Replace









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Below are practical examples compiled from projects for learning and reference purposes

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File name: PunStartup.cs Copy
80     public static void SetPunDemoBuildSettings()
81     {
82         // find path of pun guide
83         string[] tempPaths = Directory.GetDirectories(Application.dataPath + "/Photon Unity Networking", "Demos", SearchOption.AllDirectories);
84         if (tempPaths == null || tempPaths.Length != 1)
85         {
86             return;
87         }
88
89         // find scenes of guide
90         string guidePath = tempPaths[0];
91         tempPaths = Directory.GetFiles(guidePath, "*.unity", SearchOption.AllDirectories);
92
93         if (tempPaths == null || tempPaths.Length == 0)
94         {
95             return;
96         }
97
98         // add found guide scenes to build settings
99         List sceneAr = new List();
100         for (int i = 0; i < tempPaths.Length; i++)
101         {
102             //Debug.Log(tempPaths[i]);
103             string path = tempPaths[i].Substring(Application.dataPath.Length - "Assets".Length);
104             path = path.Replace('\\', '/');
105             //Debug.Log(path);
106
107             if (path.Contains("PUNGuide_M2H"))
108             {
109                 continue;
110             }
111
112             if (path.Contains("Hub"))
113             {
114                 sceneAr.Insert(0, new EditorBuildSettingsScene(path, true));
115                 continue;
116             }
117
118             sceneAr.Add(new EditorBuildSettingsScene(path, true));
119         }
120
121         EditorBuildSettings.scenes = sceneAr.ToArray();
122         EditorApplication.OpenScene(sceneAr[0].path);
123     }
File name: PhotonConverter.cs Copy
18     public static void RunConversion()
19     {
20         //Ask if user has made a backup.
21         int option = EditorUtility.DisplayDialogComplex("Conversion", "Attempt automatic conversion from Unity Networking to Photon Unity Networking \"PUN\"?", "Yes", "No!", "Pick Script Folder");
22         switch (option)
23         {
24             case 0:
25                 break;
26             case 1:
27                 return;
28             case 2:
29                 PickFolderAndConvertScripts();
30                 return;
31             default:
32                 return;
33         }
34
35         //REAAAALY?
36         bool result = EditorUtility.DisplayDialog("Conversion", "Disclaimer: The code conversion feature is quite crude, but should do it's job well (see the sourcecode). A backup is therefore strongly recommended!", "Yes, I've made a backup: GO", "Abort");
37         if (!result)
38         {
39             return;
40         }
41         Output(EditorApplication.timeSinceStartup + " Started conversion of Unity networking -> Photon");
42
43         //Ask to save current scene (optional)
44         EditorApplication.SaveCurrentSceneIfUserWantsTo();
45
46         EditorUtility.DisplayProgressBar("Converting..", "Starting.", 0);
47
48         //Convert NetworkViews to PhotonViews in Project prefabs
49         //Ask the user if we can move all prefabs to a resources folder
50         bool movePrefabs = EditorUtility.DisplayDialog("Conversion", "Can all prefabs that use a PhotonView be moved to a Resources/ folder? You need this if you use Network.Instantiate.", "Yes", "No");
51
52
53         string[] prefabs = Directory.GetFiles("Assets/", "*.prefab", SearchOption.AllDirectories);
54         foreach (string prefab in prefabs)
55         {
56             EditorUtility.DisplayProgressBar("Converting..", "Object:" + prefab, 0.6f);
57
58             Object[] objs = (Object[])AssetDatabase.LoadAllAssetsAtPath(prefab);
59             int converted = 0;
60             foreach (Object obj in objs)
61             {
62                 if (obj != null && obj.GetType() == typeof(GameObject))
63                     converted += ConvertNetworkView(((GameObject)obj).GetComponents(), false);
64             }
65             if (movePrefabs && converted > 0)
66             {
67                 //This prefab needs to be under the root of a Resources folder!
