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

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File name: LoadbalancingPeer.cs Copy
287         protected bool OpSetPropertiesOfActor(int actorNr, Hashtable actorProperties, bool broadcast, byte channelId)
288         {
289             if (this.DebugOut >= DebugLevel.INFO)
290             {
291                 this.Listener.DebugReturn(DebugLevel.INFO, "OpSetPropertiesOfActor()");
292             }
293
294             if (actorNr <= 0 || actorProperties == null)
295             {
296                 if (this.DebugOut >= DebugLevel.INFO)
297                 {
298                     this.Listener.DebugReturn(DebugLevel.INFO, "OpSetPropertiesOfActor not sent. ActorNr must be > 0 and actorProperties != null.");
299                 }
300                 return false;
301             }
302
303             Dictionary opParameters = new Dictionary();
304             opParameters.Add(ParameterCode.Properties, actorProperties);
305             opParameters.Add(ParameterCode.ActorNr, actorNr);
306             if (broadcast)
307             {
308                 opParameters.Add(ParameterCode.Broadcast, broadcast);
309             }
310
311             return this.OpCustom((byte)OperationCode.SetProperties, opParameters, broadcast, channelId);
312         }
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
378     public bool GetRegions()
379     {
380         if (this.server != ServerConnection.NameServer)
381         {
382             return false;
383         }
384
385         bool sent = this.OpGetRegions(this.mAppId);
386         if (sent)
387         {
388             this.AvailableRegions = null;
389         }
390
391         return sent;
392     }
File name: NetworkingPeer.cs Copy
637     private void ResetPhotonViewsOnSerialize()
638     {
639         foreach (PhotonView photonView in this.photonViewList.Values)
640         {
641             photonView.lastOnSerializeDataSent = null;
642         }
643     }
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     }
File name: NetworkingPeer.cs Copy
1016     public void OnOperationResponse(OperationResponse operationResponse)
1017     {
1018         if (PhotonNetwork.networkingPeer.State == global::PeerState.Disconnecting)
1019         {
1020             if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1021             {
1022                 Debug.Log("OperationResponse ignored while disconnecting. Code: " + operationResponse.OperationCode);
1023             }
1024             return;
1025         }
1026
1027         // extra logging for error debugging (helping developers with a bit of automated analysis)
1028         if (operationResponse.ReturnCode == 0)
1029         {
1030             if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1031                 Debug.Log(operationResponse.ToString());
1032         }
1033         else
1034         {
1035             if (operationResponse.ReturnCode == ErrorCode.OperationNotAllowedInCurrentState)
1036             {
1037                 Debug.LogError("Operation " + operationResponse.OperationCode + " could not be executed (yet). Wait for state JoinedLobby or ConnectedToMaster and their callbacks before calling operations. WebRPCs need a server-side configuration. Enum OperationCode helps identify the operation.");
1038             }
1039             else if (operationResponse.ReturnCode == ErrorCode.WebHookCallFailed)
1040             {
1041                 Debug.LogError("Operation " + operationResponse.OperationCode + " failed in a server-side plugin. Check the configuration in the Dashboard. Message from server-plugin: " + operationResponse.DebugMessage);
1042             }
1043             else if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1044             {
1045                 Debug.LogError("Operation failed: " + operationResponse.ToStringFull() + " Server: " + this.server);
1046             }
1047         }
1048
1049         // use the "secret" or "token" whenever we get it. doesn't really matter if it's in AuthResponse.
