Status
How do I use Status
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: ChatGui.cs
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215 private void GuiSendsMsg()
216 {
217 if (string.IsNullOrEmpty(this.inputLine))
218 {
219
220 GUI.FocusControl("");
221 return;
222 }
223
224 if (this.inputLine[0].Equals('\\'))
225 {
226 string[] tokens = this.inputLine.Split(new char[] {' '}, 2);
227 if (tokens[0].Equals("\\help"))
228 {
229 this.PostHelpToCurrentChannel();
230 }
231 if (tokens[0].Equals("\\state"))
232 {
233 int newState = int.Parse(tokens[1]);
234 this.chatClient.SetOnlineStatus(newState, new string[] { "i am state " + newState }); // this is how you set your own state and (any) message
235 }
236 else if (tokens[0].Equals("\\subscribe") && !string.IsNullOrEmpty(tokens[1]))
237 {
238 this.chatClient.Subscribe(tokens[1].Split(new char[] {' ', ','}));
239 }
240 else if (tokens[0].Equals("\\unsubscribe") && !string.IsNullOrEmpty(tokens[1]))
241 {
242 this.chatClient.Unsubscribe(tokens[1].Split(new char[] {' ', ','}));
243 }
244 else if (tokens[0].Equals("\\clear"))
245 {
246 if (this.doingPrivateChat)
247 {
248 this.chatClient.PrivateChannels.Remove(this.selectedChannelName);
249 }
250 else
251 {
252 ChatChannel channel;
253 if (this.chatClient.TryGetChannel(this.selectedChannelName, this.doingPrivateChat, out channel))
254 {
255 channel.ClearMessages();
256 }
257 }
258 }
259 else if (tokens[0].Equals("\\msg") && !string.IsNullOrEmpty(tokens[1]))
260 {
261 string[] subtokens = tokens[1].Split(new char[] {' ', ','}, 2);
262 string targetUser = subtokens[0];
263 string message = subtokens[1];
264 this.chatClient.SendPrivateMessage(targetUser, message);
265 }
266 }
267 else
268 {
269 if (this.doingPrivateChat)
270 {
271 this.chatClient.SendPrivateMessage(this.userIdInput, this.inputLine);
272 }
273 else
274 {
275 this.chatClient.PublishMessage(this.selectedChannelName, this.inputLine);
276 }
277 }
278
279 this.inputLine = "";
280 GUI.FocusControl("");
281 }
File name: ChatGui.cs
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296 public void OnConnected()
297 {
298 if (this.ChannelsToJoinOnConnect != null && this.ChannelsToJoinOnConnect.Length > 0)
299 {
300 this.chatClient.Subscribe(this.ChannelsToJoinOnConnect, this.HistoryLengthToFetch);
301 }
302
303 this.chatClient.AddFriends(new string[] {"tobi", "ilya"}); // Add some users to the server-list to get their status updates
304 this.chatClient.SetOnlineStatus(ChatUserStatus.Online); // You can set your online state (without a mesage).
305 }
File name: ChatGui.cs
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348 public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
349 {
350 // this is how you get status updates of friends.
351 // this demo simply adds status updates to the currently shown chat.
352 // you could buffer them or use them any other way, too.
