PV









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

Featured Snippets


File name: OnCollideSwitchTeam.cs Copy
9     public void OnTriggerEnter(Collider other)
10     {
11         // it's ridiculously easy to switch teams. you only have to make sure you do it for your own characters
12         // (this trigger is called on all clients, when a user's character enters the trigger...)
13
14         // find a PhotonView and check if the character "isMine". Only then, set this client's player-team.
15         PhotonView otherPv = other.GetComponent();
16         if (otherPv != null && otherPv.isMine)
17         {
18             PhotonNetwork.player.SetTeam(this.TeamToSwitchTo);
19         }
20     }
File name: PickupController.cs Copy
73     // Are we jumping? (Initiated with jump button and not grounded yet)
77     // Are we moving backwards (This locks the camera to not do a 180 degree spin)
81     // When did the user start walking (Used for going into trot after a while)
87     // the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
101     void Awake()
102     {
103         // PUN: automatically determine isControllable, if this GO has a PhotonView
104         PhotonView pv = this.gameObject.GetComponent();
105         if (pv != null)
106         {
107             isControllable = pv.isMine;
108
109             // The pickup demo assigns this GameObject as the PhotonPlayer.TagObject. This way, we can access this character (controller, position, etc) easily
110             if (this.AssignAsTagObject)
111             {
112                 pv.owner.TagObject = this.gameObject;
113             }
114
115             // please note: we change this setting on ANY PickupController if "DoRotate" is off. not only locally when it's "our" GameObject!
116             if (pv.observed is Transform && !DoRotate)
117             {
118                 pv.onSerializeTransformOption = OnSerializeTransform.OnlyPosition;
119             }
120         }
121
122
123         moveDirection = transform.TransformDirection(Vector3.forward);
124
125         _animation = GetComponent();
126         if (!_animation)
127             Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird.");
128
129         if (!idleAnimation)
130         {
131             _animation = null;
132             Debug.Log("No idle animation found. Turning off animations.");
133         }
134         if (!walkAnimation)
135         {
136             _animation = null;
137             Debug.Log("No walk animation found. Turning off animations.");
138         }
139         if (!runAnimation)
140         {
141             _animation = null;
142             Debug.Log("No run animation found. Turning off animations.");
143         }
144         if (!jumpPoseAnimation && canJump)
145         {
146             _animation = null;
147             Debug.Log("No jump animation found and the character has canJump enabled. Turning off animations.");
148         }
149     }
File name: PhotonViewHandler.cs Copy
25     internal static void HierarchyChange()
26     {
27         if (Application.isPlaying)
28         {
29             //Debug.Log("HierarchyChange ignored, while running.");
30             CheckSceneForStuckHandlers = true; // done once AFTER play mode.
31             return;
32         }
33
34         if (CheckSceneForStuckHandlers)
35         {
36             CheckSceneForStuckHandlers = false;
37             PhotonNetwork.InternalCleanPhotonMonoFromSceneIfStuck();
38         }
39
40         HashSet pvInstances = new HashSet();
41         HashSet usedInstanceViewNumbers = new HashSet();
42         bool fixedSomeId = false;
43
44         //// the following code would be an option if we only checked scene objects (but we can check all PVs)
45         //PhotonView[] pvObjects = GameObject.FindSceneObjectsOfType(typeof(PhotonView)) as PhotonView[];
46         //Debug.Log("HierarchyChange. PV Count: " + pvObjects.Length);
47
48         string levelName = Application.loadedLevelName;
49         #if UNITY_EDITOR
50         levelName = System.IO.Path.GetFileNameWithoutExtension(EditorApplication.currentScene);
51         #endif
52         int minViewIdInThisScene = PunSceneSettings.MinViewIdForScene(levelName);
53         //Debug.Log("Level '" + Application.loadedLevelName + "' has a minimum ViewId of: " + minViewIdInThisScene);
54
55         PhotonView[] pvObjects = Resources.FindObjectsOfTypeAll(typeof(PhotonView)) as PhotonView[];
56
57         foreach (PhotonView view in pvObjects)
58         {
59             // first pass: fix prefabs to viewID 0 if they got a view number assigned (cause they should not have one!)
60             if (EditorUtility.IsPersistent(view.gameObject))
61             {
62                 if (view.viewID != 0 || view.prefixBackup != -1 || view.instantiationId != -1)
63                 {
64                     Debug.LogWarning("PhotonView on persistent object being fixed (id and prefix must be 0). Was: " + view);
65                     view.viewID = 0;
66                     view.prefixBackup = -1;
67                     view.instantiationId = -1;
68                     EditorUtility.SetDirty(view);
69                     fixedSomeId = true;
70                 }
71             }
72             else
73             {
74                 // keep all scene-instanced PVs for later re-check
75                 pvInstances.Add(view);
76             }
77         }
78
79         Dictionary idPerObject = new Dictionary();
80
81         // second pass: check all used-in-scene viewIDs for duplicate viewIDs (only checking anything non-prefab)
82         // scene-PVs must have user == 0 (scene/room) and a subId != 0
83         foreach (PhotonView view in pvInstances)
84         {
85             if (view.ownerId > 0)
86             {
87                 Debug.Log("Re-Setting Owner ID of: " + view);
88             }
89             view.ownerId = 0; // simply make sure no owner is set (cause room always uses 0)
90             view.prefix = -1; // TODO: prefix could be settable via inspector per scene?!
