NetworkViews
How do I use Network Views
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
Line | Code | Ex.. |
---|---|---|
102 | Output("Replaced " + converted2 + " NetworkViews with PhotonViews in scene: " + sceneName); | 1 |
2917 | rpcEvent[(byte)0] = (int)view.viewID; // LIMITS NETWORKVIEWS&PLAYERS | 2 |
File name: PhotonConverter.cs
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18 public static void RunConversion()
19 {
20 //Ask if user has made a backup.
21 int option = EditorUtility.DisplayDialogComplex("Conversion", "Attempt automatic conversion from Unity Networking to Photon Unity Networking \"PUN\"?", "Yes", "No!", "Pick Script Folder");
22 switch (option)
23 {
24 case 0:
25 break;
26 case 1:
27 return;
28 case 2:
29 PickFolderAndConvertScripts();
30 return;
31 default:
32 return;
33 }
34
35 //REAAAALY?
36 bool result = EditorUtility.DisplayDialog("Conversion", "Disclaimer: The code conversion feature is quite crude, but should do it's job well (see the sourcecode). A backup is therefore strongly recommended!", "Yes, I've made a backup: GO", "Abort");
37 if (!result)
38 {
39 return;
40 }
41 Output(EditorApplication.timeSinceStartup + " Started conversion of Unity networking -> Photon");
42
43 //Ask to save current scene (optional)
44 EditorApplication.SaveCurrentSceneIfUserWantsTo();
45
46 EditorUtility.DisplayProgressBar("Converting..", "Starting.", 0);
47
48 //Convert NetworkViews to PhotonViews in Project prefabs
49 //Ask the user if we can move all prefabs to a resources folder
50 bool movePrefabs = EditorUtility.DisplayDialog("Conversion", "Can all prefabs that use a PhotonView be moved to a Resources/ folder? You need this if you use Network.Instantiate.", "Yes", "No");
51
52
53 string[] prefabs = Directory.GetFiles("Assets/", "*.prefab", SearchOption.AllDirectories);
54 foreach (string prefab in prefabs)
55 {
56 EditorUtility.DisplayProgressBar("Converting..", "Object:" + prefab, 0.6f);
57
58 Object[] objs = (Object[])AssetDatabase.LoadAllAssetsAtPath(prefab);
59 int converted = 0;
60 foreach (Object obj in objs)
61 {
62 if (obj != null && obj.GetType() == typeof(GameObject))
63 converted += ConvertNetworkView(((GameObject)obj).GetComponents
64 }
65 if (movePrefabs && converted > 0)
66 {
67 //This prefab needs to be under the root of a Resources folder!
68 string path = prefab.Replace("\\", "/");
69 int lastSlash = path.LastIndexOf("/");
70 int resourcesIndex = path.LastIndexOf("/Resources/");
71 if (resourcesIndex != lastSlash - 10)
72 {
73 if (path.Contains("/Resources/"))
74 {
75 Debug.LogWarning("Warning, prefab [" + prefab + "] was already in a resources folder. But has been placed in the root of another one!");
76 }
77 //This prefab NEEDS to be placed under a resources folder
78 string resourcesFolder = path.Substring(0, lastSlash) + "/Resources/";
79 EnsureFolder(resourcesFolder);
80 string newPath = resourcesFolder + path.Substring(lastSlash + 1);
81 string error = AssetDatabase.MoveAsset(prefab, newPath);
82 if (error != "")
83 Debug.LogError(error);
84 Output("Fixed prefab [" + prefab + "] by moving it into a resources folder.");
85 }
86 }
87 }
88
89 //Convert NetworkViews to PhotonViews in scenes
90 string[] sceneFiles = Directory.GetFiles("Assets/", "*.unity", SearchOption.AllDirectories);
91 foreach (string sceneName in sceneFiles)
92 {
93 EditorApplication.OpenScene(sceneName);
94 EditorUtility.DisplayProgressBar("Converting..", "Scene:" + sceneName, 0.2f);
95
96 int converted2 = ConvertNetworkView((NetworkView[])GameObject.FindObjectsOfType(typeof(NetworkView)), true);
97 if (converted2 > 0)
98 {
99 //This will correct all prefabs: The prefabs have gotten new components, but the correct ID's were lost in this case
100 PhotonViewHandler.HierarchyChange(); //TODO: most likely this is triggered on change or on save
101
102 Output("Replaced " + converted2 + " NetworkViews with PhotonViews in scene: " + sceneName);
103 EditorApplication.SaveScene(EditorApplication.currentScene);
104 }
105
106 }
107
108 //Convert C#/JS scripts (API stuff)
109 List
110
111 EditorUtility.DisplayProgressBar("Converting..", "Scripts..", 0.9f);
112 ConvertScripts(scripts);
113
114 Output(EditorApplication.timeSinceStartup + " Completed conversion!");
