Yet
How do I use Yet
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: ChatGui.cs
Copy
103 public void OnGUI()
104 {
105 if (!this.IsVisible)
106 {
107 return;
108 }
109
110 GUI.skin.label.wordWrap = true;
111 //GUI.skin.button.richText = true; // this allows toolbar buttons to have bold/colored text. nice to indicate new msgs
112 //GUILayout.Button("lala"); // as richText, html tags could be in text
113
114
115 if (Event.current.type == EventType.KeyDown && (Event.current.keyCode == KeyCode.KeypadEnter || Event.current.keyCode == KeyCode.Return))
116 {
117 if ("ChatInput".Equals(GUI.GetNameOfFocusedControl()))
118 {
119 // focus on input -> submit it
120 GuiSendsMsg();
121 return; // showing the now modified list would result in an error. to avoid this, we just skip this single frame
122 }
123 else
124 {
125 // assign focus to input
126 GUI.FocusControl("ChatInput");
127 }
128 }
129
130 GUI.SetNextControlName("");
131 GUILayout.BeginArea(this.GuiRect);
132
133 GUILayout.FlexibleSpace();
134
135 if (this.chatClient.State != ChatState.ConnectedToFrontEnd)
136 {
137 GUILayout.Label("Not in chat yet.");
138 }
139 else
140 {
141 List
142 int countOfPublicChannels = channels.Count;
143 channels.AddRange(this.chatClient.PrivateChannels.Keys);
144
145 if (channels.Count > 0)
146 {
147 int previouslySelectedChannelIndex = this.selectedChannelIndex;
148 int channelIndex = channels.IndexOf(this.selectedChannelName);
149 this.selectedChannelIndex = (channelIndex >= 0) ? channelIndex : 0;
150
151 this.selectedChannelIndex = GUILayout.Toolbar(this.selectedChannelIndex, channels.ToArray(), GUILayout.ExpandWidth(false));
152 this.scrollPos = GUILayout.BeginScrollView(this.scrollPos);
153
154 this.doingPrivateChat = (this.selectedChannelIndex >= countOfPublicChannels);
155 this.selectedChannelName = channels[this.selectedChannelIndex];
156
157 if (this.selectedChannelIndex != previouslySelectedChannelIndex)
158 {
159 // changed channel -> scroll down, if private: pre-fill "to" field with target user's name
160 this.scrollPos.y = float.MaxValue;
161 if (this.doingPrivateChat)
162 {
163 string[] pieces = this.selectedChannelName.Split(new char[] {':'}, 3);
164 this.userIdInput = pieces[1];
165 }
166 }
167
168 GUILayout.Label(ChatGui.WelcomeText);
169
170 if (this.chatClient.TryGetChannel(selectedChannelName, this.doingPrivateChat, out this.selectedChannel))
171 {
172 for (int i = 0; i < this.selectedChannel.Messages.Count; i++)
173 {
174 string sender = this.selectedChannel.Senders[i];
175 object message = this.selectedChannel.Messages[i];
176 GUILayout.Label(string.Format("{0}: {1}", sender, message));
177 }
178 }
179
180 GUILayout.EndScrollView();
181 }
182 }
183
184
185 GUILayout.BeginHorizontal();
186 if (doingPrivateChat)
187 {
188 GUILayout.Label("to:", GUILayout.ExpandWidth(false));
189 GUI.SetNextControlName("WhisperTo");
190 this.userIdInput = GUILayout.TextField(this.userIdInput, GUILayout.MinWidth(100), GUILayout.ExpandWidth(false));
191 string focussed = GUI.GetNameOfFocusedControl();
192 if (focussed.Equals("WhisperTo"))
193 {
194 if (this.userIdInput.Equals("username"))
195 {
196 this.userIdInput = "";
197 }
198 }
199 else if (string.IsNullOrEmpty(this.userIdInput))
200 {
201 this.userIdInput = "username";
202 }
203
204 }
205 GUI.SetNextControlName("ChatInput");
206 inputLine = GUILayout.TextField(inputLine);
207 if (GUILayout.Button("Send", GUILayout.ExpandWidth(false)))
208 {
209 GuiSendsMsg();
210 }
211 GUILayout.EndHorizontal();
212 GUILayout.EndArea();
213 }
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: NetworkingPeer.cs
Copy
1016 public void OnOperationResponse(OperationResponse operationResponse)
1017 {
1018 if (PhotonNetwork.networkingPeer.State == global::PeerState.Disconnecting)
1019 {
1020 if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1021 {
1022 Debug.Log("OperationResponse ignored while disconnecting. Code: " + operationResponse.OperationCode);
1023 }
1024 return;
1025 }
1026
1027 // extra logging for error debugging (helping developers with a bit of automated analysis)
1028 if (operationResponse.ReturnCode == 0)
1029 {
1030 if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1031 Debug.Log(operationResponse.ToString());
1032 }
1033 else
1034 {
1035 if (operationResponse.ReturnCode == ErrorCode.OperationNotAllowedInCurrentState)
1036 {
1037 Debug.LogError("Operation " + operationResponse.OperationCode + " could not be executed (yet). Wait for state JoinedLobby or ConnectedToMaster and their callbacks before calling operations. WebRPCs need a server-side configuration. Enum OperationCode helps identify the operation.");
1038 }
1039 else if (operationResponse.ReturnCode == ErrorCode.WebHookCallFailed)
1040 {
1041 Debug.LogError("Operation " + operationResponse.OperationCode + " failed in a server-side plugin. Check the configuration in the Dashboard. Message from server-plugin: " + operationResponse.DebugMessage);
1042 }
1043 else if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1044 {
1045 Debug.LogError("Operation failed: " + operationResponse.ToStringFull() + " Server: " + this.server);
1046 }
1047 }
1048
1049 // use the "secret" or "token" whenever we get it. doesn't really matter if it's in AuthResponse.