91
92             if (view.viewID != 0)
93             {
94                 if (view.viewID < minViewIdInThisScene || usedInstanceViewNumbers.Contains(view.viewID))
95                 {
96                     view.viewID = 0; // avoid duplicates and negative values by assigning 0 as (temporary) number to be fixed in next pass
97                 }
98                 else
99                 {
100                     usedInstanceViewNumbers.Add(view.viewID); // builds a list of currently used viewIDs
101
102                     int instId = 0;
103                     if (idPerObject.TryGetValue(view.gameObject, out instId))
104                     {
105                         view.instantiationId = instId;
106                     }
107                     else
108                     {
109                         view.instantiationId = view.viewID;
110                         idPerObject[view.gameObject] = view.instantiationId;
111                     }
112                 }
113             }
114
115         }
116
117         // third pass: anything that's now 0 must get a new (not yet used) ID (starting at 0)
118         int lastUsedId = (minViewIdInThisScene > 0) ? minViewIdInThisScene - 1 : 0;
119
120         foreach (PhotonView view in pvInstances)
121         {
122             if (view.viewID == 0)
123             {
124                 // Debug.LogWarning("setting scene ID: " + view.gameObject.name + " ID: " + view.subId.ID + " scene ID: " + view.GetSceneID() + " IsPersistent: " + EditorUtility.IsPersistent(view.gameObject) + " IsSceneViewIDFree: " + IsSceneViewIDFree(view.subId.ID, view));
125                 int nextViewId = PhotonViewHandler.GetID(lastUsedId, usedInstanceViewNumbers);
126
127                 view.viewID = nextViewId;
128
129                 int instId = 0;
130                 if (idPerObject.TryGetValue(view.gameObject, out instId))
131                 {
132                     Debug.Log("Set inst ID");
133                     view.instantiationId = instId;
134                 }
135                 else
136                 {
137                     view.instantiationId = view.viewID;
138                     idPerObject[view.gameObject] = nextViewId;
139                 }
140
141                 //// when using the Editor's serialization (view.subId in this case), this is not needed, it seems
142                 //PrefabUtility.RecordPrefabInstancePropertyModifications(view);
143
144                 lastUsedId = nextViewId;
145                 EditorUtility.SetDirty(view);
146                 fixedSomeId = true;
147             }
148         }
149
150
151         if (fixedSomeId)
152         {
153             //Debug.LogWarning("Some subId was adjusted."); // this log is only interesting for Exit Games
154         }
155     }
File name: LoadbalancingPeer.cs Copy
358         public virtual bool OpAuthenticate(string appId, string appVersion, string userId, AuthenticationValues authValues, string regionCode)
359         {
360             if (this.DebugOut >= DebugLevel.INFO)
361             {
362                 this.Listener.DebugReturn(DebugLevel.INFO, "OpAuthenticate()");
363             }
364
365             Dictionary opParameters = new Dictionary();
366             if (authValues != null && authValues.Secret != null)
367             {
368                 opParameters[ParameterCode.Secret] = authValues.Secret;
369                 return this.OpCustom(OperationCode.Authenticate, opParameters, true, (byte)0, false);
370             }
371
372             opParameters[ParameterCode.AppVersion] = appVersion;
373             opParameters[ParameterCode.ApplicationId] = appId;
374
375             if (!string.IsNullOrEmpty(regionCode))
376             {
377                 opParameters[ParameterCode.Region] = regionCode;
378             }
379
380             if (!string.IsNullOrEmpty(userId))
381             {
382                 opParameters[ParameterCode.UserId] = userId;
383             }
384
385
386             if (authValues != null && authValues.AuthType != CustomAuthenticationType.None)
387             {
388                 if (!this.IsEncryptionAvailable)
389                 {
390                     this.Listener.DebugReturn(DebugLevel.ERROR, "OpAuthenticate() failed. When you want Custom Authentication encryption is mandatory.");
391                     return false;
392                 }
393
394                 opParameters[ParameterCode.ClientAuthenticationType] = (byte)authValues.AuthType;
395                 if (!string.IsNullOrEmpty(authValues.Secret))
396                 {
397                     opParameters[ParameterCode.Secret] = authValues.Secret;
398                 }
399                 //else
400                 //{
401                     if (!string.IsNullOrEmpty(authValues.AuthParameters))
402                     {
403                         opParameters[ParameterCode.ClientAuthenticationParams] = authValues.AuthParameters;
404                     }
405                     if (authValues.AuthPostData != null)
406                     {
407                         opParameters[ParameterCode.ClientAuthenticationData] = authValues.AuthPostData;
408                     }
409                 //}
410             }
411
412             bool sent = this.OpCustom(OperationCode.Authenticate, opParameters, true, (byte)0, this.IsEncryptionAvailable);
413             if (!sent)
414             {
415                 this.Listener.DebugReturn(DebugLevel.ERROR, "Error calling OpAuthenticate! Did not work. Check log output, CustomAuthenticationValues and if you're connected.");
416             }
417             return sent;
418         }
File name: NetworkingPeer.cs Copy
27     {
28         get { return string.Format("{0}_{1}", mAppVersion, PhotonNetwork.versionPUN); }
29     }
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
1411     public void OnStatusChanged(StatusCode statusCode)
1412     {
1413         if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1414             Debug.Log(string.Format("OnStatusChanged: {0}", statusCode.ToString()));
1415
1416         switch (statusCode)
1417         {
1418             case StatusCode.Connect:
1419                 if (this.State == global::PeerState.ConnectingToNameServer)
1420                 {
1421                     if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
1422                         Debug.Log("Connected to NameServer.");
1423
1424                     this.server = ServerConnection.NameServer;
1425                     if (this.CustomAuthenticationValues != null)
1426                     {
1427                         this.CustomAuthenticationValues.Secret = null; // when connecting to NameServer, invalidate any auth values
1428                     }
1429                 }
1430
1431                 if (this.State == global::PeerState.ConnectingToGameserver)
1432                 {
1433                     if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
1434                         Debug.Log("Connected to gameserver.");
1435
1436                     this.server = ServerConnection.GameServer;
1437                     this.State = global::PeerState.ConnectedToGameserver;
1438                 }
1439
1440                 if (this.State == global::PeerState.ConnectingToMasterserver)
1441                 {
1442                     if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
1443                         Debug.Log("Connected to masterserver.");
1444
1445                     this.server = ServerConnection.MasterServer;
1446                     this.State = global::PeerState.ConnectedToMaster;
1447
1448                     if (this.IsInitialConnect)
1449                     {
1450                         this.IsInitialConnect = false; // after handling potential initial-connect issues with special messages, we are now sure we can reach a server
1451                         SendMonoMessage(PhotonNetworkingMessage.OnConnectedToPhoton);
1452                     }
1453                 }
1454
1455                 this.EstablishEncryption(); // always enable encryption
1456
1457                 if (this.IsAuthorizeSecretAvailable)
1458                 {
1459                     // if we have a token we don't have to wait for encryption (it is encrypted anyways, so encryption is just optional later on)
1460                     this.didAuthenticate = this.OpAuthenticate(this.mAppId, this.mAppVersionPun, this.PlayerName, this.CustomAuthenticationValues, this.CloudRegion.ToString());
1461                     if (this.didAuthenticate)
1462                     {
1463                         this.State = global::PeerState.Authenticating;
1464                     }
1465                 }
1466                 break;
1467
1468             case StatusCode.EncryptionEstablished:
1469                 // on nameserver, the "process" is stopped here, so the developer/game can either get regions or authenticate with a specific region
1470                 if (this.server == ServerConnection.NameServer)
1471                 {
1472                     this.State = global::PeerState.ConnectedToNameServer;
1473
1474                     if (!this.didAuthenticate && this.CloudRegion == CloudRegionCode.none)
1475                     {
1476                         // this client is not setup to connect to a default region. find out which regions there are!