68                 string path = prefab.Replace("\\", "/");
69                 int lastSlash = path.LastIndexOf("/");
70                 int resourcesIndex = path.LastIndexOf("/Resources/");
71                 if (resourcesIndex != lastSlash - 10)
72                 {
73                     if (path.Contains("/Resources/"))
74                     {
75                         Debug.LogWarning("Warning, prefab [" + prefab + "] was already in a resources folder. But has been placed in the root of another one!");
76                     }
77                     //This prefab NEEDS to be placed under a resources folder
78                     string resourcesFolder = path.Substring(0, lastSlash) + "/Resources/";
79                     EnsureFolder(resourcesFolder);
80                     string newPath = resourcesFolder + path.Substring(lastSlash + 1);
81                     string error = AssetDatabase.MoveAsset(prefab, newPath);
82                     if (error != "")
83                         Debug.LogError(error);
84                     Output("Fixed prefab [" + prefab + "] by moving it into a resources folder.");
85                 }
86             }
87         }
88
89         //Convert NetworkViews to PhotonViews in scenes
90         string[] sceneFiles = Directory.GetFiles("Assets/", "*.unity", SearchOption.AllDirectories);
91         foreach (string sceneName in sceneFiles)
92         {
93             EditorApplication.OpenScene(sceneName);
94             EditorUtility.DisplayProgressBar("Converting..", "Scene:" + sceneName, 0.2f);
95
96             int converted2 = ConvertNetworkView((NetworkView[])GameObject.FindObjectsOfType(typeof(NetworkView)), true);
97             if (converted2 > 0)
98             {
99                 //This will correct all prefabs: The prefabs have gotten new components, but the correct ID's were lost in this case
100                 PhotonViewHandler.HierarchyChange(); //TODO: most likely this is triggered on change or on save
101
102                 Output("Replaced " + converted2 + " NetworkViews with PhotonViews in scene: " + sceneName);
103                 EditorApplication.SaveScene(EditorApplication.currentScene);
104             }
105
106         }
107
108         //Convert C#/JS scripts (API stuff)
109         List scripts = GetScriptsInFolder("Assets");
110
111         EditorUtility.DisplayProgressBar("Converting..", "Scripts..", 0.9f);
112         ConvertScripts(scripts);
113
114         Output(EditorApplication.timeSinceStartup + " Completed conversion!");
115         EditorUtility.ClearProgressBar();
116
117         EditorUtility.DisplayDialog("Completed the conversion", "Don't forget to add \"PhotonNetwork.ConnectWithDefaultSettings();\" to connect to the Photon server before using any multiplayer functionality.", "OK");
118     }
File name: PhotonConverter.cs Copy
189     static void ConvertToPhotonAPI(string file)
190     {
191         string text = File.ReadAllText(file);
192
193         bool isJS = file.Contains(".js");
194
195         file = file.Replace("\\", "/"); // Get Class name for JS
196         string className = file.Substring(file.LastIndexOf("/")+1);
197         className = className.Substring(0, className.IndexOf("."));
198
199
200         //REGEXP STUFF
201         //Valid are: Space { } , /n /r
202         //string NOT_VAR = @"([^A-Za-z0-9_\[\]\.]+)";
203         string NOT_VAR_WITH_DOT = @"([^A-Za-z0-9_]+)";
204
205         //string VAR_NONARRAY = @"[^A-Za-z0-9_]";
206
207
208         //NetworkView
209         {
210             text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkView" + NOT_VAR_WITH_DOT, "$1PhotonView$2");
211             text = PregReplace(text, NOT_VAR_WITH_DOT + "networkView" + NOT_VAR_WITH_DOT, "$1photonView$2");
212             text = PregReplace(text, NOT_VAR_WITH_DOT + "stateSynchronization" + NOT_VAR_WITH_DOT, "$1synchronization$2");
213             text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkStateSynchronization" + NOT_VAR_WITH_DOT, "$1ViewSynchronization$2"); // map Unity enum to ours
214             //.RPC
215             text = PregReplace(text, NOT_VAR_WITH_DOT + "RPCMode.Server" + NOT_VAR_WITH_DOT, "$1PhotonTargets.MasterClient$2");
216             text = PregReplace(text, NOT_VAR_WITH_DOT + "RPCMode" + NOT_VAR_WITH_DOT, "$1PhotonTargets$2");
217         }
218
219         //NetworkMessageInfo: 100%
220         {
221             text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkMessageInfo" + NOT_VAR_WITH_DOT, "$1PhotonMessageInfo$2");