1050 if (operationResponse.Parameters.ContainsKey(ParameterCode.Secret))
1051 {
1052 if (this.CustomAuthenticationValues == null)
1053 {
1054 this.CustomAuthenticationValues = new AuthenticationValues();
1055 // this.DebugReturn(DebugLevel.ERROR, "Server returned secret. Created CustomAuthenticationValues.");
1056 }
1057
1058 this.CustomAuthenticationValues.Secret = operationResponse[ParameterCode.Secret] as string;
1059 }
1060
1061 switch (operationResponse.OperationCode)
1062 {
1063 case OperationCode.Authenticate:
1064 {
1065 // PeerState oldState = this.State;
1066
1067 if (operationResponse.ReturnCode != 0)
1068 {
1069 if (operationResponse.ReturnCode == ErrorCode.InvalidOperationCode)
1070 {
1071 Debug.LogError(string.Format("If you host Photon yourself, make sure to start the 'Instance LoadBalancing' "+ this.ServerAddress));
1072 }
1073 else if (operationResponse.ReturnCode == ErrorCode.InvalidAuthentication)
1074 {
1075 Debug.LogError(string.Format("The appId this client sent is unknown on the server (Cloud). Check settings. If using the Cloud, check account."));
1076 SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, DisconnectCause.InvalidAuthentication);
1077 }
1078 else if (operationResponse.ReturnCode == ErrorCode.CustomAuthenticationFailed)
1079 {
1080 Debug.LogError(string.Format("Custom Authentication failed (either due to user-input or configuration or AuthParameter string format). Calling: OnCustomAuthenticationFailed()"));
1081 SendMonoMessage(PhotonNetworkingMessage.OnCustomAuthenticationFailed, operationResponse.DebugMessage);
1082 }
1083 else
1084 {
1085 Debug.LogError(string.Format("Authentication failed: '{0}' Code: {1}", operationResponse.DebugMessage, operationResponse.ReturnCode));
1086 }
1087
1088 this.State = global::PeerState.Disconnecting;
1089 this.Disconnect();
1090
1091 if (operationResponse.ReturnCode == ErrorCode.MaxCcuReached)
1092 {
1093 if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1094 Debug.LogWarning(string.Format("Currently, the limit of users is reached for this title. Try again later. Disconnecting"));
1095 SendMonoMessage(PhotonNetworkingMessage.OnPhotonMaxCccuReached);
1096 SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, DisconnectCause.MaxCcuReached);
1097 }
1098 else if (operationResponse.ReturnCode == ErrorCode.InvalidRegion)
1099 {
1100 if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1101 Debug.LogError(string.Format("The used master server address is not available with the subscription currently used. Got to Photon Cloud Dashboard or change URL. Disconnecting."));
1102 SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, DisconnectCause.InvalidRegion);
1103 }
1104 else if (operationResponse.ReturnCode == ErrorCode.AuthenticationTicketExpired)
1105 {
1106 if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1107 Debug.LogError(string.Format("The authentication ticket expired. You need to connect (and authenticate) again. Disconnecting."));
1108 SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, DisconnectCause.AuthenticationTicketExpired);
1109 }
1110 break;
1111 }
1112 else
1113 {
1114 if (this.server == ServerConnection.NameServer)
1115 {
1116 // on the NameServer, authenticate returns the MasterServer address for a region and we hop off to there
1117 this.MasterServerAddress = operationResponse[ParameterCode.Address] as string;
1118 this.DisconnectToReconnect();
1119 }
1120 else if (this.server == ServerConnection.MasterServer)
1121 {
1122 if (PhotonNetwork.autoJoinLobby)
1123 {
1124 this.State = global::PeerState.Authenticated;
1125 this.OpJoinLobby(this.lobby);
1126 }
1127 else
1128 {
1129 this.State = global::PeerState.ConnectedToMaster;
1130 NetworkingPeer.SendMonoMessage(PhotonNetworkingMessage.OnConnectedToMaster);
1131 }
1132 }
1133 else if (this.server == ServerConnection.GameServer)
1134 {
1135 this.State = global::PeerState.Joining;
1136
1137 if (this.mLastJoinType == JoinType.JoinGame || this.mLastJoinType == JoinType.JoinRandomGame || this.mLastJoinType == JoinType.JoinOrCreateOnDemand)
1138 {
1139 // if we just "join" the game, do so. if we wanted to "create the room on demand", we have to send this to the game server as well.