1477                         this.OpGetRegions(this.mAppId);
1478                     }
1479                 }
1480
1481                 // we might need to authenticate automatically now, so the client can do anything at all
1482                 if (!this.didAuthenticate && (!this.IsUsingNameServer || this.CloudRegion != CloudRegionCode.none))
1483                 {
1484                     // once encryption is availble, the client should send one (secure) authenticate. it includes the AppId (which identifies your app on the Photon Cloud)
1485                     this.didAuthenticate = this.OpAuthenticate(this.mAppId, this.mAppVersionPun, this.PlayerName, this.CustomAuthenticationValues, this.CloudRegion.ToString());
1486                     if (this.didAuthenticate)
1487                     {
1488                         this.State = global::PeerState.Authenticating;
1489                     }
1490                 }
1491                 break;
1492
1493             case StatusCode.EncryptionFailedToEstablish:
1494                 Debug.LogError("Encryption wasn't established: " + statusCode + ". Going to authenticate anyways.");
1495                 this.OpAuthenticate(this.mAppId, this.mAppVersionPun, this.PlayerName, this.CustomAuthenticationValues, this.CloudRegion.ToString()); // TODO: check if there are alternatives
1496                 break;
1497
1498             case StatusCode.Disconnect:
1499                 this.didAuthenticate = false;
1500                 this.isFetchingFriends = false;
1501                 if (server == ServerConnection.GameServer) this.LeftRoomCleanup();
1502                 if (server == ServerConnection.MasterServer) this.LeftLobbyCleanup();
1503
1504                 if (this.State == global::PeerState.DisconnectingFromMasterserver)
1505                 {
1506                     if (this.Connect(this.mGameserver, ServerConnection.GameServer))
1507                     {
1508                         this.State = global::PeerState.ConnectingToGameserver;
1509                     }
1510                 }
1511                 else if (this.State == global::PeerState.DisconnectingFromGameserver || this.State == global::PeerState.DisconnectingFromNameServer)
1512                 {
1513                     if (this.Connect(this.MasterServerAddress, ServerConnection.MasterServer))
1514                     {
1515                         this.State = global::PeerState.ConnectingToMasterserver;
1516                     }
1517                 }
1518                 else
1519                 {
1520                     if (this.CustomAuthenticationValues != null)
1521                     {
1522                         this.CustomAuthenticationValues.Secret = null; // invalidate any custom auth secrets
1523                     }
1524
1525                     this.State = global::PeerState.PeerCreated; // if we set another state here, we could keep clients from connecting in OnDisconnectedFromPhoton right here.
1526                     SendMonoMessage(PhotonNetworkingMessage.OnDisconnectedFromPhoton);
1527                 }
1528                 break;
1529
1530             case StatusCode.SecurityExceptionOnConnect:
1531             case StatusCode.ExceptionOnConnect:
1532                 this.State = global::PeerState.PeerCreated;
1533                 if (this.CustomAuthenticationValues != null)
1534                 {
1535                     this.CustomAuthenticationValues.Secret = null; // invalidate any custom auth secrets
1536                 }
1537
1538                 DisconnectCause cause = (DisconnectCause)statusCode;
1539                 SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, cause);
1540                 break;
1541
1542             case StatusCode.Exception:
1543                 if (this.IsInitialConnect)
1544                 {
1545                     Debug.LogError("Exception while connecting to: " + this.ServerAddress + ". Check if the server is available.");
1546                     if (this.ServerAddress == null || this.ServerAddress.StartsWith("127.0.0.1"))
1547                     {
1548                         Debug.LogWarning("The server address is 127.0.0.1 (localhost): Make sure the server is running on this machine. Android and iOS emulators have their own localhost.");
1549                         if (this.ServerAddress == this.mGameserver)
1550                         {
1551                             Debug.LogWarning("This might be a misconfiguration in the game server config. You need to edit it to a (public) address.");
1552                         }
1553                     }
1554
1555                     this.State = global::PeerState.PeerCreated;
1556                     cause = (DisconnectCause)statusCode;
1557                     SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, cause);
1558                 }
1559                 else
1560                 {
1561                     this.State = global::PeerState.PeerCreated;
1562
1563                     cause = (DisconnectCause)statusCode;
1564                     SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, cause);
1565                 }
1566
1567                 this.Disconnect();
1568                 break;
1569
1570             case StatusCode.TimeoutDisconnect:
1571             case StatusCode.ExceptionOnReceive:
1572             case StatusCode.DisconnectByServer:
1573             case StatusCode.DisconnectByServerLogic:
1574             case StatusCode.DisconnectByServerUserLimit:
1575                 if (this.IsInitialConnect)
1576                 {
1577                     Debug.LogWarning(statusCode + " while connecting to: " + this.ServerAddress + ". Check if the server is available.");
1578
1579                     cause = (DisconnectCause)statusCode;
1580                     SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, cause);
1581                 }
1582                 else
1583                 {
1584                     cause = (DisconnectCause)statusCode;
1585                     SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, cause);
1586                 }
1587                 if (this.CustomAuthenticationValues != null)
1588                 {
1589                     this.CustomAuthenticationValues.Secret = null; // invalidate any custom auth secrets
1590                 }
1591
1592                 this.Disconnect();
1593                 break;
