Udp









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

Featured Snippets


File name: ServerSettingsInspector.cs Copy
17     public override void OnInspectorGUI()
18     {
19         ServerSettings settings = (ServerSettings)this.target;
20
21         #if UNITY_3_5
22         EditorGUIUtility.LookLikeInspector();
23         #endif
24
25
26         settings.HostType = (ServerSettings.HostingOption)EditorGUILayout.EnumPopup("Hosting", settings.HostType);
27         EditorGUI.indentLevel = 1;
28
29         switch (settings.HostType)
30         {
31             case ServerSettings.HostingOption.BestRegion:
32             case ServerSettings.HostingOption.PhotonCloud:
33                 if (settings.HostType == ServerSettings.HostingOption.PhotonCloud)
34                     settings.PreferredRegion = (CloudRegionCode)EditorGUILayout.EnumPopup("Region", settings.PreferredRegion);
35                 settings.AppID = EditorGUILayout.TextField("AppId", settings.AppID);
36                 settings.Protocol = (ConnectionProtocol)EditorGUILayout.EnumPopup("Protocol", settings.Protocol);
37
38                 if (string.IsNullOrEmpty(settings.AppID) || settings.AppID.Equals("master"))
39                 {
40                     EditorGUILayout.HelpBox("The Photon Cloud needs an AppId (GUID) set.\nYou can find it online in your Dashboard.", MessageType.Warning);
41                 }
42                 break;
43
44             case ServerSettings.HostingOption.SelfHosted:
45                 bool hidePort = false;
46                 if (settings.Protocol == ConnectionProtocol.Udp && (settings.ServerPort == 4530 || settings.ServerPort == 0))
47                 {
48                     settings.ServerPort = 5055;
49                 }
50                 else if (settings.Protocol == ConnectionProtocol.Tcp && (settings.ServerPort == 5055 || settings.ServerPort == 0))
51                 {
52                     settings.ServerPort = 4530;
53                 }
54                 #if RHTTP
55                 if (settings.Protocol == ConnectionProtocol.RHttp)
56                 {
57                     settings.ServerPort = 0;
58                     hidePort = true;
59                 }
60                 #endif
61                 settings.ServerAddress = EditorGUILayout.TextField("Server Address", settings.ServerAddress);
62                 settings.ServerAddress = settings.ServerAddress.Trim();
63                 if (!hidePort)
64                 {
65                     settings.ServerPort = EditorGUILayout.IntField("Server Port", settings.ServerPort);
66                 }
67                 settings.Protocol = (ConnectionProtocol)EditorGUILayout.EnumPopup("Protocol", settings.Protocol);
68                 settings.AppID = EditorGUILayout.TextField("AppId", settings.AppID);
69                 break;
70
71             case ServerSettings.HostingOption.OfflineMode:
72                 EditorGUI.indentLevel = 0;
73                 EditorGUILayout.HelpBox("In 'Offline Mode', the client does not communicate with a server.\nAll settings are hidden currently.", MessageType.Info);
74                 break;
75
76             case ServerSettings.HostingOption.NotSet:
77                 EditorGUI.indentLevel = 0;
78                 EditorGUILayout.HelpBox("Hosting is 'Not Set'.\nConnectUsingSettings() will not be able to connect.\nSelect another option or run the PUN Wizard.", MessageType.Info);
79                 break;
80
81             default:
82                 DrawDefaultInspector();
83                 break;
84         }
85
86         if (PhotonEditor.CheckPunPlus())
87         {
88             settings.Protocol = ConnectionProtocol.Udp;
89             EditorGUILayout.HelpBox("You seem to use PUN+.\nPUN+ only supports reliable UDP so the protocol is locked.", MessageType.Info);
90         }
91
92         settings.AppID = settings.AppID.Trim();
93
94         EditorGUI.indentLevel = 0;
95         SerializedObject sObj = new SerializedObject(this.target);
96         SerializedProperty sRpcs = sObj.FindProperty("RpcList");
97         EditorGUILayout.PropertyField(sRpcs, true);
98         sObj.ApplyModifiedProperties();
99
100         GUILayout.BeginHorizontal();
101         GUILayout.Space(20);
102         if (GUILayout.Button("Refresh RPCs"))
103         {
104             PhotonEditor.UpdateRpcList();
105             Repaint();
106         }
107         if (GUILayout.Button("Clear RPCs"))
108         {
109             PhotonEditor.ClearRpcList();
110         }
111         if (GUILayout.Button("Log HashCode"))
112         {
113             Debug.Log("RPC-List HashCode: " + RpcListHashCode() + ". Make sure clients that send each other RPCs have the same RPC-List.");
114         }
115         GUILayout.Space(20);
116         GUILayout.EndHorizontal();
117
118         //SerializedProperty sp = serializedObject.FindProperty("RpcList");
119         //EditorGUILayout.PropertyField(sp, true);
120
121         if (GUI.changed)
122         {
123             EditorUtility.SetDirty(target);
124         }
125     }
File name: NetworkingPeer.cs Copy
163     private static readonly Dictionary ProtocolToNameServerPort = new Dictionary() { {ConnectionProtocol.Udp, 5058}, {ConnectionProtocol.Tcp, 4533} }; //, { ConnectionProtocol.RHttp, 6063 } };
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: SocketUdp.cs Copy
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: ChatClient.cs Copy
77         private static readonly Dictionary ProtocolToNameServerPort = new Dictionary() { { ConnectionProtocol.Udp, 5058 }, { ConnectionProtocol.Tcp, 4533 } }; //, { ConnectionProtocol.RHttp, 6063 } };
File name: ChatClient.cs Copy
89         public bool Connect(string appId, string appVersion, string userId, AuthenticationValues authValues)
90         {
91             return this.Connect(this.NameServerAddress, ConnectionProtocol.Udp, appId, appVersion, userId, authValues);
92         }
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         }
File name: frmQlMuonSach.cs Copy
169         private void btninsert_Click(object sender, EventArgs e)
170         {
171             try
172             {
173                 if (db.CRUDPhieuMuon('t', cbxMaSach.Text, cbxMaThe.Text, txtMuon.Text, txtTra.Text) == 1)
174                 {
175                     db.SubmitChanges();
176                     MessageBox.Show("Mượn Thành Công", "Thông Báo", MessageBoxButtons.OK, MessageBoxIcon.Information);
177
178                 }
179                 else
180                     MessageBox.Show("Mượn Thất Bại", "Thông Báo", MessageBoxButtons.OK, MessageBoxIcon.Warning);
181             }
182             catch (Exception ex)
183             {
184                 MessageBox.Show(ex.Message, "Quản Lý Thư Viện");
185             }
186             finally
187             {
188                 LoadGridView();
189             }
190         }
File name: frmQlMuonSach.cs Copy
197         private void btndel_Click(object sender, EventArgs e)
198         {
199             try
200             {
201                 if (db.CRUDPhieuMuon('x', cbxMaSach.Text, cbxMaThe.Text, txtMuon.Text, String.Empty) == 1)
202                 {
203                     db.SubmitChanges();
204                     MessageBox.Show("Xóa Thành Công", "Thông Báo", MessageBoxButtons.OK, MessageBoxIcon.Information);
205
206                 }
207                 else
208                     MessageBox.Show("Xóa Thất Bại", "Thông Báo", MessageBoxButtons.OK, MessageBoxIcon.Warning);
209             }
210             catch (Exception ex)
211             {
212                 MessageBox.Show(ex.Message, "Quản Lý Thư Viện");
213             }
214             finally
215             {
216                 LoadGridView();
217             }
218         }

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