1140 this.OpJoinRoom(this.mRoomToGetInto.name, this.mRoomOptionsForCreate, this.mRoomToEnterLobby, this.mLastJoinType == JoinType.JoinOrCreateOnDemand);
1141 }
1142 else if (this.mLastJoinType == JoinType.CreateGame)
1143 {
1144 // on the game server, we have to apply the room properties that were chosen for creation of the room, so we use this.mRoomToGetInto
1145 this.OpCreateGame(this.mRoomToGetInto.name, this.mRoomOptionsForCreate, this.mRoomToEnterLobby);
1146 }
1147
1148 break;
1149 }
1150 }
1151 break;
1152 }
1153
1154 case OperationCode.GetRegions:
1155 // Debug.Log("GetRegions returned: " + operationResponse.ToStringFull());
1156
1157 if (operationResponse.ReturnCode == ErrorCode.InvalidAuthentication)
1158 {
1159 Debug.LogError(string.Format("The appId this client sent is unknown on the server (Cloud). Check settings. If using the Cloud, check account."));
1160 SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, DisconnectCause.InvalidAuthentication);
1161
1162 this.State = global::PeerState.Disconnecting;
1163 this.Disconnect();
1164 return;
1165 }
1166
1167 string[] regions = operationResponse[ParameterCode.Region] as string[];
1168 string[] servers = operationResponse[ParameterCode.Address] as string[];
1169
1170 if (regions == null || servers == null || regions.Length != servers.Length)
1171 {
1172 Debug.LogError("The region arrays from Name Server are not ok. Must be non-null and same length.");
1173 break;
1174 }
1175
1176 this.AvailableRegions = new List
1177 for (int i = 0; i < regions.Length; i++)
1178 {
1179 string regionCodeString = regions[i];
1180 if (string.IsNullOrEmpty(regionCodeString))
1181 {
1182 continue;
1183 }
1184 regionCodeString = regionCodeString.ToLower();
1185
1186 CloudRegionCode code = Region.Parse(regionCodeString);
1187 this.AvailableRegions.Add(new Region() { Code = code, HostAndPort = servers[i] });
1188 }
1189
1190 // PUN assumes you fetch the name-server's list of regions to ping them
1191 if (PhotonNetwork.PhotonServerSettings.HostType == ServerSettings.HostingOption.BestRegion)
1192 {
1193 PhotonHandler.PingAvailableRegionsAndConnectToBest();
1194 }
1195 break;
1196
1197 case OperationCode.CreateGame:
1198 {
1199 if (this.server == ServerConnection.GameServer)
1200 {
1201 this.GameEnteredOnGameServer(operationResponse);
1202 }
1203 else
1204 {
1205 if (operationResponse.ReturnCode != 0)
1206 {
1207 if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1208 Debug.LogWarning(string.Format("CreateRoom failed, client stays on masterserver: {0}.", operationResponse.ToStringFull()));
1209
1210 SendMonoMessage(PhotonNetworkingMessage.OnPhotonCreateRoomFailed);
1211 break;
1212 }
1213
1214 string gameID = (string) operationResponse[ParameterCode.RoomName];
1215 if (!string.IsNullOrEmpty(gameID))
1216 {
1217 // is only sent by the server's response, if it has not been
1218 // sent with the client's request before!
