NetworkingPeer









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

Featured Snippets


File name: WorkerMenu.cs Copy
234     public void OnFailedToConnectToPhoton(object parameters)
235     {
236         this.connectFailed = true;
237         Debug.Log("OnFailedToConnectToPhoton. StatusCode: " + parameters + " ServerAddress: " + PhotonNetwork.networkingPeer.ServerAddress);
238     }
File name: CustomTypes.cs Copy
160     private static object DeserializePhotonPlayer(MemoryStream inStream, short length)
161     {
162         int ID;
163         lock (memPlayer)
164         {
165             inStream.Read(memPlayer, 0, length);
166             int off = 0;
167             Protocol.Deserialize(out ID, memPlayer, ref off);
168         }
169
170         if (PhotonNetwork.networkingPeer.mActors.ContainsKey(ID))
171         {
172             return PhotonNetwork.networkingPeer.mActors[ID];
173         }
174         else
175         {
176             return null;
177         }
178     }
File name: NetworkingPeer.cs Copy
185     public NetworkingPeer(IPhotonPeerListener listener, string playername, ConnectionProtocol connectionProtocol) : base(listener, connectionProtocol)
186     {
187         #if !UNITY_EDITOR && (UNITY_WINRT)
188         // this automatically uses a separate assembly-file with Win8-style Socket usage (not possible in Editor)
189         Debug.LogWarning("Using PingWindowsStore");
190         PhotonHandler.PingImplementation = typeof(PingWindowsStore); // but for ping, we have to set the implementation explicitly to Win 8 Store/Phone
191         #endif
192
193         #pragma warning disable 0162 // the library variant defines if we should use PUN's SocketUdp variant (at all)
194         if (PhotonPeer.NoSocket)
195         {
196             #if !UNITY_EDITOR && (UNITY_PS3 || UNITY_ANDROID)
197             Debug.Log("Using class SocketUdpNativeDynamic");
198             this.SocketImplementation = typeof(SocketUdpNativeDynamic);
199             PhotonHandler.PingImplementation = typeof(PingNativeDynamic);
200             #elif !UNITY_EDITOR && UNITY_IPHONE
201             Debug.Log("Using class SocketUdpNativeStatic");
202             this.SocketImplementation = typeof(SocketUdpNativeStatic);
203             PhotonHandler.PingImplementation = typeof(PingNativeStatic);
204             #elif !UNITY_EDITOR && (UNITY_WINRT)
205             // this automatically uses a separate assembly-file with Win8-style Socket usage (not possible in Editor)
206             #else
207             this.SocketImplementation = typeof (SocketUdp);
208             PhotonHandler.PingImplementation = typeof(PingMonoEditor);
209             #endif
210
211             if (this.SocketImplementation == null)
212             {
213                 Debug.Log("No socket implementation set for 'NoSocket' assembly. Please contact Exit Games.");
214             }
215         }
216         #pragma warning restore 0162
217
218         if (PhotonHandler.PingImplementation == null)
219         {
220             PhotonHandler.PingImplementation = typeof(PingMono);
221         }
222
223         this.Listener = this;
224         this.lobby = TypedLobby.Default;
225         this.LimitOfUnreliableCommands = 40;
226
227         // don't set the field directly! the listener is passed on to other classes, which get updated by the property set method
228         this.externalListener = listener;
229         this.PlayerName = playername;
230         this.mLocalActor = new PhotonPlayer(true, -1, this.playername);
231         this.AddNewPlayer(this.mLocalActor.ID, this.mLocalActor);
232
233         // RPC shortcut lookup creation (from list of RPCs, which is updated by Editor scripts)
234         rpcShortcuts = new Dictionary(PhotonNetwork.PhotonServerSettings.RpcList.Count);
235         for (int index = 0; index < PhotonNetwork.PhotonServerSettings.RpcList.Count; index++)
236         {
237             var name = PhotonNetwork.PhotonServerSettings.RpcList[index];
238             rpcShortcuts[name] = index;
239         }
240
241         this.State = global::PeerState.PeerCreated;
242     }
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
2279     internal GameObject DoInstantiate(Hashtable evData, PhotonPlayer photonPlayer, GameObject resourceGameObject)
2280     {
2281         // some values always present:
2282         string prefabName = (string)evData[(byte)0];
2283         int serverTime = (int)evData[(byte)6];
2284         int instantiationId = (int)evData[(byte)7];
2285
2286         Vector3 position;