115 EditorUtility.ClearProgressBar();
116
117 EditorUtility.DisplayDialog("Completed the conversion", "Don't forget to add \"PhotonNetwork.ConnectWithDefaultSettings();\" to connect to the Photon server before using any multiplayer functionality.", "OK");
118 }
File name: NetworkingPeer.cs
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2890 /// (byte)0 -> (int) ViewId (combined from actorNr and actor-unique-id)
2891 /// (byte)1 -> (short) prefix (level)
2895 /// (byte)5 -> (byte) method shortcut (alternative to name)
2899 internal void RPC(PhotonView view, string methodName, PhotonTargets target, bool encrypt, params object[] parameters)
2900 {
2901 if (this.blockSendingGroups.Contains(view.group))
2902 {
2903 return; // Block sending on this group
2904 }
2905
2906 if (view.viewID < 1)
2907 {
2908 Debug.LogError("Illegal view ID:" + view.viewID + " method: " + methodName + " GO:" + view.gameObject.name);
2909 }
2910
2911 if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
2912 Debug.Log("Sending RPC \"" + methodName + "\" to " + target);
2913
2914
2915 //ts: changed RPCs to a one-level hashtable as described in internal.txt
2916 Hashtable rpcEvent = new Hashtable();
2917 rpcEvent[(byte)0] = (int)view.viewID; // LIMITS NETWORKVIEWS&PLAYERS
2918 if (view.prefix > 0)
2919 {
2920 rpcEvent[(byte)1] = (short)view.prefix;
2921 }
2922 rpcEvent[(byte)2] = this.ServerTimeInMilliSeconds;
2923
2924
2925 // send name or shortcut (if available)
2926 int shortcut = 0;
2927 if (rpcShortcuts.TryGetValue(methodName, out shortcut))
2928 {
2929 rpcEvent[(byte)5] = (byte)shortcut; // LIMITS RPC COUNT
2930 }
2931 else
2932 {
2933 rpcEvent[(byte)3] = methodName;
2934 }
2935
2936 if (parameters != null && parameters.Length > 0)
2937 {
2938 rpcEvent[(byte)4] = (object[])parameters;
2939 }
2940
2941 // Check scoping
2942 if (target == PhotonTargets.All)
2943 {
2944 RaiseEventOptions options = new RaiseEventOptions() { InterestGroup = (byte)view.group, Encrypt = encrypt };
2945 this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
2946
2947 // Execute local
2948 this.ExecuteRPC(rpcEvent, this.mLocalActor);
2949 }
2950 else if (target == PhotonTargets.Others)
2951 {
2952 RaiseEventOptions options = new RaiseEventOptions() { InterestGroup = (byte)view.group, Encrypt = encrypt };
2953 this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
2954 }
2955 else if (target == PhotonTargets.AllBuffered)
2956 {
2957 RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.AddToRoomCache, Encrypt = encrypt };
2958 this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
2959
2960 // Execute local
2961 this.ExecuteRPC(rpcEvent, this.mLocalActor);
2962 }
2963 else if (target == PhotonTargets.OthersBuffered)
2964 {
2965 RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.AddToRoomCache, Encrypt = encrypt };
2966 this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
2967 }
2968 else if (target == PhotonTargets.MasterClient)
2969 {
2970 if (this.mMasterClient == this.mLocalActor)
2971 {
2972 this.ExecuteRPC(rpcEvent, this.mLocalActor);
2973 }
2974 else
2975 {
2976 RaiseEventOptions options = new RaiseEventOptions() { Receivers = ReceiverGroup.MasterClient, Encrypt = encrypt };
2977 this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
2978 }
2979 }
2980 else if (target == PhotonTargets.AllViaServer)
2981 {
2982 RaiseEventOptions options = new RaiseEventOptions() { InterestGroup = (byte)view.group, Receivers = ReceiverGroup.All, Encrypt = encrypt };
2983 this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
2984 if (PhotonNetwork.offlineMode)
2985 {
2986 this.ExecuteRPC(rpcEvent, this.mLocalActor);
2987 }
2988 }
2989 else if (target == PhotonTargets.AllBufferedViaServer)
2990 {
2991 RaiseEventOptions options = new RaiseEventOptions() { InterestGroup = (byte)view.group, Receivers = ReceiverGroup.All, CachingOption = EventCaching.AddToRoomCache, Encrypt = encrypt };
2992 this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
2993 if (PhotonNetwork.offlineMode)
2994 {
2995 this.ExecuteRPC(rpcEvent, this.mLocalActor);
2996 }
2997 }
2998 else
2999 {
3000 Debug.LogError("Unsupported target enum: " + target);
3001 }
3002 }
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