Unreliable









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

Featured Snippets


File name: PhotonConverter.cs Copy
351     static int ConvertNetworkView(NetworkView[] netViews, bool isScene)
352     {
353         for (int i = netViews.Length - 1; i >= 0; i--)
354         {
355             NetworkView netView = netViews[i];
356             PhotonView view = netView.gameObject.AddComponent();
357             if (isScene)
358             {
359                 //Get scene ID
360                 string str = netView.viewID.ToString().Replace("SceneID: ", "");
361                 int firstSpace = str.IndexOf(" ");
362                 str = str.Substring(0, firstSpace);
363                 int oldViewID = int.Parse(str);
364
365                 view.viewID = oldViewID;
366                 EditorUtility.SetDirty(view);
367                 EditorUtility.SetDirty(view.gameObject);
368             }
369             view.observed = netView.observed;
370             if (netView.stateSynchronization == NetworkStateSynchronization.Unreliable)
371             {
372                 view.synchronization = ViewSynchronization.Unreliable;
373             }
374             else if (netView.stateSynchronization == NetworkStateSynchronization.ReliableDeltaCompressed)
375             {
376                 view.synchronization = ViewSynchronization.ReliableDeltaCompressed;
377             }
378             else
379             {
380                 view.synchronization = ViewSynchronization.Off;
381             }
382             DestroyImmediate(netView, true);
383         }
384         AssetDatabase.Refresh();
385         AssetDatabase.SaveAssets();
386
387         return netViews.Length;
388     }
File name: PhotonViewInspector.cs Copy
209     void DrawOldObservedItem()
210     {
211         EditorGUILayout.BeginHorizontal();
212
213         // Using a lower version then 3.4? Remove the TRUE in the next line to fix an compile error
214         string typeOfObserved = string.Empty;
215         if( m_Target.observed != null )
216         {
217             int firstBracketPos = m_Target.observed.ToString().LastIndexOf( '(' );
218             if( firstBracketPos > 0 )
219             {
220                 typeOfObserved = m_Target.observed.ToString().Substring( firstBracketPos );
221             }
222         }
223
224
225         Component componenValue = (Component)EditorGUILayout.ObjectField( "Observe: " + typeOfObserved, m_Target.observed, typeof( Component ), true );
226         if( m_Target.observed != componenValue )
227         {
228             if( m_Target.observed == null )
229             {
230                 m_Target.synchronization = ViewSynchronization.UnreliableOnChange; // if we didn't observe anything yet. use unreliable on change as default
231             }
232             if( componenValue == null )
233             {
234                 m_Target.synchronization = ViewSynchronization.Off;
235             }
236
237             m_Target.observed = componenValue;
238         }
239
240         EditorGUILayout.EndHorizontal();
241     }
File name: PhotonViewInspector.cs Copy
258     void DrawObservedComponentsList()
259     {
260         GUILayout.Space( 5 );
261         SerializedProperty listProperty = serializedObject.FindProperty( "ObservedComponents" );
262
263         if( listProperty == null )
264         {
265             return;
266         }
267
268         float containerElementHeight = 22;
269         float containerHeight = listProperty.arraySize * containerElementHeight;
270
271         bool isOpen = PhotonGUI.ContainerHeaderFoldout( "Observed Components (" + GetObservedComponentsCount() + ")", serializedObject.FindProperty( "ObservedComponentsFoldoutOpen" ).boolValue );
272         serializedObject.FindProperty( "ObservedComponentsFoldoutOpen" ).boolValue = isOpen;
273
274         if( isOpen == false )
275         {
276             containerHeight = 0;
277         }
278
279         //Texture2D statsIcon = AssetDatabase.LoadAssetAtPath( "Assets/Photon Unity Networking/Editor/PhotonNetwork/PhotonViewStats.png", typeof( Texture2D ) ) as Texture2D;
280
281         Rect containerRect = PhotonGUI.ContainerBody( containerHeight );
282         bool wasObservedComponentsEmpty = m_Target.ObservedComponents.FindAll( item => item != null ).Count == 0;
283         if( isOpen == true )
284         {
285             for( int i = 0; i < listProperty.arraySize; ++i )
286             {