222             text = PregReplace(text, NOT_VAR_WITH_DOT + "networkView" + NOT_VAR_WITH_DOT, "$1photonView$2");
223         }
224
225         //NetworkViewID:
226         {
227             text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkViewID" + NOT_VAR_WITH_DOT, "$1int$2"); //We simply use an int
228         }
229
230         //NetworkPlayer
231         {
232             text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkPlayer" + NOT_VAR_WITH_DOT, "$1PhotonPlayer$2");
233         }
234
235         //Network
236         {
237             //Monobehaviour callbacks
238             {
239                 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnPlayerConnected" + NOT_VAR_WITH_DOT, "$1OnPhotonPlayerConnected$2");
240                 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnPlayerDisconnected" + NOT_VAR_WITH_DOT, "$1OnPhotonPlayerDisconnected$2");
241                 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnNetworkInstantiate" + NOT_VAR_WITH_DOT, "$1OnPhotonInstantiate$2");
242                 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnSerializeNetworkView" + NOT_VAR_WITH_DOT, "$1OnPhotonSerializeView$2");
243                 text = PregReplace(text, NOT_VAR_WITH_DOT + "BitStream" + NOT_VAR_WITH_DOT, "$1PhotonStream$2");
244
245                 //Not completely the same meaning
246                 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnServerInitialized" + NOT_VAR_WITH_DOT, "$1OnCreatedRoom$2");
247                 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnConnectedToServer" + NOT_VAR_WITH_DOT, "$1OnJoinedRoom$2");
248
249                 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnFailedToConnectToMasterServer" + NOT_VAR_WITH_DOT, "$1OnFailedToConnectToPhoton$2");
250                 text = PregReplace(text, NOT_VAR_WITH_DOT + "OnFailedToConnect" + NOT_VAR_WITH_DOT, "$1OnFailedToConnect_OBSELETE$2");
251             }
252
253             //Variables
254             {
255
256                 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.connections" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.playerList$2");
257                 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.isServer" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.isMasterClient$2");
258                 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.isClient" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.isNonMasterClientInRoom$2");
259
260                 text = PregReplace(text, NOT_VAR_WITH_DOT + "NetworkPeerType" + NOT_VAR_WITH_DOT, "$1ConnectionState$2");
261                 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.peerType" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.connectionState$2");
262                 text = PregReplace(text, NOT_VAR_WITH_DOT + "ConnectionState.Server" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.isMasterClient$2");
263                 text = PregReplace(text, NOT_VAR_WITH_DOT + "ConnectionState.Client" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.isNonMasterClientInRoom$2");
264                 text = PregReplace(text, NOT_VAR_WITH_DOT + "PhotonNetwork.playerList.Length" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.playerList.Count$2");
265
266                 /*DROPPED:
267                     minimumAllocatableViewIDs
268                     natFacilitatorIP is dropped
269                     natFacilitatorPort is dropped
270                     connectionTesterIP
271                     connectionTesterPort
272                     proxyIP
273                     proxyPort
274                     useProxy
275                     proxyPassword
276                  */
277             }
278
279             //Methods
280             {
281                 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.InitializeServer" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.CreateRoom$2");
282                 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.Connect" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.JoinRoom$2");
283                 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.GetAveragePing" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.GetPing$2");
284                 text = PregReplace(text, NOT_VAR_WITH_DOT + "Network.GetLastPing" + NOT_VAR_WITH_DOT, "$1PhotonNetwork.GetPing$2");
285                 /*DROPPED:
286                     TestConnection
287                     TestConnectionNAT