1594
1595             case StatusCode.SendError:
1596                 // this.mListener.clientErrorReturn(statusCode);
1597                 break;
1598
1599             case StatusCode.QueueOutgoingReliableWarning:
1600             case StatusCode.QueueOutgoingUnreliableWarning:
1601             case StatusCode.QueueOutgoingAcksWarning:
1602             case StatusCode.QueueSentWarning:
1603                 // this.mListener.warningReturn(statusCode);
1604                 break;
1605
1606             case StatusCode.QueueIncomingReliableWarning:
1607             case StatusCode.QueueIncomingUnreliableWarning:
1608                 Debug.Log(statusCode + ". This client buffers many incoming messages. This is OK temporarily. With lots of these warnings, check if you send too much or execute messages too slow. " + (PhotonNetwork.isMessageQueueRunning? "":"Your isMessageQueueRunning is false. This can cause the issue temporarily.") );
1609                 break;
1610
1611             // // TCP "routing" is an option of Photon that's not currently needed (or supported) by PUN
1612             //case StatusCode.TcpRouterResponseOk:
1613             // break;
1614             //case StatusCode.TcpRouterResponseEndpointUnknown:
1615             //case StatusCode.TcpRouterResponseNodeIdUnknown:
1616             //case StatusCode.TcpRouterResponseNodeNotReady:
1617
1618             // this.DebugReturn(DebugLevel.ERROR, "Unexpected router response: " + statusCode);
1619             // break;
1620
1621             default:
1622
1623                 // this.mListener.serverErrorReturn(statusCode.value());
1624                 Debug.LogError("Received unknown status code: " + statusCode);
1625                 break;
1626         }
1627
1628         this.externalListener.OnStatusChanged(statusCode);
1629     }
File name: NetworkingPeer.cs Copy
1631     public void OnEvent(EventData photonEvent)
1632     {
1633         if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1634             Debug.Log(string.Format("OnEvent: {0}", photonEvent.ToString()));
1635
1636         int actorNr = -1;
1637         PhotonPlayer originatingPlayer = null;
1638
1639         if (photonEvent.Parameters.ContainsKey(ParameterCode.ActorNr))
1640         {
1641             actorNr = (int)photonEvent[ParameterCode.ActorNr];
1642             if (this.mActors.ContainsKey(actorNr))
1643             {
1644                 originatingPlayer = (PhotonPlayer)this.mActors[actorNr];
1645             }
1646             //else
1647             //{
1648             // // the actor sending this event is not in actorlist. this is usually no problem
1649             // if (photonEvent.Code != (byte)LiteOpCode.Join)
1650             // {
1651             // Debug.LogWarning("Received event, but we do not have this actor: " + actorNr);
1652             // }
1653             //}
1654         }
1655
1656         switch (photonEvent.Code)
1657         {
1658             case PunEvent.OwnershipRequest:
1659             {
1660                 int[] requestValues = (int[]) photonEvent.Parameters[ParameterCode.CustomEventContent];
1661                 int requestedViewId = requestValues[0];
1662                 int currentOwner = requestValues[1];
1663                 Debug.Log("Ev OwnershipRequest: " + photonEvent.Parameters.ToStringFull() + " ViewID: " + requestedViewId + " from: " + currentOwner + " Time: " + Environment.TickCount%1000);
1664
1665                 PhotonView requestedView = PhotonView.Find(requestedViewId);
1666                 if (requestedView == null)
1667                 {
1668                     Debug.LogWarning("Can't find PhotonView of incoming OwnershipRequest. ViewId not found: " + requestedViewId);
1669                     break;
1670                 }
1671
1672                 Debug.Log("Ev OwnershipRequest PhotonView.ownershipTransfer: " + requestedView.ownershipTransfer + " .ownerId: " + requestedView.ownerId + " isOwnerActive: " + requestedView.isOwnerActive + ". This client's player: " + PhotonNetwork.player.ToStringFull());
1673
1674                 switch (requestedView.ownershipTransfer)
1675                 {
1676                     case OwnershipOption.Fixed:
1677                         Debug.LogWarning("Ownership mode == fixed. Ignoring request.");
1678                         break;
1679                     case OwnershipOption.Takeover:
1680                         if (currentOwner == requestedView.ownerId)
1681                         {
1682                             // a takeover is successful automatically, if taken from current owner
1683                             requestedView.ownerId = actorNr;
1684                         }
1685                         break;
1686                     case OwnershipOption.Request:
1687                         if (currentOwner == PhotonNetwork.player.ID || PhotonNetwork.player.isMasterClient)
1688                         {
1689                             if ((requestedView.ownerId == PhotonNetwork.player.ID) || (PhotonNetwork.player.isMasterClient && !requestedView.isOwnerActive))
1690                             {
1691                                 SendMonoMessage(PhotonNetworkingMessage.OnOwnershipRequest, new object[] {requestedView, originatingPlayer});
1692                             }
1693                         }
1694                         break;
1695                     default:
1696                         break;
1697                 }
1698             }
1699                 break;
1700
1701             case PunEvent.OwnershipTransfer:
1702                 {
1703                     int[] transferViewToUserID = (int[]) photonEvent.Parameters[ParameterCode.CustomEventContent];
1704                     Debug.Log("Ev OwnershipTransfer. ViewID " + transferViewToUserID[0] + " to: " + transferViewToUserID[1] + " Time: " + Environment.TickCount%1000);
1705
1706                     int requestedViewId = transferViewToUserID[0];
1707                     int newOwnerId = transferViewToUserID[1];
1708
1709                     PhotonView pv = PhotonView.Find(requestedViewId);
1710                     pv.ownerId = newOwnerId;
1711
1712                     break;
1713                 }
1714             case EventCode.GameList:
1715                 {
1716                     this.mGameList = new Dictionary();
1717                     Hashtable games = (Hashtable)photonEvent[ParameterCode.GameList];