287                 Rect elementRect = new Rect( containerRect.xMin, containerRect.yMin + containerElementHeight * i, containerRect.width, containerElementHeight );
288                 {
289                     Rect texturePosition = new Rect( elementRect.xMin + 6, elementRect.yMin + elementRect.height / 2f - 1, 9, 5 );
290                     ReorderableListResources.DrawTexture( texturePosition, ReorderableListResources.texGrabHandle );
291
292                     Rect propertyPosition = new Rect( elementRect.xMin + 20, elementRect.yMin + 3, elementRect.width - 45, 16 );
293                     EditorGUI.PropertyField( propertyPosition, listProperty.GetArrayElementAtIndex( i ), new GUIContent() );
294
295                     //Debug.Log( listProperty.GetArrayElementAtIndex( i ).objectReferenceValue.GetType() );
296                     //Rect statsPosition = new Rect( propertyPosition.xMax + 7, propertyPosition.yMin, statsIcon.width, statsIcon.height );
297                     //ReorderableListResources.DrawTexture( statsPosition, statsIcon );
298
299                     Rect removeButtonRect = new Rect( elementRect.xMax - PhotonGUI.DefaultRemoveButtonStyle.fixedWidth,
300                                                         elementRect.yMin + 2,
301                                                         PhotonGUI.DefaultRemoveButtonStyle.fixedWidth,
302                                                         PhotonGUI.DefaultRemoveButtonStyle.fixedHeight );
303
304                     GUI.enabled = listProperty.arraySize > 1;
305                     if( GUI.Button( removeButtonRect, new GUIContent( ReorderableListResources.texRemoveButton ), PhotonGUI.DefaultRemoveButtonStyle ) )
306                     {
307                         listProperty.DeleteArrayElementAtIndex( i );
308                     }
309                     GUI.enabled = true;
310
311                     if( i < listProperty.arraySize - 1 )
312                     {
313                         texturePosition = new Rect( elementRect.xMin + 2, elementRect.yMax, elementRect.width - 4, 1 );
314                         PhotonGUI.DrawSplitter( texturePosition );
315                     }
316                 }
317             }
318         }
319
320         if( PhotonGUI.AddButton() )
321         {
322             listProperty.InsertArrayElementAtIndex( Mathf.Max( 0, listProperty.arraySize - 1 ) );
323         }
324
325         serializedObject.ApplyModifiedProperties();
326
327         bool isObservedComponentsEmpty = m_Target.ObservedComponents.FindAll( item => item != null ).Count == 0;
328
329         if( wasObservedComponentsEmpty == true && isObservedComponentsEmpty == false && m_Target.synchronization == ViewSynchronization.Off )
330         {
331             m_Target.synchronization = ViewSynchronization.UnreliableOnChange;
332             EditorUtility.SetDirty( m_Target );
333             serializedObject.Update();
334         }
335
336         if( wasObservedComponentsEmpty == false && isObservedComponentsEmpty == true )
337         {
338             m_Target.synchronization = ViewSynchronization.Off;
339             EditorUtility.SetDirty( m_Target );
340             serializedObject.Update();
341         }
342
343     }
File name: NetworkingPeer.cs Copy
144     private readonly Dictionary dataPerGroupReliable = new Dictionary(); // only used in RunViewUpdate()
145     private readonly Dictionary dataPerGroupUnreliable = new Dictionary(); // only used in RunViewUpdate()
152     internal protected ServerConnection server { get; private set; }
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: 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: NetworkingPeer.cs Copy
3147     public void RunViewUpdate()
3148     {
3149         if (!PhotonNetwork.connected || PhotonNetwork.offlineMode)
3150         {
3151             return;
3152         }
3153
3154         if (this.mActors == null ||
3155#if !PHOTON_DEVELOP
3156             this.mActors.Count <= 1
3157#endif
3158             )
3159         {
3160             return; // No need to send OnSerialize messages (these are never buffered anyway)
3161         }
3162
3163         dataPerGroupReliable.Clear();
3164         dataPerGroupUnreliable.Clear();
3165
3166         /* Format of the data hashtable:
3167          * Hasthable dataPergroup*
3168          * [(byte)0] = this.ServerTimeInMilliSeconds;
3169          * OPTIONAL: [(byte)1] = currentLevelPrefix;
3170          * + data
3171          */
3172
3173         foreach (KeyValuePair kvp in this.photonViewList)
