Timeout
How do I use Timeout
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: crBaoCao.cs
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130 public virtual System.TimeSpan CacheTimeOut {
131 get {
132 return CachedReportConstants.DEFAULT_TIMEOUT;
133 }
134 set {
135 //
136 }
137 }
File name: rptThisinh.cs
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122 public virtual System.TimeSpan CacheTimeOut {
123 get {
124 return CachedReportConstants.DEFAULT_TIMEOUT;
125 }
126 set {
127 //
128 }
129 }
File name: PickupCamera.cs
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94 void Apply( Transform dummyTarget, Vector3 dummyCenter )
95 {
96 // Early out if we don't have a target
97 if( !controller )
98 return;
99
100 Vector3 targetCenter = _target.position + centerOffset;
101 Vector3 targetHead = _target.position + headOffset;
102
103 // DebugDrawStuff();
104
105 // Calculate the current & target rotation angles
106 float originalTargetAngle = _target.eulerAngles.y;
107 float currentAngle = cameraTransform.eulerAngles.y;
108
109 // Adjust real target angle when camera is locked
110 float targetAngle = originalTargetAngle;
111
112 // When pressing Fire2 (alt) the camera will snap to the target direction real quick.
113 // It will stop snapping when it reaches the target
114 if( Input.GetButton( "Fire2" ) )
115 snap = true;
116
117 if( snap )
118 {
119 // We are close to the target, so we can stop snapping now!
120 if( AngleDistance( currentAngle, originalTargetAngle ) < 3.0f )
121 snap = false;
122
123 currentAngle = Mathf.SmoothDampAngle( currentAngle, targetAngle, ref angleVelocity, snapSmoothLag, snapMaxSpeed );
124 }
125 // Normal camera motion
126 else
127 {
128 if( controller.GetLockCameraTimer() < lockCameraTimeout )
129 {
130 targetAngle = currentAngle;
131 }
132
133 // Lock the camera when moving backwards!
134 // * It is really confusing to do 180 degree spins when turning around.
135 if( AngleDistance( currentAngle, targetAngle ) > 160 && controller.IsMovingBackwards() )
136 targetAngle += 180;
137
138 currentAngle = Mathf.SmoothDampAngle( currentAngle, targetAngle, ref angleVelocity, angularSmoothLag, angularMaxSpeed );
139 }
140
141
142 // When jumping don't move camera upwards but only down!
143 if( controller.IsJumping() )
144 {
145 // We'd be moving the camera upwards, do that only if it's really high
146 float newTargetHeight = targetCenter.y + height;
147 if( newTargetHeight < targetHeight || newTargetHeight - targetHeight > 5 )
148 targetHeight = targetCenter.y + height;
149 }
150 // When walking always update the target height
151 else
152 {
153 targetHeight = targetCenter.y + height;
154 }
155
156 // Damp the height
157 float currentHeight = cameraTransform.position.y;
158 currentHeight = Mathf.SmoothDamp( currentHeight, targetHeight, ref heightVelocity, heightSmoothLag );
159
160 // Convert the angle into a rotation, by which we then reposition the camera
161 Quaternion currentRotation = Quaternion.Euler( 0, currentAngle, 0 );
162
163 // Set the position of the camera on the x-z plane to:
164 // distance meters behind the target
165 cameraTransform.position = targetCenter;
166 cameraTransform.position += currentRotation * Vector3.back * distance;
167
168 // Set the height of the camera
169 cameraTransform.position = new Vector3( cameraTransform.position.x, currentHeight, cameraTransform.position.z );
170
171 // Always look at the target
172 SetUpRotation( targetCenter, targetHead );
173 }
File name: ThirdPersonCamera.cs
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86 void Apply( Transform dummyTarget, Vector3 dummyCenter )
87 {
88 // Early out if we don't have a target
89 if( !controller )
90 return;
91
92 Vector3 targetCenter = _target.position + centerOffset;
93 Vector3 targetHead = _target.position + headOffset;
94
95 // DebugDrawStuff();
96
97 // Calculate the current & target rotation angles
98 float originalTargetAngle = _target.eulerAngles.y;
99 float currentAngle = cameraTransform.eulerAngles.y;
100
101 // Adjust real target angle when camera is locked
102 float targetAngle = originalTargetAngle;
103
104 // When pressing Fire2 (alt) the camera will snap to the target direction real quick.
105 // It will stop snapping when it reaches the target
106 if( Input.GetButton( "Fire2" ) )
107 snap = true;
108
109 if( snap )
110 {
111 // We are close to the target, so we can stop snapping now!
112 if( AngleDistance( currentAngle, originalTargetAngle ) < 3.0f )
113 snap = false;
114
115 currentAngle = Mathf.SmoothDampAngle( currentAngle, targetAngle, ref angleVelocity, snapSmoothLag, snapMaxSpeed );
116 }
117 // Normal camera motion
118 else
119 {
120 if( controller.GetLockCameraTimer() < lockCameraTimeout )
121 {
122 targetAngle = currentAngle;
123 }
124
125 // Lock the camera when moving backwards!
126 // * It is really confusing to do 180 degree spins when turning around.
