ProtocolToNameServerPort
How do I use Protocol To Name Server Port
Below are practical examples compiled from projects for learning and reference purposes
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File name: NetworkingPeer.cs
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163 private static readonly Dictionary
File name: NetworkingPeer.cs
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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
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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: ChatClient.cs
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77 private static readonly Dictionary
File name: ChatClient.cs
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94 public bool Connect(string address, ConnectionProtocol protocol, string appId, string appVersion, string userId, AuthenticationValues authValues)
95 {
96 if (!this.HasPeer)
97 {
98 this.chatPeer = new ChatPeer(this, protocol);
99 }
100 else
101 {
102 this.Disconnect();
103 if (this.chatPeer.UsedProtocol != protocol)
104 {
105 this.chatPeer = new ChatPeer(this, protocol);
106 }
107 }
108
109#if UNITY
110#pragma warning disable 0162 // the library variant defines if we should use PUN's SocketUdp variant (at all)
111 if (PhotonPeer.NoSocket)
112 {
113#if !UNITY_EDITOR && (UNITY_PS3 || UNITY_ANDROID)
114 UnityEngine.Debug.Log("Using class SocketUdpNativeDynamic");
115 this.chatPeer.SocketImplementation = typeof(SocketUdpNativeDynamic);
116#elif !UNITY_EDITOR && UNITY_IPHONE
117 UnityEngine.Debug.Log("Using class SocketUdpNativeStatic");
118 this.chatPeer.SocketImplementation = typeof(SocketUdpNativeStatic);
119#elif !UNITY_EDITOR && (UNITY_WINRT)
120 // this automatically uses a separate assembly-file with Win8-style Socket usage (not possible in Editor)
121#else
122 Type udpSocket = Type.GetType("ExitGames.Client.Photon.SocketUdp, Assembly-CSharp");
123 this.chatPeer.SocketImplementation = udpSocket;
124 if (udpSocket == null)
125 {
126 UnityEngine.Debug.Log("ChatClient could not find a suitable C# socket class. The Photon3Unity3D.dll only supports native socket plugins.");
127 }
128#endif
129 if (this.chatPeer.SocketImplementation == null)
130 {
131 UnityEngine.Debug.Log("No socket implementation set for 'NoSocket' assembly. Please contact Exit Games.");
132 }
133 }
134#pragma warning restore 0162
135#endif
136
137 this.chatPeer.TimePingInterval = 3000;
138 this.DisconnectedCause = ChatDisconnectCause.None;
139
140 this.CustomAuthenticationValues = authValues;
141 this.UserId = userId;
142 this.AppId = appId;
143 this.AppVersion = appVersion;
144 this.didAuthenticate = false;
145 this.msDeltaForServiceCalls = 100;
146
147
148 // clean all channels
149 this.PublicChannels.Clear();
150 this.PrivateChannels.Clear();
151
152 if (!address.Contains(":"))
153 {
154 int port = 0;
155 ProtocolToNameServerPort.TryGetValue(protocol, out port);
156 address = string.Format("{0}:{1}", address, port);
157 }
158
159 bool isConnecting = this.chatPeer.Connect(address, "NameServer");
160 if (isConnecting)
161 {
162 this.State = ChatState.ConnectingToNameServer;
163 }
164 return isConnecting;
165 }
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