3174         {
3175             PhotonView view = kvp.Value;
3176
3177             if (view.synchronization != ViewSynchronization.Off)
3178             {
3179                 // Fetch all sending photonViews
3180                 if (view.isMine)
3181                 {
3182                     #if UNITY_2_6_1 || UNITY_2_6 || UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5
3183                     if (!view.gameObject.active)
3184                     {
3185                         continue; // Only on actives
3186                     }
3187                     #else
3188                     if (!view.gameObject.activeInHierarchy)
3189                     {
3190                         continue; // Only on actives
3191                     }
3192                     #endif
3193
3194                     if (this.blockSendingGroups.Contains(view.group))
3195                     {
3196                         continue; // Block sending on this group
3197                     }
3198
3199                     // Run it trough its OnSerialize
3200                     Hashtable evData = this.OnSerializeWrite(view);
3201                     if (evData == null)
3202                     {
3203                         continue;
3204                     }
3205
3206                     if (view.synchronization == ViewSynchronization.ReliableDeltaCompressed || view.mixedModeIsReliable)
3207                     {
3208                         if (!evData.ContainsKey((byte)1) && !evData.ContainsKey((byte)2))
3209                         {
3210                             // Everything has been removed by compression, nothing to send
3211                         }
3212                         else
3213                         {
3214                             if (!dataPerGroupReliable.ContainsKey(view.group))
3215                             {
3216                                 dataPerGroupReliable[view.group] = new Hashtable();
3217                                 dataPerGroupReliable[view.group][(byte)0] = this.ServerTimeInMilliSeconds;
3218                                 if (currentLevelPrefix >= 0)
3219                                 {
3220                                     dataPerGroupReliable[view.group][(byte)1] = this.currentLevelPrefix;
3221                                 }
3222                             }
3223                             Hashtable groupHashtable = dataPerGroupReliable[view.group];
3224                             groupHashtable.Add((short)groupHashtable.Count, evData);
3225                         }
3226                     }
3227                     else
3228                     {
3229                         if (!dataPerGroupUnreliable.ContainsKey(view.group))
3230                         {
3231                             dataPerGroupUnreliable[view.group] = new Hashtable();
3232                             dataPerGroupUnreliable[view.group][(byte)0] = this.ServerTimeInMilliSeconds;
3233                             if (currentLevelPrefix >= 0)
3234                             {
3235                                 dataPerGroupUnreliable[view.group][(byte)1] = this.currentLevelPrefix;
3236                             }
3237                         }
3238                         Hashtable groupHashtable = dataPerGroupUnreliable[view.group];
3239                         groupHashtable.Add((short)groupHashtable.Count, evData);
3240                     }
3241                 }
3242                 else
3243                 {
3244                     // Debug.Log(" NO OBS on " + view.name + " " + view.owner);
3245                 }
3246             }
3247             else
3248             {
3249             }
3250         }
3251
3252         //Send the messages: every group is send in it's own message and unreliable and reliable are split as well
3253         RaiseEventOptions options = new RaiseEventOptions();
3254
3255#if PHOTON_DEVELOP
3256         options.Receivers = ReceiverGroup.All;
3257#endif
3258
3259         foreach (KeyValuePair kvp in dataPerGroupReliable)
3260         {
3261             options.InterestGroup = (byte)kvp.Key;
3262             this.OpRaiseEvent(PunEvent.SendSerializeReliable, kvp.Value, true, options);
3263         }
3264         foreach (KeyValuePair kvp in dataPerGroupUnreliable)
3265         {
3266             options.InterestGroup = (byte)kvp.Key;
3267             this.OpRaiseEvent(PunEvent.SendSerialize, kvp.Value, false, options);
3268         }
3269     }
File name: NetworkingPeer.cs Copy