288                     HavePublicAddress
289                 */
290             }
291
292             //Overall
293             text = PregReplace(text, NOT_VAR_WITH_DOT + "Network" + NOT_VAR_WITH_DOT, "$1PhotonNetwork$2");
294
295
296         //Changed methods
297              string ignoreMe = @"([A-Za-z0-9_\[\]\(\) ]+)";
298
299          text = PregReplace(text, NOT_VAR_WITH_DOT + "PhotonNetwork.GetPing\\(" + ignoreMe+"\\);", "$1PhotonNetwork.GetPing();");
300         text = PregReplace(text, NOT_VAR_WITH_DOT + "PhotonNetwork.CloseConnection\\(" + ignoreMe+","+ignoreMe+"\\);", "$1PhotonNetwork.CloseConnection($2);");
301
302         }
303
304         //General
305         {
306             if (text.Contains("Photon")) //Only use the PhotonMonoBehaviour if we use photonView and friends.
307             {
308                 if (isJS)//JS
309                 {
310                     if (text.Contains("extends MonoBehaviour"))
311                         text = PregReplace(text, "extends MonoBehaviour", "extends Photon.MonoBehaviour");
312                     else
313                         text = "class " + className + " extends Photon.MonoBehaviour {\n" + text + "\n}";
314                 }
315                 else //C#
316                     text = PregReplace(text, ": MonoBehaviour", ": Photon.MonoBehaviour");
317             }
318         }
319
320         File.WriteAllText(file, text);
321     }
File name: PhotonConverter.cs Copy
323     static string PregReplace(string input, string[] pattern, string[] replacements)
324     {
325         if (replacements.Length != pattern.Length)
326             Debug.LogError("Replacement and Pattern Arrays must be balanced");
327
328         for (var i = 0; i < pattern.Length; i++)
329         {
330             input = Regex.Replace(input, pattern[i], replacements[i]);
331         }
332
333         return input;
334     }
File name: PhotonConverter.cs Copy
335     static string PregReplace(string input, string pattern, string replacement)
336     {
337         return Regex.Replace(input, pattern, replacement);
338
339     }
File name: PhotonConverter.cs Copy
351     static int ConvertNetworkView(NetworkView[] netViews, bool isScene)
352     {
353         for (int i = netViews.Length - 1; i >= 0; i--)
354         {
355             NetworkView netView = netViews[i];
356             PhotonView view = netView.gameObject.AddComponent();
357             if (isScene)
358             {
359                 //Get scene ID
360                 string str = netView.viewID.ToString().Replace("SceneID: ", "");
361                 int firstSpace = str.IndexOf(" ");
362                 str = str.Substring(0, firstSpace);
363                 int oldViewID = int.Parse(str);
364
365                 view.viewID = oldViewID;
366                 EditorUtility.SetDirty(view);
367                 EditorUtility.SetDirty(view.gameObject);
368             }
369             view.observed = netView.observed;
370             if (netView.stateSynchronization == NetworkStateSynchronization.Unreliable)
371             {
372                 view.synchronization = ViewSynchronization.Unreliable;
373             }
374             else if (netView.stateSynchronization == NetworkStateSynchronization.ReliableDeltaCompressed)
375             {
376                 view.synchronization = ViewSynchronization.ReliableDeltaCompressed;
377             }
378             else
379             {
380                 view.synchronization = ViewSynchronization.Off;
381             }
382             DestroyImmediate(netView, true);
383         }
384         AssetDatabase.Refresh();
385         AssetDatabase.SaveAssets();
386
387         return netViews.Length;
388     }
File name: PhotonEditor.cs Copy
965     public static void ClearRpcList()
966     {
967         bool clearList = EditorUtility.DisplayDialog(CurrentLang.PUNNameReplaceTitle, CurrentLang.PUNNameReplaceLabel, CurrentLang.RPCListCleared, CurrentLang.CancelButton);
968         if (clearList)
969         {
970             PhotonEditor.Current.RpcList.Clear();
971             Debug.LogWarning(CurrentLang.ServerSettingsCleanedWarning);
972         }
973     }
File name: PunSceneSettings.cs Copy
23     {
24         get
25         {
26             if (!string.IsNullOrEmpty(punSceneSettingsCsPath))
27             {
28                 return punSceneSettingsCsPath;
29             }
30
31             // Unity 4.3.4 does not yet have AssetDatabase.FindAssets(). Would be easier.
