PeerState









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

Featured Snippets


File name: InstantiateCube.cs Copy
12     void OnClick()
13     {
14         if (PhotonNetwork.connectionStateDetailed != PeerState.Joined)
15         {
16             // only use PhotonNetwork.Instantiate while in a room.
17             return;
18         }
19
20         switch (InstantiateType)
21         {
22             case 0:
23                 PhotonNetwork.Instantiate(Prefab.name, this.transform.position + 3*Vector3.up, Quaternion.identity, 0);
24                 break;
25             case 1:
26                 PhotonNetwork.InstantiateSceneObject(Prefab.name, InputToEvent.inputHitPos + new Vector3(0, 5f, 0), Quaternion.identity, 0, null);
27                 break;
28         }
29     }
File name: GUIFriendsInRoom.cs Copy
15     public void OnGUI()
16     {
17         if (PhotonNetwork.connectionStateDetailed != PeerState.Joined)
18         {
19             return;
20         }
21
22         GUILayout.BeginArea(GuiRect);
23
24         GUILayout.Label("In-Game");
25         GUILayout.Label("For simplicity, this demo just shows the players in this room. The list will expand when more join.");
26         GUILayout.Label("Your (random) name: " + PhotonNetwork.playerName);
27         GUILayout.Label(PhotonNetwork.playerList.Length + " players in this room.");
28         GUILayout.Label("The others are:");
29         foreach (PhotonPlayer player in PhotonNetwork.otherPlayers)
30         {
31             GUILayout.Label(player.ToString());
32         }
33
34         if (GUILayout.Button("Leave"))
35         {
36             PhotonNetwork.LeaveRoom();
37         }
38         GUILayout.EndArea();
39     }
File name: WorkerMenu.cs Copy
43     public void Awake()
44     {
45         // this makes sure we can use PhotonNetwork.LoadLevel() on the master client and all clients in the same room sync their level automatically
46         PhotonNetwork.automaticallySyncScene = true;
47
48         // the following line checks if this client was just created (and not yet online). if so, we connect
49         if (PhotonNetwork.connectionStateDetailed == PeerState.PeerCreated)
50         {
51             // Connect to the photon master-server. We use the settings saved in PhotonServerSettings (a .asset file in this project)
52             PhotonNetwork.ConnectUsingSettings("0.9");
53         }
54
55         // generate a name for this player, if none is assigned yet
56         if (String.IsNullOrEmpty(PhotonNetwork.playerName))
57         {
58             PhotonNetwork.playerName = "Guest" + Random.Range(1, 9999);
59         }
60
61         // if you wanted more debug out, turn this on:
62         // PhotonNetwork.logLevel = NetworkLogLevel.Full;
63     }
File name: RandomMatchmaker.cs Copy
31     void OnGUI()
32     {
33         GUILayout.Label(PhotonNetwork.connectionStateDetailed.ToString());
34
35         if (PhotonNetwork.connectionStateDetailed == PeerState.Joined)
36         {
37             bool shoutMarco = GameLogic.playerWhoIsIt == PhotonNetwork.player.ID;
38
39             if (shoutMarco && GUILayout.Button("Marco!"))
40             {
41                 myPhotonView.RPC("Marco", PhotonTargets.All);
42             }
43             if (!shoutMarco && GUILayout.Button("Polo!"))
44             {
45                 myPhotonView.RPC("Polo", PhotonTargets.All);
46             }
47         }
48     }
File name: NetworkingPeer.cs Copy
78     public PeerState State { get; internal set; }
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
253     public bool Connect(string serverAddress, ServerConnection type)
254     {
255         if (PhotonHandler.AppQuits)
256         {
257             Debug.LogWarning("Ignoring Connect() because app gets closed. If this is an error, check PhotonHandler.AppQuits.");
258             return false;
259         }
260
261         if (PhotonNetwork.connectionStateDetailed == global::PeerState.Disconnecting)
262         {
263             Debug.LogError("Connect() failed. Can't connect while disconnecting (still). Current state: " + PhotonNetwork.connectionStateDetailed);
264             return false;
265         }
266
267         // connect might fail, if the DNS name can't be resolved or if no network connection is available