3271     // calls OnPhotonSerializeView (through ExecuteOnSerialize)
3273     private Hashtable OnSerializeWrite(PhotonView view)
3274     {
3275         PhotonStream pStream = new PhotonStream( true, null );
3276         PhotonMessageInfo info = new PhotonMessageInfo( this.mLocalActor, this.ServerTimeInMilliSeconds, view );
3277
3278         // each view creates a list of values that should be sent
3279         view.SerializeView( pStream, info );
3280
3281         if( pStream.Count == 0 )
3282         {
3283             return null;
3284         }
3285
3286         object[] dataArray = pStream.data.ToArray();
3287
3288         if (view.synchronization == ViewSynchronization.UnreliableOnChange)
3289         {
3290             if (AlmostEquals(dataArray, view.lastOnSerializeDataSent))
3291             {
3292                 if (view.mixedModeIsReliable)
3293                 {
3294                     return null;
3295                 }
3296
3297                 view.mixedModeIsReliable = true;
3298                 view.lastOnSerializeDataSent = dataArray;
3299             }
3300             else
3301             {
3302                 view.mixedModeIsReliable = false;
3303                 view.lastOnSerializeDataSent = dataArray;
3304             }
3305         }
3306
3307         // EVDATA:
3308         // 0=View ID (an int, never compressed cause it's not in the data)
3309         // 1=data of observed type (different per type of observed object)
3310         // 2=compressed data (in this case, key 1 is empty)
3311         // 3=list of values that are actually null (if something was changed but actually IS null)
3312         Hashtable evData = new Hashtable();
3313         evData[(byte)0] = (int)view.viewID;
3314         evData[(byte)1] = dataArray; // this is the actual data (script or observed object)
3315
3316
3317         if (view.synchronization == ViewSynchronization.ReliableDeltaCompressed)
3318         {
3319             // compress content of data set (by comparing to view.lastOnSerializeDataSent)
3320             // the "original" dataArray is NOT modified by DeltaCompressionWrite
3321             // if something was compressed, the evData key 2 and 3 are used (see above)
3322             bool somethingLeftToSend = this.DeltaCompressionWrite(view, evData);
3323
3324             // buffer the full data set (for next compression)
3325             view.lastOnSerializeDataSent = dataArray;
3326
3327             if (!somethingLeftToSend)
3328             {
3329                 return null;
3330             }
3331         }
3332
3333         return evData;
3334     }
File name: PhotonNetwork.cs Copy
730     /// Used once per dispatch to limit unreliable commands per channel (so after a pause, many channels can still cause a lot of unreliable commands)
733     {
734         get
735         {
736             return networkingPeer.LimitOfUnreliableCommands;
737         }
738
739         set
740         {
741             networkingPeer.LimitOfUnreliableCommands = value;
742         }
743     }
File name: PhotonNetwork.cs Copy
1025     /// Connect(serverAddress, , appID, gameVersion)
1036     public static void SwitchToProtocol(ConnectionProtocol cp)
1037     {
1038         if (networkingPeer.UsedProtocol == cp)
1039         {
1040             return;
1041         }
1042         try
1043         {
1044             networkingPeer.Disconnect();
1045             networkingPeer.StopThread();
1046         }
1047         catch
1048         {
1049
1050         }
1051
1052         // set up a new NetworkingPeer
1053         NetworkingPeer newPeer = new NetworkingPeer(photonMono, String.Empty, cp);
1054         newPeer.mAppVersion = networkingPeer.mAppVersion;
1055         newPeer.CustomAuthenticationValues = networkingPeer.CustomAuthenticationValues;
1056         newPeer.PlayerName= networkingPeer.PlayerName;
1057         newPeer.mLocalActor = networkingPeer.mLocalActor;
1058         newPeer.DebugOut = networkingPeer.DebugOut;
1059         newPeer.CrcEnabled = networkingPeer.CrcEnabled;
1060         newPeer.lobby = networkingPeer.lobby;
1061         newPeer.LimitOfUnreliableCommands = networkingPeer.LimitOfUnreliableCommands;
1062         newPeer.SentCountAllowance = networkingPeer.SentCountAllowance;
1063         newPeer.TrafficStatsEnabled = networkingPeer.TrafficStatsEnabled;
1064
1065         networkingPeer = newPeer;
1066         Debug.LogWarning("Protocol switched to: " + cp + ".");
1067     }

Unreliable 137 lượt xem

Gõ tìm kiếm nhanh...