Socket
How do I use Socket
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: PhotonEditor.cs
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241 internal protected static bool CheckPunPlus()
242 {
243 androidLibExists = File.Exists("Assets/Plugins/Android/libPhotonSocketPlugin.so");
244 iphoneLibExists = File.Exists("Assets/Plugins/IPhone/libPhotonSocketPlugin.a");
245
246 isPunPlus = androidLibExists || iphoneLibExists;
247 return isPunPlus;
248 }
File name: NetworkingPeer.cs
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185 public NetworkingPeer(IPhotonPeerListener listener, string playername, ConnectionProtocol connectionProtocol) : base(listener, connectionProtocol)
186 {
187 #if !UNITY_EDITOR && (UNITY_WINRT)
188 // this automatically uses a separate assembly-file with Win8-style Socket usage (not possible in Editor)
189 Debug.LogWarning("Using PingWindowsStore");
190 PhotonHandler.PingImplementation = typeof(PingWindowsStore); // but for ping, we have to set the implementation explicitly to Win 8 Store/Phone
191 #endif
192
193 #pragma warning disable 0162 // the library variant defines if we should use PUN's SocketUdp variant (at all)
194 if (PhotonPeer.NoSocket)
195 {
196 #if !UNITY_EDITOR && (UNITY_PS3 || UNITY_ANDROID)
197 Debug.Log("Using class SocketUdpNativeDynamic");
198 this.SocketImplementation = typeof(SocketUdpNativeDynamic);
199 PhotonHandler.PingImplementation = typeof(PingNativeDynamic);
200 #elif !UNITY_EDITOR && UNITY_IPHONE
201 Debug.Log("Using class SocketUdpNativeStatic");
202 this.SocketImplementation = typeof(SocketUdpNativeStatic);
203 PhotonHandler.PingImplementation = typeof(PingNativeStatic);
204 #elif !UNITY_EDITOR && (UNITY_WINRT)
205 // this automatically uses a separate assembly-file with Win8-style Socket usage (not possible in Editor)
206 #else
207 this.SocketImplementation = typeof (SocketUdp);
208 PhotonHandler.PingImplementation = typeof(PingMonoEditor);
209 #endif
210
211 if (this.SocketImplementation == null)
212 {
213 Debug.Log("No socket implementation set for 'NoSocket' assembly. Please contact Exit Games.");
214 }
215 }
216 #pragma warning restore 0162
217
218 if (PhotonHandler.PingImplementation == null)
219 {
220 PhotonHandler.PingImplementation = typeof(PingMono);
221 }
222
223 this.Listener = this;
224 this.lobby = TypedLobby.Default;
225 this.LimitOfUnreliableCommands = 40;
226
227 // don't set the field directly! the listener is passed on to other classes, which get updated by the property set method
228 this.externalListener = listener;
229 this.PlayerName = playername;
230 this.mLocalActor = new PhotonPlayer(true, -1, this.playername);
231 this.AddNewPlayer(this.mLocalActor.ID, this.mLocalActor);
232
233 // RPC shortcut lookup creation (from list of RPCs, which is updated by Editor scripts)
234 rpcShortcuts = new Dictionary
235 for (int index = 0; index < PhotonNetwork.PhotonServerSettings.RpcList.Count; index++)
236 {
237 var name = PhotonNetwork.PhotonServerSettings.RpcList[index];
238 rpcShortcuts[name] = index;
239 }
240
241 this.State = global::PeerState.PeerCreated;
242 }
File name: PhotonHandler.cs
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232 internal IEnumerator PingAvailableRegionsCoroutine(bool connectToBest)
233 {
234 BestRegionCodeCurrently = CloudRegionCode.none;
235 while (PhotonNetwork.networkingPeer.AvailableRegions == null)
236 {
237 if (PhotonNetwork.connectionStateDetailed != PeerState.ConnectingToNameServer && PhotonNetwork.connectionStateDetailed != PeerState.ConnectedToNameServer)
238 {
239 Debug.LogError("Call ConnectToNameServer to ping available regions.");
