PingImplementation









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

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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: PingCloudRegions.cs Copy
118     public IEnumerator PingSocket(Region region)
119     {
120         region.Ping = Attempts*MaxMilliseconsPerPing;
121
122         this.PingsRunning++; // TODO: Add try-catch to make sure the PingsRunning are reduced at the end and that the lib does not crash the app
123         PhotonPing ping;
124         //Debug.Log("PhotonHandler.PingImplementation " + PhotonHandler.PingImplementation);
125         if (PhotonHandler.PingImplementation == typeof(PingNativeDynamic))
126         {
127             Debug.Log("Using constructor for new PingNativeDynamic()"); // it seems on android, the Activator can't find the default Constructor
128             ping = new PingNativeDynamic();
129         }
130         else
131         {
132             ping = (PhotonPing)Activator.CreateInstance(PhotonHandler.PingImplementation);
133         }
134
135         //Debug.Log("Ping is: " + ping + " type " + ping.GetType());
136
137         float rttSum = 0.0f;
138         int replyCount = 0;
139
140
141         // PhotonPing.StartPing() requires a plain IP address without port (on all but Windows 8 platforms).
142         // So: remove port and do the DNS-resolving if needed
143         string cleanIpOfRegion = region.HostAndPort;
144         int indexOfColon = cleanIpOfRegion.LastIndexOf(':');
145         if (indexOfColon > 1)
146         {
147             cleanIpOfRegion = cleanIpOfRegion.Substring(0, indexOfColon);
148         }
149         cleanIpOfRegion = ResolveHost(cleanIpOfRegion);
150         //Debug.Log("Resolved and port-less IP is: " + cleanIpOfRegion);
151
152
153         for (int i = 0; i < Attempts; i++)
154         {
155             bool overtime = false;
156             Stopwatch sw = new Stopwatch();
157             sw.Start();
158
159             try
160             {
161                 ping.StartPing(cleanIpOfRegion);
162             }
163             catch (Exception e)
164             {
165                 Debug.Log("catched: " + e);
166                 this.PingsRunning--;
167                 break;
168             }
169
170
171             while (!ping.Done())
172             {
173                 if (sw.ElapsedMilliseconds >= MaxMilliseconsPerPing)
174                 {
175                     overtime = true;
176                     break;
177                 }
178                 yield return 0; // keep this loop tight, to avoid adding local lag to rtt.
179             }
180             int rtt = (int)sw.ElapsedMilliseconds;
181
182
183             if (IgnoreInitialAttempt && i == 0)
184             {
185                 // do nothing.
186             }
187             else if (ping.Successful && !overtime)
188             {
189                 rttSum += rtt;
190                 replyCount++;
191                 region.Ping = (int)((rttSum) / replyCount);
192                 //Debug.Log("region " + region.Code + " RTT " + region.Ping + " success: " + ping.Successful + " over: " + overtime);
193             }
194
195             yield return new WaitForSeconds(0.1f);
196         }
197
198         this.PingsRunning--;
199
200         //Debug.Log("this.PingsRunning: " + this.PingsRunning + " this debug: " + ping.DebugString);
201         yield return null;
202     }

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