SendOutgoingCommands
How do I use Send Outgoing Commands
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: NetworkingPeer.cs
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3657 protected internal void SetLevelInPropsIfSynced(object levelId)
3658 {
3659 if (!PhotonNetwork.automaticallySyncScene || !PhotonNetwork.isMasterClient || PhotonNetwork.room == null)
3660 {
3661 return;
3662 }
3663 if (levelId == null)
3664 {
3665 Debug.LogError("Parameter levelId can't be null!");
3666 return;
3667 }
3668
3669 // check if "current level" is already set in props
3670 if (PhotonNetwork.room.customProperties.ContainsKey(NetworkingPeer.CurrentSceneProperty))
3671 {
3672 object levelIdInProps = PhotonNetwork.room.customProperties[NetworkingPeer.CurrentSceneProperty];
3673 if (levelIdInProps is int && Application.loadedLevel == (int)levelIdInProps)
3674 {
3675 return;
3676 }
3677 if (levelIdInProps is string && Application.loadedLevelName.Equals((string)levelIdInProps))
3678 {
3679 return;
3680 }
3681 }
3682
3683 // current level is not yet in props, so this client has to set it
3684 Hashtable setScene = new Hashtable();
3685 if (levelId is int) setScene[NetworkingPeer.CurrentSceneProperty] = (int)levelId;
3686 else if (levelId is string) setScene[NetworkingPeer.CurrentSceneProperty] = (string)levelId;
3687 else Debug.LogError("Parameter levelId must be int or string!");
3688
3689 PhotonNetwork.room.SetCustomProperties(setScene);
3690 this.SendOutgoingCommands(); // send immediately! because: in most cases the client will begin to load and not send for a while
3691 }
File name: PhotonHandler.cs
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59 protected void Update()
60 {
61 if (PhotonNetwork.networkingPeer == null)
62 {
63 Debug.LogError("NetworkPeer broke!");
64 return;
65 }
66
67 if (PhotonNetwork.connectionStateDetailed == PeerState.PeerCreated || PhotonNetwork.connectionStateDetailed == PeerState.Disconnected || PhotonNetwork.offlineMode)
68 {
69 return;
70 }
71
72 // the messageQueue might be paused. in that case a thread will send acknowledgements only. nothing else to do here.
73 if (!PhotonNetwork.isMessageQueueRunning)
74 {
75 return;
76 }
77
78 bool doDispatch = true;
79 while (PhotonNetwork.isMessageQueueRunning && doDispatch)
80 {
81 // DispatchIncomingCommands() returns true of it found any command to dispatch (event, result or state change)
82 UnityEngine.Profiling.Profiler.BeginSample("DispatchIncomingCommands");
83 doDispatch = PhotonNetwork.networkingPeer.DispatchIncomingCommands();
84 UnityEngine.Profiling.Profiler.EndSample();
85 }
86
87 int currentMsSinceStart = (int)(Time.realtimeSinceStartup * 1000); // avoiding Environment.TickCount, which could be negative on long-running platforms
88 if (PhotonNetwork.isMessageQueueRunning && currentMsSinceStart > this.nextSendTickCountOnSerialize)
89 {
90 PhotonNetwork.networkingPeer.RunViewUpdate();
91 this.nextSendTickCountOnSerialize = currentMsSinceStart + this.updateIntervalOnSerialize;
92 this.nextSendTickCount = 0; // immediately send when synchronization code was running
93 }
94
95 currentMsSinceStart = (int)(Time.realtimeSinceStartup * 1000);
96 if (currentMsSinceStart > this.nextSendTickCount)
97 {
98 bool doSend = true;
99 while (PhotonNetwork.isMessageQueueRunning && doSend)
100 {
101 // Send all outgoing commands
102 UnityEngine.Profiling.Profiler.BeginSample("SendOutgoingCommands");
103 doSend = PhotonNetwork.networkingPeer.SendOutgoingCommands();
104 UnityEngine.Profiling.Profiler.EndSample();
105 }
106
107 this.nextSendTickCount = currentMsSinceStart + this.updateInterval;
108 }
109 }
File name: PhotonNetwork.cs
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2231 public static void SendOutgoingCommands()
2232 {
2233 if (!VerifyCanUseNetwork())
2234 {
2235 return;
2236 }
2237
2238 while (networkingPeer.SendOutgoingCommands())
2239 {
2240 }
2241 }
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