1718                     foreach (DictionaryEntry game in games)
1719                     {
1720                         string gameName = (string)game.Key;
1721                         this.mGameList[gameName] = new RoomInfo(gameName, (Hashtable)game.Value);
1722                     }
1723                     mGameListCopy = new RoomInfo[mGameList.Count];
1724                     mGameList.Values.CopyTo(mGameListCopy, 0);
1725                     SendMonoMessage(PhotonNetworkingMessage.OnReceivedRoomListUpdate);
1726                     break;
1727                 }
1728
1729             case EventCode.GameListUpdate:
1730                 {
1731                     Hashtable games = (Hashtable)photonEvent[ParameterCode.GameList];
1732                     foreach (DictionaryEntry room in games)
1733                     {
1734                         string gameName = (string)room.Key;
1735                         RoomInfo game = new RoomInfo(gameName, (Hashtable)room.Value);
1736                         if (game.removedFromList)
1737                         {
1738                             this.mGameList.Remove(gameName);
1739                         }
1740                         else
1741                         {
1742                             this.mGameList[gameName] = game;
1743                         }
1744                     }
1745                     this.mGameListCopy = new RoomInfo[this.mGameList.Count];
1746                     this.mGameList.Values.CopyTo(this.mGameListCopy, 0);
1747                     SendMonoMessage(PhotonNetworkingMessage.OnReceivedRoomListUpdate);
1748                     break;
1749                 }
1750
1751             case EventCode.QueueState:
1752                 // not used anymore
1753                 break;
1754
1755             case EventCode.AppStats:
1756                 // Debug.LogInfo("Received stats!");
1757                 this.mPlayersInRoomsCount = (int)photonEvent[ParameterCode.PeerCount];
1758                 this.mPlayersOnMasterCount = (int)photonEvent[ParameterCode.MasterPeerCount];
1759                 this.mGameCount = (int)photonEvent[ParameterCode.GameCount];
1760                 break;
1761
1762             case EventCode.Join:
1763                 // actorNr is fetched out of event above
1764                 Hashtable actorProperties = (Hashtable)photonEvent[ParameterCode.PlayerProperties];
1765                 if (originatingPlayer == null)
1766                 {
1767                     bool isLocal = this.mLocalActor.ID == actorNr;
1768                     this.AddNewPlayer(actorNr, new PhotonPlayer(isLocal, actorNr, actorProperties));
1769                     this.ResetPhotonViewsOnSerialize(); // This sets the correct OnSerializeState for Reliable OnSerialize
1770                 }
1771
1772                 if (actorNr == this.mLocalActor.ID)
1773                 {
1774                     // in this player's 'own' join event, we get a complete list of players in the room, so check if we know all players
1775                     int[] actorsInRoom = (int[])photonEvent[ParameterCode.ActorList];
1776                     foreach (int actorNrToCheck in actorsInRoom)
1777                     {
1778                         if (this.mLocalActor.ID != actorNrToCheck && !this.mActors.ContainsKey(actorNrToCheck))
1779                         {
1780                             this.AddNewPlayer(actorNrToCheck, new PhotonPlayer(false, actorNrToCheck, string.Empty));
1781                         }
1782                     }
1783
1784                     // joinWithCreateOnDemand can turn an OpJoin into creating the room. Then actorNumber is 1 and callback: OnCreatedRoom()
1785                     if (this.mLastJoinType == JoinType.JoinOrCreateOnDemand && this.mLocalActor.ID == 1)
1786                     {
1787                         SendMonoMessage(PhotonNetworkingMessage.OnCreatedRoom);
1788                     }
1789                     SendMonoMessage(PhotonNetworkingMessage.OnJoinedRoom); //Always send OnJoinedRoom
1790
1791                 }
1792                 else
1793                 {
1794                     SendMonoMessage(PhotonNetworkingMessage.OnPhotonPlayerConnected, this.mActors[actorNr]);
1795                 }
1796                 break;
1797
1798             case EventCode.Leave:
1799                 this.HandleEventLeave(actorNr);
1800                 break;
1801
1802             case EventCode.PropertiesChanged:
1803                 int targetActorNr = (int)photonEvent[ParameterCode.TargetActorNr];
1804                 Hashtable gameProperties = null;
1805                 Hashtable actorProps = null;
1806                 if (targetActorNr == 0)
1807                 {
1808                     gameProperties = (Hashtable)photonEvent[ParameterCode.Properties];
1809                 }
1810                 else
1811                 {
1812                     actorProps = (Hashtable)photonEvent[ParameterCode.Properties];
1813                 }
1814
1815                 this.ReadoutProperties(gameProperties, actorProps, targetActorNr);
1816                 break;
1817
1818             case PunEvent.RPC:
1819                 //ts: each event now contains a single RPC. execute this
1820                 // Debug.Log("Ev RPC from: " + originatingPlayer);
1821                 this.ExecuteRPC(photonEvent[ParameterCode.Data] as Hashtable, originatingPlayer);
1822                 break;
1823
1824             case PunEvent.SendSerialize:
1825             case PunEvent.SendSerializeReliable:
1826                 Hashtable serializeData = (Hashtable)photonEvent[ParameterCode.Data];
1827                 //Debug.Log(serializeData.ToStringFull());
1828
1829                 int remoteUpdateServerTimestamp = (int)serializeData[(byte)0];
1830                 short remoteLevelPrefix = -1;
1831                 short initialDataIndex = 1;
1832                 if (serializeData.ContainsKey((byte)1))
1833                 {
1834                     remoteLevelPrefix = (short)serializeData[(byte)1];
1835                     initialDataIndex = 2;
1836                 }
1837
1838                 for (short s = initialDataIndex; s < serializeData.Count; s++)
1839                 {
1840                     this.OnSerializeRead(serializeData[s] as Hashtable, originatingPlayer, remoteUpdateServerTimestamp, remoteLevelPrefix);
1841                 }
1842                 break;