240 yield break; // break if we don't connect to the nameserver at all
241 }
242
243 Debug.Log("Waiting for AvailableRegions. State: " + PhotonNetwork.connectionStateDetailed + " Server: " + PhotonNetwork.Server + " PhotonNetwork.networkingPeer.AvailableRegions " + (PhotonNetwork.networkingPeer.AvailableRegions != null));
244 yield return new WaitForSeconds(0.25f); // wait until pinging finished (offline mode won't ping)
245 }
246
247 if (PhotonNetwork.networkingPeer.AvailableRegions == null || PhotonNetwork.networkingPeer.AvailableRegions.Count == 0)
248 {
249 Debug.LogError("No regions available. Are you sure your appid is valid and setup?");
250 yield break; // break if we don't get regions at all
251 }
252
253 //#if !UNITY_EDITOR && (UNITY_ANDROID || UNITY_IPHONE)
254 //#pragma warning disable 0162 // the library variant defines if we should use PUN's SocketUdp variant (at all)
255 //if (PhotonPeer.NoSocket)
256 //{
257 // if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
258 // {
259 // Debug.Log("PUN disconnects to re-use native sockets for pining servers and to find the best.");
260 // }
261 // PhotonNetwork.Disconnect();
262 //}
263 //#pragma warning restore 0162
264 //#endif
265
266 PhotonPingManager pingManager = new PhotonPingManager();
267 foreach (Region region in PhotonNetwork.networkingPeer.AvailableRegions)
268 {
269 SP.StartCoroutine(pingManager.PingSocket(region));
270 }
271
272 while (!pingManager.Done)
273 {
274 yield return new WaitForSeconds(0.1f); // wait until pinging finished (offline mode won't ping)
275 }
276
277
278 Region best = pingManager.BestRegion;
279 PhotonHandler.BestRegionCodeCurrently = best.Code;
280 PhotonHandler.BestRegionCodeInPreferences = best.Code;
281
282 Debug.Log("Found best region: " + best.Code + " ping: " + best.Ping + ". Calling ConnectToRegionMaster() is: " + connectToBest);
283
284
285 if (connectToBest)
286 {
287 PhotonNetwork.networkingPeer.ConnectToRegionMaster(best.Code);
288 }
289 }
File name: PingCloudRegions.cs
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43 public override bool Done()
44 {
45 if (this.GotResult || sock == null)
46 {
47 return true;
48 }
49
50 if (sock.Available <= 0)
51 {
52 return false;
53 }
54
55 int read = sock.Receive(PingBytes, SocketFlags.None);
56 //Debug.Log("Got: " + SupportClass.ByteArrayToString(PingBytes));
57 bool replyMatch = PingBytes[PingBytes.Length - 1] == PingId && read == PingLength;
58 if (!replyMatch) Debug.Log("ReplyMatch is false! ");
59
60
61 this.Successful = read == PingBytes.Length && PingBytes[PingBytes.Length - 1] == PingId;
62 this.GotResult = true;
63 return true;
64 }
File name: PingCloudRegions.cs
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118 public IEnumerator PingSocket(Region region)
119 {
120 region.Ping = Attempts*MaxMilliseconsPerPing;
121
122 this.PingsRunning++; // TODO: Add try-catch to make sure the PingsRunning are reduced at the end and that the lib does not crash the app
123 PhotonPing ping;
124 //Debug.Log("PhotonHandler.PingImplementation " + PhotonHandler.PingImplementation);
125 if (PhotonHandler.PingImplementation == typeof(PingNativeDynamic))
126 {
127 Debug.Log("Using constructor for new PingNativeDynamic()"); // it seems on android, the Activator can't find the default Constructor
128 ping = new PingNativeDynamic();
129 }
130 else
131 {
132 ping = (PhotonPing)Activator.CreateInstance(PhotonHandler.PingImplementation);
133 }
134
135 //Debug.Log("Ping is: " + ping + " type " + ping.GetType());
136
137 float rttSum = 0.0f;
138 int replyCount = 0;
139
140
141 // PhotonPing.StartPing() requires a plain IP address without port (on all but Windows 8 platforms).
