Timeout









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

Featured Snippets


File name: crBaoCao.cs Copy
130         public virtual System.TimeSpan CacheTimeOut {
131             get {
132                 return CachedReportConstants.DEFAULT_TIMEOUT;
133             }
134             set {
135                 //
136             }
137         }
File name: rptThisinh.cs Copy
122         public virtual System.TimeSpan CacheTimeOut {
123             get {
124                 return CachedReportConstants.DEFAULT_TIMEOUT;
125             }
126             set {
127                 //
128             }
129         }
File name: PickupCamera.cs Copy
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 Copy
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 Copy
466     public bool IsGroundedWithTimeout()
467     {
468         return lastGroundedTime + groundedTimeout > Time.time;
469     }
File name: AccountService.cs Copy
93     public void RegisterByEmailAsync(string email, Origin origin, Action callback = null)
94     {
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 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: PingCloudRegions.cs Copy
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 Copy
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 Copy
5  public void Start () {
6         GetComponent().aspect = 800f / 480f;
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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