353
354 ChatChannel activeChannel = this.selectedChannel;
355 if (activeChannel != null)
356 {
357 activeChannel.Add("info", string.Format("{0} is {1}. Msg:{2}", user, status, message));
358 }
359
360 Debug.LogWarning("status: " + string.Format("{0} is {1}. Msg:{2}", user, status, message));
361 }
File name: WorkerMenu.cs
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234 public void OnFailedToConnectToPhoton(object parameters)
235 {
236 this.connectFailed = true;
237 Debug.Log("OnFailedToConnectToPhoton. StatusCode: " + parameters + " ServerAddress: " + PhotonNetwork.networkingPeer.ServerAddress);
238 }
File name: AccountService.cs
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121 private void OnRegisterByEmailCompleted(IAsyncResult ar)
122 {
123 try
124 {
125 HttpWebRequest request = (HttpWebRequest)ar.AsyncState;
126 HttpWebResponse response = request.EndGetResponse(ar) as HttpWebResponse;
127
128 if (response != null && response.StatusCode == HttpStatusCode.OK)
129 {
130 // no error. use the result
131 StreamReader reader = new StreamReader(response.GetResponseStream());
132 string result = reader.ReadToEnd();
133
134 this.ParseResult(result);
135 }
136 else
137 {
138 // a response but some error on server. show message
139 this.Message = "Failed to connect to Cloud Account Service. Please register via account website.";
140 }
141 }
142 catch (Exception ex)
143 {
144 // not even a response. show message
145 this.Message = "Failed to connect to Cloud Account Service. Please register via account website.";
146 this.Exception = ex;
147 }
148
149 if (this.registrationCallback != null)
150 {
151 this.registrationCallback(this);
152 }
153 }
File name: NetworkingPeer.cs
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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: PhotonNetwork.cs
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1285 public static void Disconnect()
1286 {
1287 if (offlineMode)
1288 {
1289 offlineMode = false;
1290 offlineModeRoom = null;
1291 networkingPeer.State = PeerState.Disconnecting;
1292 networkingPeer.OnStatusChanged(StatusCode.Disconnect);
1293 return;
1294 }
1295
1296 if (networkingPeer == null)
1297 {
1298 return; // Surpress error when quitting playmode in the editor
1299 }
1300
1301 networkingPeer.Disconnect();
1302 }
File name: SocketUdp.cs
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119 internal void DnsAndConnect()
120 {
121 try
122 {
123 lock (this.syncer)
124 {
125 this.sock = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
126
127 IPAddress ep = IPhotonSocket.GetIpAddress(this.ServerAddress);
128 this.sock.Connect(ep, this.ServerPort);
129
130 this.State = PhotonSocketState.Connected;
131 }
132 }
133 catch (SecurityException se)
134 {
135 if (this.ReportDebugOfLevel(DebugLevel.ERROR))
136 {
137 this.Listener.DebugReturn(DebugLevel.ERROR, "Connect() failed: " + se.ToString());
138 }
139
140 this.HandleException(StatusCode.SecurityExceptionOnConnect);
141 return;
142 }
143 catch (Exception se)
144 {
145 if (this.ReportDebugOfLevel(DebugLevel.ERROR))
146 {
147 this.Listener.DebugReturn(DebugLevel.ERROR, "Connect() failed: " + se.ToString());
148 }
149
150 this.HandleException(StatusCode.ExceptionOnConnect);
151 return;
152 }
153
154 Thread run = new Thread(new ThreadStart(ReceiveLoop));
155 run.Name = "photon receive thread";
156 run.IsBackground = true;
157 run.Start();
158 }
File name: SocketUdp.cs
Copy
161 public void ReceiveLoop()
162 {
163 byte[] inBuffer = new byte[this.MTU];
164 while (this.State == PhotonSocketState.Connected)
165 {
166 try
167 {
168 int read = this.sock.Receive(inBuffer);
169 this.HandleReceivedDatagram(inBuffer, read, true);
170 }
171 catch (Exception e)
172 {
173 if (this.State != PhotonSocketState.Disconnecting && this.State != PhotonSocketState.Disconnected)
174 {
175 if (this.ReportDebugOfLevel(DebugLevel.ERROR))
176 {
177 this.EnqueueDebugReturn(DebugLevel.ERROR, "Receive issue. State: " + this.State + " Exception: " + e);
178 }
179
180 this.HandleException(StatusCode.ExceptionOnReceive);
181 }
182 }
183 } //while Connected receive
184
185 // on exit of the receive-loop: disconnect socket
186 this.Disconnect();
187 }
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