142 // So: remove port and do the DNS-resolving if needed
143 string cleanIpOfRegion = region.HostAndPort;
144 int indexOfColon = cleanIpOfRegion.LastIndexOf(':');
145 if (indexOfColon > 1)
146 {
147 cleanIpOfRegion = cleanIpOfRegion.Substring(0, indexOfColon);
148 }
149 cleanIpOfRegion = ResolveHost(cleanIpOfRegion);
150 //Debug.Log("Resolved and port-less IP is: " + cleanIpOfRegion);
151
152
153 for (int i = 0; i < Attempts; i++)
154 {
155 bool overtime = false;
156 Stopwatch sw = new Stopwatch();
157 sw.Start();
158
159 try
160 {
161 ping.StartPing(cleanIpOfRegion);
162 }
163 catch (Exception e)
164 {
165 Debug.Log("catched: " + e);
166 this.PingsRunning--;
167 break;
168 }
169
170
171 while (!ping.Done())
172 {
173 if (sw.ElapsedMilliseconds >= MaxMilliseconsPerPing)
174 {
175 overtime = true;
176 break;
177 }
178 yield return 0; // keep this loop tight, to avoid adding local lag to rtt.
179 }
180 int rtt = (int)sw.ElapsedMilliseconds;
181
182
183 if (IgnoreInitialAttempt && i == 0)
184 {
185 // do nothing.
186 }
187 else if (ping.Successful && !overtime)
188 {
189 rttSum += rtt;
190 replyCount++;
191 region.Ping = (int)((rttSum) / replyCount);
192 //Debug.Log("region " + region.Code + " RTT " + region.Ping + " success: " + ping.Successful + " over: " + overtime);
193 }
194
195 yield return new WaitForSeconds(0.1f);
196 }
197
198 this.PingsRunning--;
199
200 //Debug.Log("this.PingsRunning: " + this.PingsRunning + " this debug: " + ping.DebugString);
201 yield return null;
202 }
File name: SocketUdp.cs
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28 public SocketUdp(PeerBase npeer) : base(npeer)
29 {
30 if (this.ReportDebugOfLevel(DebugLevel.ALL))
31 {
32 this.Listener.DebugReturn(DebugLevel.ALL, "CSharpSocket: UDP, Unity3d.");
33 }
34
35 this.Protocol = ConnectionProtocol.Udp;
36 this.PollReceive = false;
37 }
File name: SocketUdp.cs
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39 public override bool Connect()
40 {
41 lock (this.syncer)
42 {
43 bool baseOk = base.Connect();
44 if (!baseOk)
45 {
46 return false;
47 }
48
49 this.State = PhotonSocketState.Connecting;
50
51 Thread dns = new Thread(this.DnsAndConnect);
52 dns.Name = "photon dns thread";
53 dns.IsBackground = true;
54 dns.Start();
55
56 return true;
57 }
58 }
File name: SocketUdp.cs
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60 public override bool Disconnect()
61 {
62 if (this.ReportDebugOfLevel(DebugLevel.INFO))
63 {
64 this.EnqueueDebugReturn(DebugLevel.INFO, "CSharpSocket.Disconnect()");
65 }
66
67 this.State = PhotonSocketState.Disconnecting;
68
69 lock (this.syncer)
70 {
71 if (this.sock != null)
72 {
73 try
74 {
75 this.sock.Close();
76 }
77 catch (Exception ex)
78 {
79 this.EnqueueDebugReturn(DebugLevel.INFO, "Exception in Disconnect(): " + ex);
80 }
81
82 this.sock = null;
83 }
84 }
85
86 this.State = PhotonSocketState.Disconnected;
87 return true;
88 }
File name: SocketUdp.cs
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91 public override PhotonSocketError Send(byte[] data, int length)
92 {
93 lock (this.syncer)
94 {
95 if (!this.sock.Connected)
96 {
97 return PhotonSocketError.Skipped;
98 }
99
100 try
101 {
102 sock.Send(data, 0, length, SocketFlags.None);
103 }
104 catch
105 {
106 return PhotonSocketError.Exception;
107 }
108 }
109
110 return PhotonSocketError.Success;
111 }
File name: SocketUdp.cs
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113 public override PhotonSocketError Receive(out byte[] data)
114 {
115 data = null;
116 return PhotonSocketError.NoData;
117 }
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