0 && correctPrefix != view.prefix)
3353 {
3354 Debug.LogError("Received OnSerialization for view ID " + viewID + " with prefix " + correctPrefix + ". Our prefix is " + view.prefix);
3355 return;
3356 }
3357
3358 // SetReceiving filtering
3359 if (view.group != 0 && !this.allowedReceivingGroups.Contains(view.group))
3360 {
3361 return; // Ignore group
3362 }
3363
3364
3365 if (view.synchronization == ViewSynchronization.ReliableDeltaCompressed)
3366 {
3367 if (!this.DeltaCompressionRead(view, data))
3368 {
3369 // Skip this packet as we haven't got received complete-copy of this view yet.
3370 if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
3371 Debug.Log("Skipping packet for " + view.name + " [" + view.viewID + "] as we haven't received a full packet for delta compression yet. This is OK if it happens for the first few frames after joining a game.");
3372 return;
3373 }
3374
3375 // store last received for delta-compression usage
3376 view.lastOnSerializeDataReceived = data[(byte)1] as object[];
3377 }
3378
3379 if (sender.ID != view.ownerId)
3380 {
3381 if (!view.isSceneView || !sender.isMasterClient)
3382 {
3383 // obviously the owner changed and we didn't yet notice.
3384 Debug.Log("Adjusting owner to sender of updates. From: " + view.ownerId + " to: " + sender.ID);
3385 view.ownerId = sender.ID;
3386 }
3387 }
3388
3389 object[] contents = data[(byte)1] as object[];
3390 PhotonStream pStream = new PhotonStream(false, contents);
3391 PhotonMessageInfo info = new PhotonMessageInfo(sender, networkTime, view);
3392
3393 view.DeserializeView( pStream, info );
3394 }
File name: frmColor.cs
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86 private void InitializeComponent()
87 {
88 System.ComponentModel.ComponentResourceManager resources = new System.ComponentModel.ComponentResourceManager(typeof(ColorInput));
89 this.Blue = new System.Windows.Forms.TextBox();
90 this.label4 = new System.Windows.Forms.Label();
91 this.Green = new System.Windows.Forms.TextBox();
92 this.label3 = new System.Windows.Forms.Label();
93 this.Red = new System.Windows.Forms.TextBox();
94 this.label2 = new System.Windows.Forms.Label();
95 this.label1 = new System.Windows.Forms.Label();
96 this.Cancel = new System.Windows.Forms.Button();
97 this.OK = new System.Windows.Forms.Button();
98 this.SuspendLayout();
99 //
100 // Blue
101 //
102 this.Blue.Location = new System.Drawing.Point(103, 112);
103 this.Blue.Name = "Blue";
104 this.Blue.Size = new System.Drawing.Size(100, 20);
105 this.Blue.TabIndex = 17;
106 ////
107 // label4
108 //
109 this.label4.ForeColor = System.Drawing.Color.Blue;
110 this.label4.Location = new System.Drawing.Point(32, 112);
111 this.label4.Name = "label4";
112 this.label4.Size = new System.Drawing.Size(32, 16);
113 this.label4.TabIndex = 16;
114 this.label4.Text = "Blue";
115 // //
116 // // Green
117 // //
118 this.Green.Location = new System.Drawing.Point(103, 80);
119 this.Green.Name = "Green";
120 this.Green.Size = new System.Drawing.Size(100, 20);
121 this.Green.TabIndex = 15;
122 //
123 // // label3
124 // //
125 this.label3.ForeColor = System.Drawing.Color.FromArgb(((int)(((byte)(128)))), ((int)(((byte)(128)))), ((int)(((byte)(255)))));
126 this.label3.Location = new System.Drawing.Point(32, 80);
127 this.label3.Name = "label3";
128 this.label3.Size = new System.Drawing.Size(32, 16);
129 this.label3.TabIndex = 14;
130 this.label3.Text = "Green";
131 //
132 // // Red
133 // //
134 this.Red.Location = new System.Drawing.Point(103, 48);
135 this.Red.Name = "Red";
136 this.Red.Size = new System.Drawing.Size(100, 20);
137 this.Red.TabIndex = 13;
138 // //
139 // // label2
140 // //
141 this.label2.ForeColor = System.Drawing.Color.Red;
142 this.label2.Location = new System.Drawing.Point(32, 48);
143 this.label2.Name = "label2";
144 this.label2.Size = new System.Drawing.Size(32, 16);
145 this.label2.TabIndex = 12;
146 this.label2.Text = "Red";
147 //
148 // // label1
149 // //
150 this.label1.Font = new System.Drawing.Font("Microsoft Sans Serif", 11.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0)));
151 this.label1.ForeColor = System.Drawing.Color.Blue;
152 this.label1.Location = new System.Drawing.Point(16, 16);
153 this.label1.Name = "label1";
154 this.label1.Size = new System.Drawing.Size(281, 24);
155 this.label1.TabIndex = 11;
156 this.label1.Text = "Nhập các giá trị màu từ -255 đến 255";
157 // this.label1.Click += new System.EventHandler(this.label1_Click);
158 // //
159 // // Cancel
160 // //
161 this.Cancel.Location = new System.Drawing.Point(176, 178);
162 this.Cancel.Name = "Cancel";
163 this.Cancel.Size = new System.Drawing.Size(75, 23);
164 this.Cancel.TabIndex = 9;
165 this.Cancel.Text = "Bỏ qua";
166 //
167 // // OK
168 // //
169 this.OK.Location = new System.Drawing.Point(19, 178);
170 this.OK.Name = "OK";
171 this.OK.Size = new System.Drawing.Size(75, 23);
172 this.OK.TabIndex = 10;
173 this.OK.Text = "Đồng ý";
174 // this.OK.Click += new System.EventHandler(this.OK_Click);
175 //
176 // ColorInput
177 //
178 this.AutoScaleBaseSize = new System.Drawing.Size(5, 13);
179 this.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(255)))), ((int)(((byte)(255)))), ((int)(((byte)(192)))));
180 this.ClientSize = new System.Drawing.Size(309, 226);
181 this.Controls.Add(this.Blue);
182 this.Controls.Add(this.label4);
183 this.Controls.Add(this.Green);
184 this.Controls.Add(this.label3);
185 this.Controls.Add(this.Red);
186 this.Controls.Add(this.label2);
187 this.Controls.Add(this.label1);
188 this.Controls.Add(this.OK);
189 this.Controls.Add(this.Cancel);
190 this.Icon = ((System.Drawing.Icon)(resources.GetObject("$this.Icon")));
191 this.Name = "ColorInput";
192 this.StartPosition = System.Windows.Forms.FormStartPosition.CenterParent;
193 this.Text = "CHON MAU";
194 //this.Load += new System.EventHandler(this.ColorInput_Load);
195 this.ResumeLayout(false);
196 this.PerformLayout();
197
198 }
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