PeerStateValue
How do I use Peer State Value
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: NetworkingPeer.cs
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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 }
File name: PhotonNetwork.cs
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149 {
150 get
151 {
152 if (offlineMode)
153 {
154 return ConnectionState.Connected;
155 }
156
157 if (networkingPeer == null)
158 {
159 return ConnectionState.Disconnected;
160 }
161
162 switch (networkingPeer.PeerState)
163 {
164 case PeerStateValue.Disconnected:
165 return ConnectionState.Disconnected;
166 case PeerStateValue.Connecting:
167 return ConnectionState.Connecting;
168 case PeerStateValue.Connected:
169 return ConnectionState.Connected;
170 case PeerStateValue.Disconnecting:
171 return ConnectionState.Disconnecting;
172 case PeerStateValue.InitializingApplication:
173 return ConnectionState.InitializingApplication;
174 }
175
176 return ConnectionState.Disconnected;
177 }
178 }
File name: PhotonNetwork.cs
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402 {
403 get
404 {
405 return isOfflineMode;
406 }
407
408 set
409 {
410 if (value == isOfflineMode)
411 {
412 return;
413 }
414
415 if (value && connected)
416 {
417 Debug.LogError("Can't start OFFLINE mode while connected!");
418 }
419 else
420 {
421 if (networkingPeer.PeerState != PeerStateValue.Disconnected)
422 {
423 networkingPeer.Disconnect(); // Cleanup (also calls OnLeftRoom to reset stuff)
424 }
425 isOfflineMode = value;
426 if (isOfflineMode)
427 {
428 NetworkingPeer.SendMonoMessage(PhotonNetworkingMessage.OnConnectedToMaster);
429 networkingPeer.ChangeLocalID(1);
430 networkingPeer.mMasterClient = player;
431 }
432 else
433 {
434 offlineModeRoom = null;
435 networkingPeer.ChangeLocalID(-1);
436 networkingPeer.mMasterClient = null;
437 }
438 }
439 }
440 }
File name: PhotonNetwork.cs
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1167 /// - Invalid AppId (calls: OnFailedToConnectToPhoton(). check exact AppId value)
1168 /// - Network issues (calls: OnFailedToConnectToPhoton())
1169 /// - Invalid region (calls: OnConnectionFail() with DisconnectCause.InvalidRegion)
1170 /// - Subscription CCU limit reached (calls: OnConnectionFail() with DisconnectCause.MaxCcuReached. also calls: OnPhotonMaxCccuReached())
1179 public static bool ConnectToMaster(string masterServerAddress, int port, string appID, string gameVersion)
1180 {
1181 if (networkingPeer.PeerState != PeerStateValue.Disconnected)
1182 {
1183 Debug.LogWarning("ConnectToMaster() failed. Can only connect while in state 'Disconnected'. Current state: " + networkingPeer.PeerState);
1184 return false;
1185 }
1186
1187 if (offlineMode)
1188 {
1189 offlineMode = false; // Cleanup offline mode
1190 Debug.LogWarning("ConnectToMaster() disabled the offline mode. No longer offline.");
1191 }
1192
1193 if (!isMessageQueueRunning)
1194 {
1195 isMessageQueueRunning = true;
1196 Debug.LogWarning("ConnectToMaster() enabled isMessageQueueRunning. Needs to be able to dispatch incoming messages.");
1197 }
1198
1199 networkingPeer.SetApp(appID, gameVersion);
1200 networkingPeer.IsUsingNameServer = false;
1201 networkingPeer.IsInitialConnect = true;
1202 networkingPeer.MasterServerAddress = (port == 0) ? masterServerAddress : masterServerAddress + ":" + port;
1203
1204 return networkingPeer.Connect(networkingPeer.MasterServerAddress, ServerConnection.MasterServer);
1205 }
File name: ChatClient.cs
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183 public void Disconnect()
184 {
185 if (this.HasPeer && this.chatPeer.PeerState != PeerStateValue.Disconnected)
186 {
187 this.chatPeer.Disconnect();
188 }
189 }
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