2287         if (evData.ContainsKey((byte)1))
2288         {
2289             position = (Vector3)evData[(byte)1];
2290         }
2291         else
2292         {
2293             position = Vector3.zero;
2294         }
2295
2296         Quaternion rotation = Quaternion.identity;
2297         if (evData.ContainsKey((byte)2))
2298         {
2299             rotation = (Quaternion)evData[(byte)2];
2300         }
2301
2302         int group = 0;
2303         if (evData.ContainsKey((byte)3))
2304         {
2305             group = (int)evData[(byte)3];
2306         }
2307
2308         short objLevelPrefix = 0;
2309         if (evData.ContainsKey((byte)8))
2310         {
2311             objLevelPrefix = (short)evData[(byte)8];
2312         }
2313
2314         int[] viewsIDs;
2315         if (evData.ContainsKey((byte)4))
2316         {
2317             viewsIDs = (int[])evData[(byte)4];
2318         }
2319         else
2320         {
2321             viewsIDs = new int[1] { instantiationId };
2322         }
2323
2324         object[] incomingInstantiationData;
2325         if (evData.ContainsKey((byte)5))
2326         {
2327             incomingInstantiationData = (object[])evData[(byte)5];
2328         }
2329         else
2330         {
2331             incomingInstantiationData = null;
2332         }
2333
2334         // SetReceiving filtering
2335         if (group != 0 && !this.allowedReceivingGroups.Contains(group))
2336         {
2337             return null; // Ignore group
2338         }
2339
2340         // load prefab, if it wasn't loaded before (calling methods might do this)
2341         if (resourceGameObject == null)
2342         {
2343             if (!NetworkingPeer.UsePrefabCache || !NetworkingPeer.PrefabCache.TryGetValue(prefabName, out resourceGameObject))
2344             {
2345                 resourceGameObject = (GameObject)Resources.Load(prefabName, typeof(GameObject));
2346                 if (NetworkingPeer.UsePrefabCache)
2347                 {
2348                     NetworkingPeer.PrefabCache.Add(prefabName, resourceGameObject);
2349                 }
2350             }
2351
2352             if (resourceGameObject == null)
2353             {
2354                 Debug.LogError("PhotonNetwork error: Could not Instantiate the prefab [" + prefabName + "]. Please verify you have this gameobject in a Resources folder.");
2355                 return null;
2356             }
2357         }
2358
2359         // now modify the loaded "blueprint" object before it becomes a part of the scene (by instantiating it)
2360         PhotonView[] resourcePVs = resourceGameObject.GetPhotonViewsInChildren();
2361         if (resourcePVs.Length != viewsIDs.Length)
2362         {
2363             throw new Exception("Error in Instantiation! The resource's PhotonView count is not the same as in incoming data.");
2364         }
2365
2366         for (int i = 0; i < viewsIDs.Length; i++)
2367         {
2368             // NOTE instantiating the loaded resource will keep the viewID but would not copy instantiation data, so it's set below
2369             // so we only set the viewID and instantiationId now. the instantiationData can be fetched
2370             resourcePVs[i].viewID = viewsIDs[i];
2371             resourcePVs[i].prefix = objLevelPrefix;
2372             resourcePVs[i].instantiationId = instantiationId;
2373             resourcePVs[i].isRuntimeInstantiated = true;
2374         }
2375
2376         this.StoreInstantiationData(instantiationId, incomingInstantiationData);
2377
2378         // load the resource and set it's values before instantiating it:
2379         GameObject go = (GameObject)GameObject.Instantiate(resourceGameObject, position, rotation);
2380
2381         for (int i = 0; i < viewsIDs.Length; i++)
2382         {
2383             // NOTE instantiating the loaded resource will keep the viewID but would not copy instantiation data, so it's set below
2384             // so we only set the viewID and instantiationId now. the instantiationData can be fetched
2385             resourcePVs[i].viewID = 0;
2386             resourcePVs[i].prefix = -1;
2387             resourcePVs[i].prefixBackup = -1;
2388             resourcePVs[i].instantiationId = -1;
2389             resourcePVs[i].isRuntimeInstantiated = false;
2390         }
2391
2392         this.RemoveInstantiationData(instantiationId);
2393
2394         // Send OnPhotonInstantiate callback to newly created GO.
2395         // GO will be enabled when instantiated from Prefab and it does not matter if the script is enabled or disabled.