1050         if (operationResponse.Parameters.ContainsKey(ParameterCode.Secret))
1051         {
1052             if (this.CustomAuthenticationValues == null)
1053             {
1054                 this.CustomAuthenticationValues = new AuthenticationValues();
1055                 // this.DebugReturn(DebugLevel.ERROR, "Server returned secret. Created CustomAuthenticationValues.");
1056             }
1057
1058             this.CustomAuthenticationValues.Secret = operationResponse[ParameterCode.Secret] as string;
1059         }
1060
1061         switch (operationResponse.OperationCode)
1062         {
1063             case OperationCode.Authenticate:
1064                 {
1065                     // PeerState oldState = this.State;
1066
1067                     if (operationResponse.ReturnCode != 0)
1068                     {
1069                         if (operationResponse.ReturnCode == ErrorCode.InvalidOperationCode)
1070                         {
1071                             Debug.LogError(string.Format("If you host Photon yourself, make sure to start the 'Instance LoadBalancing' "+ this.ServerAddress));
1072                         }
1073                         else if (operationResponse.ReturnCode == ErrorCode.InvalidAuthentication)
1074                         {
1075                             Debug.LogError(string.Format("The appId this client sent is unknown on the server (Cloud). Check settings. If using the Cloud, check account."));
1076                             SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, DisconnectCause.InvalidAuthentication);
1077                         }
1078                         else if (operationResponse.ReturnCode == ErrorCode.CustomAuthenticationFailed)
1079                         {
1080                             Debug.LogError(string.Format("Custom Authentication failed (either due to user-input or configuration or AuthParameter string format). Calling: OnCustomAuthenticationFailed()"));
1081                             SendMonoMessage(PhotonNetworkingMessage.OnCustomAuthenticationFailed, operationResponse.DebugMessage);
1082                         }
1083                         else
1084                         {
1085                             Debug.LogError(string.Format("Authentication failed: '{0}' Code: {1}", operationResponse.DebugMessage, operationResponse.ReturnCode));
1086                         }
1087
1088                         this.State = global::PeerState.Disconnecting;
1089                         this.Disconnect();
1090
1091                         if (operationResponse.ReturnCode == ErrorCode.MaxCcuReached)
1092                         {
1093                             if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1094                                 Debug.LogWarning(string.Format("Currently, the limit of users is reached for this title. Try again later. Disconnecting"));
1095                             SendMonoMessage(PhotonNetworkingMessage.OnPhotonMaxCccuReached);
1096                             SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, DisconnectCause.MaxCcuReached);
1097                         }
1098                         else if (operationResponse.ReturnCode == ErrorCode.InvalidRegion)
1099                         {
1100                             if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1101                                 Debug.LogError(string.Format("The used master server address is not available with the subscription currently used. Got to Photon Cloud Dashboard or change URL. Disconnecting."));
1102                             SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, DisconnectCause.InvalidRegion);
1103                         }
1104                         else if (operationResponse.ReturnCode == ErrorCode.AuthenticationTicketExpired)
1105                         {
1106                             if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1107                                 Debug.LogError(string.Format("The authentication ticket expired. You need to connect (and authenticate) again. Disconnecting."));
1108                             SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, DisconnectCause.AuthenticationTicketExpired);
1109                         }
1110                         break;
1111                     }
1112                     else
1113                     {
1114                         if (this.server == ServerConnection.NameServer)
1115                         {
1116                             // on the NameServer, authenticate returns the MasterServer address for a region and we hop off to there
1117                             this.MasterServerAddress = operationResponse[ParameterCode.Address] as string;
1118                             this.DisconnectToReconnect();
1119                         }
1120                         else if (this.server == ServerConnection.MasterServer)
1121                         {
1122                             if (PhotonNetwork.autoJoinLobby)
1123                             {
1124                                 this.State = global::PeerState.Authenticated;
1125                                 this.OpJoinLobby(this.lobby);
1126                             }
1127                             else
1128                             {
1129                                 this.State = global::PeerState.ConnectedToMaster;
1130                                 NetworkingPeer.SendMonoMessage(PhotonNetworkingMessage.OnConnectedToMaster);
1131                             }
1132                         }
1133                         else if (this.server == ServerConnection.GameServer)
1134                         {
1135                             this.State = global::PeerState.Joining;
1136
1137                             if (this.mLastJoinType == JoinType.JoinGame || this.mLastJoinType == JoinType.JoinRandomGame || this.mLastJoinType == JoinType.JoinOrCreateOnDemand)
1138                             {
1139                                 // if we just "join" the game, do so. if we wanted to "create the room on demand", we have to send this to the game server as well.