32             var result = Directory.GetFiles(Application.dataPath, "PunSceneSettings.cs", SearchOption.AllDirectories);
33             if (result.Length >= 1)
34             {
35                 punSceneSettingsCsPath = Path.GetDirectoryName(result[0]);
36                 punSceneSettingsCsPath = punSceneSettingsCsPath.Replace('\\', '/');
37                 punSceneSettingsCsPath = punSceneSettingsCsPath.Replace(Application.dataPath, "Assets");
38
39                 // AssetDatabase paths have to use '/' and are relative to the project's folder. Always.
40                 punSceneSettingsCsPath = punSceneSettingsCsPath + "/" + SceneSettingsFileName;
41             }
42
43             return punSceneSettingsCsPath;
44         }
45     }
File name: NetworkingPeer.cs Copy
459     private void LeftRoomCleanup()
460     {
461         bool wasInRoom = mRoomToGetInto != null;
462         // when leaving a room, we clean up depending on that room's settings.
463         bool autoCleanupSettingOfRoom = (this.mRoomToGetInto != null) ? this.mRoomToGetInto.autoCleanUp : PhotonNetwork.autoCleanUpPlayerObjects;
464
465         this.hasSwitchedMC = false;
466         this.mRoomToGetInto = null;
467         this.mActors = new Dictionary();
468         this.mPlayerListCopy = new PhotonPlayer[0];
469         this.mOtherPlayerListCopy = new PhotonPlayer[0];
470         this.mMasterClient = null;
471         this.allowedReceivingGroups = new HashSet();
472         this.blockSendingGroups = new HashSet();
473         this.mGameList = new Dictionary();
474         this.mGameListCopy = new RoomInfo[0];
475         this.isFetchingFriends = false;
476
477         this.ChangeLocalID(-1);
478
479         // Cleanup all network objects (all spawned PhotonViews, local and remote)
480         if (autoCleanupSettingOfRoom)
481         {
482             this.LocalCleanupAnythingInstantiated(true);
483             PhotonNetwork.manuallyAllocatedViewIds = new List(); // filled and easier to replace completely
484         }
485
486         if (wasInRoom)
487         {
488             SendMonoMessage(PhotonNetworkingMessage.OnLeftRoom);
489         }
490     }
File name: NetworkingPeer.cs Copy
757     internal protected bool SetMasterClient(int playerId, bool sync)
758     {
759         bool masterReplaced = this.mMasterClient != null && this.mMasterClient.ID != playerId;
760         if (!masterReplaced || !this.mActors.ContainsKey(playerId))
761         {
762             return false;
763         }
764
765         if (sync)
766         {
767             bool sent = this.OpRaiseEvent(PunEvent.AssignMaster, new Hashtable() { { (byte)1, playerId } }, true, null);
768             if (!sent)
769             {
770                 return false;
771             }
772         }
773
774         this.hasSwitchedMC = true;
775         this.mMasterClient = this.mActors[playerId];
776         SendMonoMessage(PhotonNetworkingMessage.OnMasterClientSwitched, this.mMasterClient); // we only callback when an actual change is done
777         return true;
778     }

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