1843
1844             case PunEvent.Instantiation:
1845                 this.DoInstantiate((Hashtable)photonEvent[ParameterCode.Data], originatingPlayer, null);
1846                 break;
1847
1848             case PunEvent.CloseConnection:
1849                 // MasterClient "requests" a disconnection from us
1850                 if (originatingPlayer == null || !originatingPlayer.isMasterClient)
1851                 {
1852                     Debug.LogError("Error: Someone else(" + originatingPlayer + ") then the masterserver requests a disconnect!");
1853                 }
1854                 else
1855                 {
1856                     PhotonNetwork.LeaveRoom();
1857                 }
1858
1859                 break;
1860
1861             case PunEvent.DestroyPlayer:
1862                 Hashtable evData = (Hashtable)photonEvent[ParameterCode.Data];
1863                 int targetPlayerId = (int)evData[(byte)0];
1864                 if (targetPlayerId >= 0)
1865                 {
1866                     this.DestroyPlayerObjects(targetPlayerId, true);
1867                 }
1868                 else
1869                 {
1870                     if (this.DebugOut >= DebugLevel.INFO) Debug.Log("Ev DestroyAll! By PlayerId: " + actorNr);
1871                     this.DestroyAll(true);
1872                 }
1873                 break;
1874
1875             case PunEvent.Destroy:
1876                 evData = (Hashtable)photonEvent[ParameterCode.Data];
1877                 int instantiationId = (int)evData[(byte)0];
1878                 // Debug.Log("Ev Destroy for viewId: " + instantiationId + " sent by owner: " + (instantiationId / PhotonNetwork.MAX_VIEW_IDS == actorNr) + " this client is owner: " + (instantiationId / PhotonNetwork.MAX_VIEW_IDS == this.mLocalActor.ID));
1879
1880
1881                 PhotonView pvToDestroy = null;
1882                 if (this.photonViewList.TryGetValue(instantiationId, out pvToDestroy))
1883                 {
1884                     this.RemoveInstantiatedGO(pvToDestroy.gameObject, true);
1885                 }
1886                 else
1887                 {
1888                     if (this.DebugOut >= DebugLevel.ERROR) Debug.LogError("Ev Destroy Failed. Could not find PhotonView with instantiationId " + instantiationId + ". Sent by actorNr: " + actorNr);
1889                 }
1890
1891                 break;
1892
1893             case PunEvent.AssignMaster:
1894                 evData = (Hashtable)photonEvent[ParameterCode.Data];
1895                 int newMaster = (int)evData[(byte)1];
1896                 this.SetMasterClient(newMaster, false);
1897                 break;
1898
1899             default:
1900                 if (photonEvent.Code < 200 && PhotonNetwork.OnEventCall != null)
1901                 {
1902                     object content = photonEvent[ParameterCode.Data];
1903                     PhotonNetwork.OnEventCall(photonEvent.Code, content, actorNr);
1904                 }
1905                 else
1906                 {
1907                     // actorNr might be null. it is fetched out of event on top of method
1908                     // Hashtable eventContent = (Hashtable) photonEvent[ParameterCode.Data];
1909                     // this.mListener.customEventAction(actorNr, eventCode, eventContent);
1910                     Debug.LogError("Error. Unhandled event: " + photonEvent);
1911                 }
1912                 break;
1913         }
1914
1915         this.externalListener.OnEvent(photonEvent);
1916     }
File name: NetworkingPeer.cs Copy
1962     public void ExecuteRPC(Hashtable rpcData, PhotonPlayer sender)
1963     {
1964         if (rpcData == null || !rpcData.ContainsKey((byte)0))
1965         {
1966             Debug.LogError("Malformed RPC; this should never occur. Content: " + SupportClass.DictionaryToString(rpcData));
1967             return;
1968         }
1969
1970         // ts: updated with "flat" event data
1971         int netViewID = (int)rpcData[(byte)0]; // LIMITS PHOTONVIEWS&PLAYERS
1972         int otherSidePrefix = 0; // by default, the prefix is 0 (and this is not being sent)
1973         if (rpcData.ContainsKey((byte)1))
1974         {
1975             otherSidePrefix = (short)rpcData[(byte)1];
1976         }
1977
1978         string inMethodName;
1979         if (rpcData.ContainsKey((byte)5))
1980         {
1981             int rpcIndex = (byte)rpcData[(byte)5]; // LIMITS RPC COUNT
1982             if (rpcIndex > PhotonNetwork.PhotonServerSettings.RpcList.Count - 1)
1983             {
1984                 Debug.LogError("Could not find RPC with index: " + rpcIndex + ". Going to ignore! Check PhotonServerSettings.RpcList");
1985                 return;
1986             }
1987             else
1988             {
1989                 inMethodName = PhotonNetwork.PhotonServerSettings.RpcList[rpcIndex];
1990             }
1991         }
1992         else
1993         {
1994             inMethodName = (string)rpcData[(byte)3];
1995         }
1996
1997         object[] inMethodParameters = null;
1998         if (rpcData.ContainsKey((byte)4))
1999         {
2000             inMethodParameters = (object[])rpcData[(byte)4];
2001         }
2002
2003         if (inMethodParameters == null)
2004         {
2005             inMethodParameters = new object[0];
2006         }
2007
2008         PhotonView photonNetview = this.GetPhotonView(netViewID);
2009         if (photonNetview == null)
2010         {
2011             int viewOwnerId = netViewID/PhotonNetwork.MAX_VIEW_IDS;
2012             bool owningPv = (viewOwnerId == this.mLocalActor.ID);
2013             bool ownerSent = (viewOwnerId == sender.ID);
2014
2015             if (owningPv)
2016             {
2017                 Debug.LogWarning("Received RPC \"" + inMethodName + "\" for viewID " + netViewID + " but this PhotonView does not exist! View was/is ours." + (ownerSent ? " Owner called." : " Remote called.") + " By: " + sender.ID);
2018             }
2019             else
2020             {
2021                 Debug.LogWarning("Received RPC \"" + inMethodName + "\" for viewID " + netViewID + " but this PhotonView does not exist! Was remote PV." + (ownerSent ? " Owner called." : " Remote called.") + " By: " + sender.ID + " Maybe GO was destroyed but RPC not cleaned up.");
2022             }
2023             return;
2024         }
2025