1140                                 this.OpJoinRoom(this.mRoomToGetInto.name, this.mRoomOptionsForCreate, this.mRoomToEnterLobby, this.mLastJoinType == JoinType.JoinOrCreateOnDemand);
1141                             }
1142                             else if (this.mLastJoinType == JoinType.CreateGame)
1143                             {
1144                                 // on the game server, we have to apply the room properties that were chosen for creation of the room, so we use this.mRoomToGetInto
1145                                 this.OpCreateGame(this.mRoomToGetInto.name, this.mRoomOptionsForCreate, this.mRoomToEnterLobby);
1146                             }
1147
1148                             break;
1149                         }
1150                     }
1151                     break;
1152                 }
1153
1154             case OperationCode.GetRegions:
1155                 // Debug.Log("GetRegions returned: " + operationResponse.ToStringFull());
1156
1157                 if (operationResponse.ReturnCode == ErrorCode.InvalidAuthentication)
1158                 {
1159                     Debug.LogError(string.Format("The appId this client sent is unknown on the server (Cloud). Check settings. If using the Cloud, check account."));
1160                     SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, DisconnectCause.InvalidAuthentication);
1161
1162                     this.State = global::PeerState.Disconnecting;
1163                     this.Disconnect();
1164                     return;
1165                 }
1166
1167                 string[] regions = operationResponse[ParameterCode.Region] as string[];
1168                 string[] servers = operationResponse[ParameterCode.Address] as string[];
1169
1170                 if (regions == null || servers == null || regions.Length != servers.Length)
1171                 {
1172                     Debug.LogError("The region arrays from Name Server are not ok. Must be non-null and same length.");
1173                     break;
1174                 }
1175
1176                 this.AvailableRegions = new List(regions.Length);
1177                 for (int i = 0; i < regions.Length; i++)
1178                 {
1179                     string regionCodeString = regions[i];
1180                     if (string.IsNullOrEmpty(regionCodeString))
1181                     {
1182                         continue;
1183                     }
1184                     regionCodeString = regionCodeString.ToLower();
1185
1186                     CloudRegionCode code = Region.Parse(regionCodeString);
1187                     this.AvailableRegions.Add(new Region() { Code = code, HostAndPort = servers[i] });
1188                 }
1189
1190                 // PUN assumes you fetch the name-server's list of regions to ping them
1191                 if (PhotonNetwork.PhotonServerSettings.HostType == ServerSettings.HostingOption.BestRegion)
1192                 {
1193                     PhotonHandler.PingAvailableRegionsAndConnectToBest();
1194                 }
1195                 break;
1196
1197             case OperationCode.CreateGame:
1198                 {
1199                     if (this.server == ServerConnection.GameServer)
1200                     {
1201                         this.GameEnteredOnGameServer(operationResponse);
1202                     }
1203                     else
1204                     {
1205                         if (operationResponse.ReturnCode != 0)
1206                         {
1207                             if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1208                                 Debug.LogWarning(string.Format("CreateRoom failed, client stays on masterserver: {0}.", operationResponse.ToStringFull()));
1209
1210                             SendMonoMessage(PhotonNetworkingMessage.OnPhotonCreateRoomFailed);
1211                             break;
1212                         }
1213
1214                         string gameID = (string) operationResponse[ParameterCode.RoomName];
1215                         if (!string.IsNullOrEmpty(gameID))
1216                         {
1217                             // is only sent by the server's response, if it has not been
1218                             // sent with the client's request before!