2396         go.SendMessage(PhotonNetworkingMessage.OnPhotonInstantiate.ToString(), new PhotonMessageInfo(photonPlayer, serverTime, null), SendMessageOptions.DontRequireReceiver);
2397         return go;
2398     }
File name: NetworkingPeer.cs Copy
3630     internal protected void LoadLevelIfSynced()
3631     {
3632         if (!PhotonNetwork.automaticallySyncScene || PhotonNetwork.isMasterClient || PhotonNetwork.room == null)
3633         {
3634             return;
3635         }
3636
3637         // check if "current level" is set in props
3638         if (!PhotonNetwork.room.customProperties.ContainsKey(NetworkingPeer.CurrentSceneProperty))
3639         {
3640             return;
3641         }
3642
3643         // if loaded level is not the one defined my master in props, load that level
3644         object sceneId = PhotonNetwork.room.customProperties[NetworkingPeer.CurrentSceneProperty];
3645         if (sceneId is int)
3646         {
3647             if (Application.loadedLevel != (int)sceneId)
3648                 PhotonNetwork.LoadLevel((int)sceneId);
3649         }
3650         else if (sceneId is string)
3651         {
3652             if (Application.loadedLevelName != (string)sceneId)
3653                 PhotonNetwork.LoadLevel((string)sceneId);
3654         }
3655     }
File name: NetworkingPeer.cs Copy
3657     protected internal void SetLevelInPropsIfSynced(object levelId)
3658     {
3659         if (!PhotonNetwork.automaticallySyncScene || !PhotonNetwork.isMasterClient || PhotonNetwork.room == null)
3660         {
3661             return;
3662         }
3663         if (levelId == null)
3664         {
3665             Debug.LogError("Parameter levelId can't be null!");
3666             return;
3667         }
3668
3669         // check if "current level" is already set in props
3670         if (PhotonNetwork.room.customProperties.ContainsKey(NetworkingPeer.CurrentSceneProperty))
3671         {
3672             object levelIdInProps = PhotonNetwork.room.customProperties[NetworkingPeer.CurrentSceneProperty];
3673             if (levelIdInProps is int && Application.loadedLevel == (int)levelIdInProps)
3674             {
3675                 return;
3676             }
3677             if (levelIdInProps is string && Application.loadedLevelName.Equals((string)levelIdInProps))
3678             {
3679                 return;
3680             }
3681         }
3682
3683         // current level is not yet in props, so this client has to set it
3684         Hashtable setScene = new Hashtable();
3685         if (levelId is int) setScene[NetworkingPeer.CurrentSceneProperty] = (int)levelId;
3686         else if (levelId is string) setScene[NetworkingPeer.CurrentSceneProperty] = (string)levelId;
3687         else Debug.LogError("Parameter levelId must be int or string!");
3688
3689         PhotonNetwork.room.SetCustomProperties(setScene);
3690         this.SendOutgoingCommands(); // send immediately! because: in most cases the client will begin to load and not send for a while
3691     }
File name: PhotonHandler.cs Copy
59     protected void Update()
60     {
61         if (PhotonNetwork.networkingPeer == null)
62         {
63             Debug.LogError("NetworkPeer broke!");
64             return;
65         }
66
67         if (PhotonNetwork.connectionStateDetailed == PeerState.PeerCreated || PhotonNetwork.connectionStateDetailed == PeerState.Disconnected || PhotonNetwork.offlineMode)
68         {
69             return;
70         }
71
72         // the messageQueue might be paused. in that case a thread will send acknowledgements only. nothing else to do here.
73         if (!PhotonNetwork.isMessageQueueRunning)
74         {
75             return;
76         }
77
78         bool doDispatch = true;
79         while (PhotonNetwork.isMessageQueueRunning && doDispatch)
80         {
81             // DispatchIncomingCommands() returns true of it found any command to dispatch (event, result or state change)
82             UnityEngine.Profiling.Profiler.BeginSample("DispatchIncomingCommands");
83             doDispatch = PhotonNetwork.networkingPeer.DispatchIncomingCommands();
84             UnityEngine.Profiling.Profiler.EndSample();
85         }
86
87         int currentMsSinceStart = (int)(Time.realtimeSinceStartup * 1000); // avoiding Environment.TickCount, which could be negative on long-running platforms
88         if (PhotonNetwork.isMessageQueueRunning && currentMsSinceStart > this.nextSendTickCountOnSerialize)
89         {
90             PhotonNetwork.networkingPeer.RunViewUpdate();
91             this.nextSendTickCountOnSerialize = currentMsSinceStart + this.updateIntervalOnSerialize;
92             this.nextSendTickCount = 0; // immediately send when synchronization code was running
93         }
94
95         currentMsSinceStart = (int)(Time.realtimeSinceStartup * 1000);
96         if (currentMsSinceStart > this.nextSendTickCount)
97         {
98             bool doSend = true;
99             while (PhotonNetwork.isMessageQueueRunning && doSend)
100             {
101                 // Send all outgoing commands
102                 UnityEngine.Profiling.Profiler.BeginSample("SendOutgoingCommands");
103                 doSend = PhotonNetwork.networkingPeer.SendOutgoingCommands();
104                 UnityEngine.Profiling.Profiler.EndSample();
105             }
106
107             this.nextSendTickCount = currentMsSinceStart + this.updateInterval;
108         }
109     }
File name: PhotonHandler.cs Copy
112     protected void OnLevelWasLoaded(int level)
113     {
114         PhotonNetwork.networkingPeer.NewSceneLoaded();
115         PhotonNetwork.networkingPeer.SetLevelInPropsIfSynced(Application.loadedLevelName);
116     }
File name: PhotonHandler.cs Copy
118     protected void OnJoinedRoom()
119     {
120         PhotonNetwork.networkingPeer.LoadLevelIfSynced();
121     }

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