268         bool connecting = base.Connect(serverAddress, "");
269         if (connecting)
270         {
271             switch (type)
272             {
273                 case ServerConnection.NameServer:
274                     State = global::PeerState.ConnectingToNameServer;
275                     break;
276                 case ServerConnection.MasterServer:
277                     State = global::PeerState.ConnectingToMasterserver;
278                     break;
279                 case ServerConnection.GameServer:
280                     State = global::PeerState.ConnectingToGameserver;
281                     break;
282             }
283         }
284
285         return connecting;
286     }
File name: NetworkingPeer.cs Copy
294     public bool ConnectToNameServer()
295     {
296         if (PhotonHandler.AppQuits)
297         {
298             Debug.LogWarning("Ignoring Connect() because app gets closed. If this is an error, check PhotonHandler.AppQuits.");
299             return false;
300         }
301
302         IsUsingNameServer = true;
303         this.CloudRegion = CloudRegionCode.none;
304
305         if (this.State == global::PeerState.ConnectedToNameServer)
306         {
307             return true;
308         }
309
310         #if RHTTP
311         string address = (this.UsedProtocol == ConnectionProtocol.RHttp) ? this.NameServerAddressHttp : this.NameServerAddress;
312         #else
313         string address = this.NameServerAddress;
314         #endif
315
316         if (!address.Contains(":"))
317         {
318             int port = 0;
319             ProtocolToNameServerPort.TryGetValue(this.UsedProtocol, out port);
320             address = string.Format("{0}:{1}", address, port);
321             Debug.Log("Server to connect to: " + address + " settings protocol: " + PhotonNetwork.PhotonServerSettings.Protocol);
322         }
323         if (!base.Connect(address, "ns"))
324         {
325             return false;
326         }
327
328         this.State = global::PeerState.ConnectingToNameServer;
329         return true;
330     }
File name: NetworkingPeer.cs Copy
336     public bool ConnectToRegionMaster(CloudRegionCode region)
337     {
338         if (PhotonHandler.AppQuits)
339         {
340             Debug.LogWarning("Ignoring Connect() because app gets closed. If this is an error, check PhotonHandler.AppQuits.");
341             return false;
342         }
343
344         IsUsingNameServer = true;
345         this.CloudRegion = region;
346
347         if (this.State == global::PeerState.ConnectedToNameServer)
348         {
349             return this.OpAuthenticate(this.mAppId, this.mAppVersionPun, this.PlayerName, this.CustomAuthenticationValues, region.ToString());
350         }
351
352         #if RHTTP
353         string address = (this.UsedProtocol == ConnectionProtocol.RHttp) ? this.NameServerAddressHttp : this.NameServerAddress;
354         #else
355         string address = this.NameServerAddress;
356         #endif
357
358         if (!address.Contains(":"))
359         {
360             int port = 0;
361             ProtocolToNameServerPort.TryGetValue(this.UsedProtocol, out port);
362             address = string.Format("{0}:{1}", address, port);
363             //Debug.Log("Server to connect to: "+ address + " settings protocol: " + PhotonNetwork.PhotonServerSettings.Protocol);
364         }
365         if (!base.Connect(address, "ns"))
366         {
367             return false;
368         }
369
370         this.State = global::PeerState.ConnectingToNameServer;
371         return true;
372     }
File name: NetworkingPeer.cs Copy
395     /// Complete disconnect from photon (and the open master OR game server)
397     public override void Disconnect()
398     {
399         if (this.PeerState == PeerStateValue.Disconnected)
400         {
401             if (!PhotonHandler.AppQuits)
402             {
403                 Debug.LogWarning(string.Format("Can't execute Disconnect() while not connected. Nothing changed. State: {0}", this.State));
404             }
405             return;
406         }
407
408         this.State = global::PeerState.Disconnecting;
409         base.Disconnect();
410
411         //this.LeftRoomCleanup();
412         //this.LeftLobbyCleanup();
413     }

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