2026         if (photonNetview.prefix != otherSidePrefix)
2027         {
2028             Debug.LogError(
2029                 "Received RPC \"" + inMethodName + "\" on viewID " + netViewID + " with a prefix of " + otherSidePrefix
2030                 + ", our prefix is " + photonNetview.prefix + ". The RPC has been ignored.");
2031             return;
2032         }
2033
2034         // Get method name
2035         if (inMethodName == string.Empty)
2036         {
2037             Debug.LogError("Malformed RPC; this should never occur. Content: " + SupportClass.DictionaryToString(rpcData));
2038             return;
2039         }
2040
2041         if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
2042             Debug.Log("Received RPC: " + inMethodName);
2043
2044
2045         // SetReceiving filtering
2046         if (photonNetview.group != 0 && !allowedReceivingGroups.Contains(photonNetview.group))
2047         {
2048             return; // Ignore group
2049         }
2050
2051         Type[] argTypes = new Type[0];
2052         if (inMethodParameters.Length > 0)
2053         {
2054             argTypes = new Type[inMethodParameters.Length];
2055             int i = 0;
2056             for (int index = 0; index < inMethodParameters.Length; index++)
2057             {
2058                 object objX = inMethodParameters[index];
2059                 if (objX == null)
2060                 {
2061                     argTypes[i] = null;
2062                 }
2063                 else
2064                 {
2065                     argTypes[i] = objX.GetType();
2066                 }
2067
2068                 i++;
2069             }
2070         }
2071
2072         int receivers = 0;
2073         int foundMethods = 0;
2074         MonoBehaviour[] mbComponents = photonNetview.GetComponents(); // NOTE: we could possibly also cache MonoBehaviours per view?!
2075         for (int componentsIndex = 0; componentsIndex < mbComponents.Length; componentsIndex++)
2076         {
2077             MonoBehaviour monob = mbComponents[componentsIndex];
2078             if (monob == null)
2079             {
2080                 Debug.LogError("ERROR You have missing MonoBehaviours on your gameobjects!");
2081                 continue;
2082             }
2083
2084             Type type = monob.GetType();
2085
2086             // Get [RPC] methods from cache
2087             List cachedRPCMethods = null;
2088             if (this.monoRPCMethodsCache.ContainsKey(type))
2089             {
2090                 cachedRPCMethods = this.monoRPCMethodsCache[type];
2091             }
2092
2093             if (cachedRPCMethods == null)
2094             {
2095                 List entries = SupportClass.GetMethods(type, typeof(RPC));
2096
2097                 this.monoRPCMethodsCache[type] = entries;
2098                 cachedRPCMethods = entries;
2099             }
2100
2101             if (cachedRPCMethods == null)
2102             {
2103                 continue;
2104             }
2105
2106             // Check cache for valid methodname+arguments
2107             for (int index = 0; index < cachedRPCMethods.Count; index++)
2108             {
2109                 MethodInfo mInfo = cachedRPCMethods[index];
2110                 if (mInfo.Name == inMethodName)
2111                 {
2112                     foundMethods++;
2113                     ParameterInfo[] pArray = mInfo.GetParameters();
2114                     if (pArray.Length == argTypes.Length)
2115                     {
2116                         // Normal, PhotonNetworkMessage left out
2117                         if (this.CheckTypeMatch(pArray, argTypes))
2118                         {
2119                             receivers++;
2120                             object result = mInfo.Invoke((object)monob, inMethodParameters);
2121                             if (mInfo.ReturnType == typeof(IEnumerator))
2122                             {
2123                                 monob.StartCoroutine((IEnumerator)result);
2124                             }
2125                         }
2126                     }
2127                     else if ((pArray.Length - 1) == argTypes.Length)
2128                     {
2129                         // Check for PhotonNetworkMessage being the last
2130                         if (this.CheckTypeMatch(pArray, argTypes))
2131                         {
2132                             if (pArray[pArray.Length - 1].ParameterType == typeof(PhotonMessageInfo))
2133                             {
2134                                 receivers++;
2135
2136                                 int sendTime = (int)rpcData[(byte)2];
2137                                 object[] deParamsWithInfo = new object[inMethodParameters.Length + 1];
2138                                 inMethodParameters.CopyTo(deParamsWithInfo, 0);
2139                                 deParamsWithInfo[deParamsWithInfo.Length - 1] = new PhotonMessageInfo(sender, sendTime, photonNetview);
2140
2141                                 object result = mInfo.Invoke((object)monob, deParamsWithInfo);
2142                                 if (mInfo.ReturnType == typeof(IEnumerator))
2143                                 {
2144                                     monob.StartCoroutine((IEnumerator)result);
2145                                 }
2146                             }
2147                         }
2148                     }
2149                     else if (pArray.Length == 1 && pArray[0].ParameterType.IsArray)
2150                     {
2151                         receivers++;
2152                         object result = mInfo.Invoke((object)monob, new object[] { inMethodParameters });
2153                         if (mInfo.ReturnType == typeof(IEnumerator))
2154                         {
2155                             monob.StartCoroutine((IEnumerator)result);
2156                         }
2157                     }
2158                 }
2159             }
2160         }
2161
2162         // Error handling
2163         if (receivers != 1)
2164         {
2165             string argsString = string.Empty;
2166             for (int index = 0; index < argTypes.Length; index++)
2167             {
2168                 Type ty = argTypes[index];
2169                 if (argsString != string.Empty)
2170                 {
2171                     argsString += ", ";
2172                 }
2173