127 if( AngleDistance( currentAngle, targetAngle ) > 160 && controller.IsMovingBackwards() )
128 targetAngle += 180;
129
130 currentAngle = Mathf.SmoothDampAngle( currentAngle, targetAngle, ref angleVelocity, angularSmoothLag, angularMaxSpeed );
131 }
132
133
134 // When jumping don't move camera upwards but only down!
135 if( controller.IsJumping() )
136 {
137 // We'd be moving the camera upwards, do that only if it's really high
138 float newTargetHeight = targetCenter.y + height;
139 if( newTargetHeight < targetHeight || newTargetHeight - targetHeight > 5 )
140 targetHeight = targetCenter.y + height;
141 }
142 // When walking always update the target height
143 else
144 {
145 targetHeight = targetCenter.y + height;
146 }
147
148 // Damp the height
149 float currentHeight = cameraTransform.position.y;
150 currentHeight = Mathf.SmoothDamp( currentHeight, targetHeight, ref heightVelocity, heightSmoothLag );
151
152 // Convert the angle into a rotation, by which we then reposition the camera
153 Quaternion currentRotation = Quaternion.Euler( 0, currentAngle, 0 );
154
155 // Set the position of the camera on the x-z plane to:
156 // distance meters behind the target
157 cameraTransform.position = targetCenter;
158 cameraTransform.position += currentRotation * Vector3.back * distance;
159
160 // Set the height of the camera
161 cameraTransform.position = new Vector3( cameraTransform.position.x, currentHeight, cameraTransform.position.z );
162
163 // Always look at the target
164 SetUpRotation( targetCenter, targetHead );
165 }
File name: ThirdPersonController.cs
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466 public bool IsGroundedWithTimeout()
467 {
468 return lastGroundedTime + groundedTimeout > Time.time;
469 }
File name: AccountService.cs
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93 public void RegisterByEmailAsync(string email, Origin origin, Action94 {
95 this.registrationCallback = callback;
96 this.AppId = string.Empty;
97 this.Message = string.Empty;
98 this.ReturnCode = -1;
99
100 try
101 {
102 HttpWebRequest req = (HttpWebRequest)HttpWebRequest.Create(this.RegistrationUri(email, (byte)origin));
103 req.Timeout = 5000;
104 req.BeginGetResponse(this.OnRegisterByEmailCompleted, req);
105 }
106 catch (Exception ex)
107 {
108 this.Message = "Failed to connect to Cloud Account Service. Please register via account website.";
109 this.Exception = ex;
110 if (this.registrationCallback != null)
111 {
112 this.registrationCallback(this);
113 }
114 }
115 }
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: PingCloudRegions.cs
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21 public override bool StartPing(string ip)
22 {
23 base.Init();
24
25 try
26 {
27 sock.ReceiveTimeout = 5000;
28 sock.Connect(ip, 5055);
29
30 PingBytes[PingBytes.Length - 1] = PingId;
31 sock.Send(PingBytes);
32 PingBytes[PingBytes.Length - 1] = (byte)(PingId - 1);
33 }
34 catch (Exception e)
35 {
36 sock = null;
37 Console.WriteLine(e);
38 }
39
40 return false;
41 }
File name: MoveByKeys.cs
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37 public void FixedUpdate()
38 {
39 if (!photonView.isMine)
40 {
41 return;
42 }
43
44 if (Input.GetKey(KeyCode.A))
45 {
46 transform.position += Vector3.left*(this.Speed*Time.deltaTime);
47 }
48
49 if (Input.GetKey(KeyCode.D))
50 {
51 transform.position += Vector3.right*(this.Speed*Time.deltaTime);
52 }
53
54 // jumping has a simple "cooldown" time but you could also jump in the air
55 if (this.jumpingTime <= 0.0f)
56 {
57 if (this.body != null || this.body2d != null)
58 {
59 // obj has a Rigidbody and can jump (AddForce)
60 if (Input.GetKey(KeyCode.Space))
61 {
62 this.jumpingTime = this.JumpTimeout;
63
64 Vector2 jump = Vector2.up*this.JumpForce;
65 if (this.body2d != null)
66 {
67 this.body2d.AddForce(jump);
68 }
69 else if (this.body != null)
70 {
71 this.body.AddForce(jump);
72 }
73 }
74 }
75 }
76 else
77 {
78 this.jumpingTime -= Time.deltaTime;
79 }
80
81 // 2d objects can't be moved in 3d "forward"
82 if (!this.isSprite)
83 {
84 if (Input.GetKey(KeyCode.W))
85 {
86 transform.position += Vector3.forward*(this.Speed*Time.deltaTime);
87 }
88
89 if (Input.GetKey(KeyCode.S))
90 {
91 transform.position -= Vector3.forward*(this.Speed*Time.deltaTime);
92 }
93 }
94 }
File name: Resolution.cs
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5 public void Start () {
6 GetComponent
7 Screen.SetResolution(800, 480, true);
8 Screen.sleepTimeout = SleepTimeout.NeverSleep;
9 Screen.orientation = ScreenOrientation.AutoRotation;
10 Screen.autorotateToLandscapeLeft = true;
11 Screen.autorotateToLandscapeRight = true;
12 }
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