1219                             this.mRoomToGetInto.name = gameID;
1220                         }
1221
1222                         this.mGameserver = (string)operationResponse[ParameterCode.Address];
1223                         this.DisconnectToReconnect();
1224                     }
1225
1226                     break;
1227                 }
1228
1229             case OperationCode.JoinGame:
1230                 {
1231                     if (this.server != ServerConnection.GameServer)
1232                     {
1233                         if (operationResponse.ReturnCode != 0)
1234                         {
1235                             if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1236                                 Debug.Log(string.Format("JoinRoom failed (room maybe closed by now). Client stays on masterserver: {0}. State: {1}", operationResponse.ToStringFull(), this.State));
1237
1238                             SendMonoMessage(PhotonNetworkingMessage.OnPhotonJoinRoomFailed);
1239                             break;
1240                         }
1241
1242                         this.mGameserver = (string)operationResponse[ParameterCode.Address];
1243                         this.DisconnectToReconnect();
1244                     }
1245                     else
1246                     {
1247                         this.GameEnteredOnGameServer(operationResponse);
1248                     }
1249
1250                     break;
1251                 }
1252
1253             case OperationCode.JoinRandomGame:
1254                 {
1255                     // happens only on master. on gameserver, this is a regular join (we don't need to find a random game again)
1256                     // the operation OpJoinRandom either fails (with returncode 8) or returns game-to-join information
1257                     if (operationResponse.ReturnCode != 0)
1258                     {
1259                         if (operationResponse.ReturnCode == ErrorCode.NoRandomMatchFound)
1260                         {
1261                             if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
1262                                 Debug.Log("JoinRandom failed: No open game. Calling: OnPhotonRandomJoinFailed() and staying on master server.");
1263                         }
1264                         else if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1265                         {
1266                             Debug.LogWarning(string.Format("JoinRandom failed: {0}.", operationResponse.ToStringFull()));
1267                         }
1268
1269                         SendMonoMessage(PhotonNetworkingMessage.OnPhotonRandomJoinFailed, operationResponse.ReturnCode, operationResponse.DebugMessage);
1270                         break;
1271                     }
1272
1273                     string roomName = (string)operationResponse[ParameterCode.RoomName];
1274                     this.mRoomToGetInto.name = roomName;
1275                     this.mGameserver = (string)operationResponse[ParameterCode.Address];
1276                     this.DisconnectToReconnect();
1277                     break;
1278                 }
1279
1280             case OperationCode.JoinLobby:
1281                 this.State = global::PeerState.JoinedLobby;
1282                 this.insideLobby = true;
1283                 SendMonoMessage(PhotonNetworkingMessage.OnJoinedLobby);
1284
1285                 // this.mListener.joinLobbyReturn();
1286                 break;
1287             case OperationCode.LeaveLobby:
1288                 this.State = global::PeerState.Authenticated;
1289                 this.LeftLobbyCleanup(); // will set insideLobby = false
1290                 break;
1291
1292             case OperationCode.Leave:
1293                 this.DisconnectToReconnect();
1294                 break;
1295
1296             case OperationCode.SetProperties:
1297                 // this.mListener.setPropertiesReturn(returnCode, debugMsg);
1298                 break;
1299
1300             case OperationCode.GetProperties:
1301                 {
1302                     Hashtable actorProperties = (Hashtable)operationResponse[ParameterCode.PlayerProperties];
1303                     Hashtable gameProperties = (Hashtable)operationResponse[ParameterCode.GameProperties];
1304                     this.ReadoutProperties(gameProperties, actorProperties, 0);
1305
1306                     // RemoveByteTypedPropertyKeys(actorProperties, false);
1307                     // RemoveByteTypedPropertyKeys(gameProperties, false);
1308                     // this.mListener.getPropertiesReturn(gameProperties, actorProperties, returnCode, debugMsg);
1309                     break;
1310                 }
1311
1312             case OperationCode.RaiseEvent:
1313                 // this usually doesn't give us a result. only if the caching is affected the server will send one.
