SocketUdp









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

Featured Snippets


File name: NetworkingPeer.cs Copy
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(PhotonNetwork.PhotonServerSettings.RpcList.Count);
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: SocketUdp.cs Copy
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: ChatClient.cs Copy
94         public bool Connect(string address, ConnectionProtocol protocol, string appId, string appVersion, string userId, AuthenticationValues authValues)
95         {
96             if (!this.HasPeer)
97             {
98                 this.chatPeer = new ChatPeer(this, protocol);
99             }
100             else
101             {
102                 this.Disconnect();
103                 if (this.chatPeer.UsedProtocol != protocol)
104                 {
105                     this.chatPeer = new ChatPeer(this, protocol);
106                 }
107             }
108
109#if UNITY
110#pragma warning disable 0162 // the library variant defines if we should use PUN's SocketUdp variant (at all)
111             if (PhotonPeer.NoSocket)
112             {
113#if !UNITY_EDITOR && (UNITY_PS3 || UNITY_ANDROID)
114                 UnityEngine.Debug.Log("Using class SocketUdpNativeDynamic");
115                 this.chatPeer.SocketImplementation = typeof(SocketUdpNativeDynamic);
116#elif !UNITY_EDITOR && UNITY_IPHONE
117                 UnityEngine.Debug.Log("Using class SocketUdpNativeStatic");
118                 this.chatPeer.SocketImplementation = typeof(SocketUdpNativeStatic);
119#elif !UNITY_EDITOR && (UNITY_WINRT)
120                 // this automatically uses a separate assembly-file with Win8-style Socket usage (not possible in Editor)
121#else
122                 Type udpSocket = Type.GetType("ExitGames.Client.Photon.SocketUdp, Assembly-CSharp");
123                 this.chatPeer.SocketImplementation = udpSocket;
124                 if (udpSocket == null)
125                 {
126                     UnityEngine.Debug.Log("ChatClient could not find a suitable C# socket class. The Photon3Unity3D.dll only supports native socket plugins.");
127                 }
128#endif
129                 if (this.chatPeer.SocketImplementation == null)
130                 {
131                     UnityEngine.Debug.Log("No socket implementation set for 'NoSocket' assembly. Please contact Exit Games.");
132                 }
133             }
134#pragma warning restore 0162
135#endif
136
137             this.chatPeer.TimePingInterval = 3000;
138             this.DisconnectedCause = ChatDisconnectCause.None;
139
140             this.CustomAuthenticationValues = authValues;
141             this.UserId = userId;
142             this.AppId = appId;
143             this.AppVersion = appVersion;
144             this.didAuthenticate = false;
145             this.msDeltaForServiceCalls = 100;
146
147
148             // clean all channels
149             this.PublicChannels.Clear();
150             this.PrivateChannels.Clear();
151
152             if (!address.Contains(":"))
153             {
154                 int port = 0;
155                 ProtocolToNameServerPort.TryGetValue(protocol, out port);
156                 address = string.Format("{0}:{1}", address, port);
157             }
158
159             bool isConnecting = this.chatPeer.Connect(address, "NameServer");
160             if (isConnecting)
161             {
162                 this.State = ChatState.ConnectingToNameServer;
163             }
164             return isConnecting;
165         }

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