PeerStateValue









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

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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     }
File name: PhotonNetwork.cs Copy
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 Copy
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 Copy
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 Copy
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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