1314                 break;
1315
1316             case OperationCode.FindFriends:
1317                 bool[] onlineList = operationResponse[ParameterCode.FindFriendsResponseOnlineList] as bool[];
1318                 string[] roomList = operationResponse[ParameterCode.FindFriendsResponseRoomIdList] as string[];
1319
1320                 if (onlineList != null && roomList != null && this.friendListRequested != null && onlineList.Length == this.friendListRequested.Length)
1321                 {
1322                     List friendList = new List(this.friendListRequested.Length);
1323                     for (int index = 0; index < this.friendListRequested.Length; index++)
1324                     {
1325                         FriendInfo friend = new FriendInfo();
1326                         friend.Name = this.friendListRequested[index];
1327                         friend.Room = roomList[index];
1328                         friend.IsOnline = onlineList[index];
1329                         friendList.Insert(index, friend);
1330                     }
1331                     PhotonNetwork.Friends = friendList;
1332                 }
1333                 else
1334                 {
1335                     // any of the lists is null and shouldn't. print a error
1336                     Debug.LogError("FindFriends failed to apply the result, as a required value wasn't provided or the friend list length differed from result.");
1337                 }
1338
1339                 this.friendListRequested = null;
1340                 this.isFetchingFriends = false;
1341                 this.friendListTimestamp = Environment.TickCount;
1342                 if (this.friendListTimestamp == 0)
1343                 {
1344                     this.friendListTimestamp = 1; // makes sure the timestamp is not accidentally 0
1345                 }
1346
1347                 SendMonoMessage(PhotonNetworkingMessage.OnUpdatedFriendList);
1348                 break;
1349
1350             case OperationCode.WebRpc:
1351                 SendMonoMessage(PhotonNetworkingMessage.OnWebRpcResponse, operationResponse);
1352                 break;
1353
1354             default:
1355                 Debug.LogWarning(string.Format("OperationResponse unhandled: {0}", operationResponse.ToString()));
1356                 break;
1357         }
1358
1359         this.externalListener.OnOperationResponse(operationResponse);
1360     }
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
2228     internal Hashtable SendInstantiate(string prefabName, Vector3 position, Quaternion rotation, int group, int[] viewIDs, object[] data, bool isGlobalObject)
2229     {
2230         // first viewID is now also the gameobject's instantiateId
2231         int instantiateId = viewIDs[0]; // LIMITS PHOTONVIEWS&PLAYERS
2232
2233         //TODO: reduce hashtable key usage by using a parameter array for the various values
2234         Hashtable instantiateEvent = new Hashtable(); // This players info is sent via ActorID
2235         instantiateEvent[(byte)0] = prefabName;
2236
2237         if (position != Vector3.zero)
2238         {
2239             instantiateEvent[(byte)1] = position;
2240         }
2241
2242         if (rotation != Quaternion.identity)
2243         {
2244             instantiateEvent[(byte)2] = rotation;
2245         }
2246
2247         if (group != 0)
2248         {
2249             instantiateEvent[(byte)3] = group;
2250         }
2251
2252         // send the list of viewIDs only if there are more than one. else the instantiateId is the viewID
2253         if (viewIDs.Length > 1)
2254         {
2255             instantiateEvent[(byte)4] = viewIDs; // LIMITS PHOTONVIEWS&PLAYERS
2256         }
2257
2258         if (data != null)
2259         {
2260             instantiateEvent[(byte)5] = data;
2261         }
2262
2263         if (this.currentLevelPrefix > 0)
2264         {
2265             instantiateEvent[(byte)8] = this.currentLevelPrefix; // photonview's / object's level prefix
2266         }
2267
2268         instantiateEvent[(byte)6] = this.ServerTimeInMilliSeconds;
2269         instantiateEvent[(byte)7] = instantiateId;
2270
2271
2272         RaiseEventOptions options = new RaiseEventOptions();
2273         options.CachingOption = (isGlobalObject) ? EventCaching.AddToRoomCacheGlobal : EventCaching.AddToRoomCache;
2274
2275         this.OpRaiseEvent(PunEvent.Instantiation, instantiateEvent, true, options);
2276         return instantiateEvent;
2277     }

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