2174                 if (ty == null)
2175                 {
2176                     argsString += "null";
2177                 }
2178                 else
2179                 {
2180                     argsString += ty.Name;
2181                 }
2182             }
2183
2184             if (receivers == 0)
2185             {
2186                 if (foundMethods == 0)
2187                 {
2188                     Debug.LogError("PhotonView with ID " + netViewID + " has no method \"" + inMethodName + "\" marked with the [RPC](C#) or @RPC(JS) property! Args: " + argsString);
2189                 }
2190                 else
2191                 {
2192                     Debug.LogError("PhotonView with ID " + netViewID + " has no method \"" + inMethodName + "\" that takes " + argTypes.Length + " argument(s): " + argsString);
2193                 }
2194             }
2195             else
2196             {
2197                 Debug.LogError("PhotonView with ID " + netViewID + " has " + receivers + " methods \"" + inMethodName + "\" that takes " + argTypes.Length + " argument(s): " + argsString + ". Should be just one?");
2198             }
2199         }
2200     }
File name: NetworkingPeer.cs Copy
2279     internal GameObject DoInstantiate(Hashtable evData, PhotonPlayer photonPlayer, GameObject resourceGameObject)
2280     {
2281         // some values always present:
2282         string prefabName = (string)evData[(byte)0];
2283         int serverTime = (int)evData[(byte)6];
2284         int instantiationId = (int)evData[(byte)7];
2285
2286         Vector3 position;
2287         if (evData.ContainsKey((byte)1))
2288         {
2289             position = (Vector3)evData[(byte)1];
2290         }
2291         else
2292         {
2293             position = Vector3.zero;
2294         }
2295
2296         Quaternion rotation = Quaternion.identity;
2297         if (evData.ContainsKey((byte)2))
2298         {
2299             rotation = (Quaternion)evData[(byte)2];
2300         }
2301
2302         int group = 0;
2303         if (evData.ContainsKey((byte)3))
2304         {
2305             group = (int)evData[(byte)3];
2306         }
2307
2308         short objLevelPrefix = 0;
2309         if (evData.ContainsKey((byte)8))
2310         {
2311             objLevelPrefix = (short)evData[(byte)8];
2312         }
2313
2314         int[] viewsIDs;
2315         if (evData.ContainsKey((byte)4))
2316         {
2317             viewsIDs = (int[])evData[(byte)4];
2318         }
2319         else
2320         {
2321             viewsIDs = new int[1] { instantiationId };
2322         }
2323
2324         object[] incomingInstantiationData;
2325         if (evData.ContainsKey((byte)5))
2326         {
2327             incomingInstantiationData = (object[])evData[(byte)5];
2328         }
2329         else
2330         {
2331             incomingInstantiationData = null;
2332         }
2333
2334         // SetReceiving filtering
2335         if (group != 0 && !this.allowedReceivingGroups.Contains(group))
2336         {
2337             return null; // Ignore group
2338         }
2339
2340         // load prefab, if it wasn't loaded before (calling methods might do this)
2341         if (resourceGameObject == null)
2342         {
2343             if (!NetworkingPeer.UsePrefabCache || !NetworkingPeer.PrefabCache.TryGetValue(prefabName, out resourceGameObject))
2344             {
2345                 resourceGameObject = (GameObject)Resources.Load(prefabName, typeof(GameObject));
2346                 if (NetworkingPeer.UsePrefabCache)
2347                 {
2348                     NetworkingPeer.PrefabCache.Add(prefabName, resourceGameObject);
2349                 }
2350             }
2351
2352             if (resourceGameObject == null)
2353             {
2354                 Debug.LogError("PhotonNetwork error: Could not Instantiate the prefab [" + prefabName + "]. Please verify you have this gameobject in a Resources folder.");
2355                 return null;
2356             }
2357         }
2358
2359         // now modify the loaded "blueprint" object before it becomes a part of the scene (by instantiating it)
2360         PhotonView[] resourcePVs = resourceGameObject.GetPhotonViewsInChildren();
2361         if (resourcePVs.Length != viewsIDs.Length)
2362         {
2363             throw new Exception("Error in Instantiation! The resource's PhotonView count is not the same as in incoming data.");
2364         }
2365
2366         for (int i = 0; i < viewsIDs.Length; i++)
2367         {
2368             // NOTE instantiating the loaded resource will keep the viewID but would not copy instantiation data, so it's set below
2369             // so we only set the viewID and instantiationId now. the instantiationData can be fetched
2370             resourcePVs[i].viewID = viewsIDs[i];
2371             resourcePVs[i].prefix = objLevelPrefix;
2372             resourcePVs[i].instantiationId = instantiationId;
2373             resourcePVs[i].isRuntimeInstantiated = true;
2374         }
2375
2376         this.StoreInstantiationData(instantiationId, incomingInstantiationData);
2377
2378         // load the resource and set it's values before instantiating it:
2379         GameObject go = (GameObject)GameObject.Instantiate(resourceGameObject, position, rotation);
2380
2381         for (int i = 0; i < viewsIDs.Length; i++)
2382         {
2383             // NOTE instantiating the loaded resource will keep the viewID but would not copy instantiation data, so it's set below
2384             // so we only set the viewID and instantiationId now. the instantiationData can be fetched
2385             resourcePVs[i].viewID = 0;
2386             resourcePVs[i].prefix = -1;
2387             resourcePVs[i].prefixBackup = -1;
2388             resourcePVs[i].instantiationId = -1;
2389             resourcePVs[i].isRuntimeInstantiated = false;
2390         }
2391
2392         this.RemoveInstantiationData(instantiationId);
2393
2394         // Send OnPhotonInstantiate callback to newly created GO.
2395         // GO will be enabled when instantiated from Prefab and it does not matter if the script is enabled or disabled.
2396         go.SendMessage(PhotonNetworkingMessage.OnPhotonInstantiate.ToString(), new PhotonMessageInfo(photonPlayer, serverTime, null), SendMessageOptions.DontRequireReceiver);
2397         return go;
2398     }

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