1219 this.mRoomToGetInto.name = gameID;
1220 }
1221
1222 this.mGameserver = (string)operationResponse[ParameterCode.Address];
1223 this.DisconnectToReconnect();
1224 }
1225
1226 break;
1227 }
1228
1229 case OperationCode.JoinGame:
1230 {
1231 if (this.server != ServerConnection.GameServer)
1232 {
1233 if (operationResponse.ReturnCode != 0)
1234 {
1235 if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1236 Debug.Log(string.Format("JoinRoom failed (room maybe closed by now). Client stays on masterserver: {0}. State: {1}", operationResponse.ToStringFull(), this.State));
1237
1238 SendMonoMessage(PhotonNetworkingMessage.OnPhotonJoinRoomFailed);
1239 break;
1240 }
1241
1242 this.mGameserver = (string)operationResponse[ParameterCode.Address];
1243 this.DisconnectToReconnect();
1244 }
1245 else
1246 {
1247 this.GameEnteredOnGameServer(operationResponse);
1248 }
1249
1250 break;
1251 }
1252
1253 case OperationCode.JoinRandomGame:
1254 {
1255 // happens only on master. on gameserver, this is a regular join (we don't need to find a random game again)
1256 // the operation OpJoinRandom either fails (with returncode 8) or returns game-to-join information
1257 if (operationResponse.ReturnCode != 0)
1258 {
1259 if (operationResponse.ReturnCode == ErrorCode.NoRandomMatchFound)
1260 {
1261 if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
1262 Debug.Log("JoinRandom failed: No open game. Calling: OnPhotonRandomJoinFailed() and staying on master server.");
1263 }
1264 else if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
1265 {
1266 Debug.LogWarning(string.Format("JoinRandom failed: {0}.", operationResponse.ToStringFull()));
1267 }
1268
1269 SendMonoMessage(PhotonNetworkingMessage.OnPhotonRandomJoinFailed, operationResponse.ReturnCode, operationResponse.DebugMessage);
1270 break;
1271 }
1272
1273 string roomName = (string)operationResponse[ParameterCode.RoomName];
1274 this.mRoomToGetInto.name = roomName;
1275 this.mGameserver = (string)operationResponse[ParameterCode.Address];
1276 this.DisconnectToReconnect();
1277 break;
1278 }
1279
1280 case OperationCode.JoinLobby:
1281 this.State = global::PeerState.JoinedLobby;
1282 this.insideLobby = true;
1283 SendMonoMessage(PhotonNetworkingMessage.OnJoinedLobby);
1284
1285 // this.mListener.joinLobbyReturn();
1286 break;
1287 case OperationCode.LeaveLobby:
1288 this.State = global::PeerState.Authenticated;
1289 this.LeftLobbyCleanup(); // will set insideLobby = false
1290 break;
1291
1292 case OperationCode.Leave:
1293 this.DisconnectToReconnect();
1294 break;
1295
1296 case OperationCode.SetProperties:
1297 // this.mListener.setPropertiesReturn(returnCode, debugMsg);
1298 break;
1299
1300 case OperationCode.GetProperties:
1301 {
1302 Hashtable actorProperties = (Hashtable)operationResponse[ParameterCode.PlayerProperties];
1303 Hashtable gameProperties = (Hashtable)operationResponse[ParameterCode.GameProperties];
1304 this.ReadoutProperties(gameProperties, actorProperties, 0);
1305
1306 // RemoveByteTypedPropertyKeys(actorProperties, false);
1307 // RemoveByteTypedPropertyKeys(gameProperties, false);
1308 // this.mListener.getPropertiesReturn(gameProperties, actorProperties, returnCode, debugMsg);
1309 break;
1310 }
1311
1312 case OperationCode.RaiseEvent:
1313 // this usually doesn't give us a result. only if the caching is affected the server will send one.
1314 break;
1315
1316 case OperationCode.FindFriends:
1317 bool[] onlineList = operationResponse[ParameterCode.FindFriendsResponseOnlineList] as bool[];
1318 string[] roomList = operationResponse[ParameterCode.FindFriendsResponseRoomIdList] as string[];
1319
1320 if (onlineList != null && roomList != null && this.friendListRequested != null && onlineList.Length == this.friendListRequested.Length)
1321 {
1322 List
1323 for (int index = 0; index < this.friendListRequested.Length; index++)
1324 {
1325 FriendInfo friend = new FriendInfo();
1326 friend.Name = this.friendListRequested[index];
1327 friend.Room = roomList[index];
1328 friend.IsOnline = onlineList[index];
1329 friendList.Insert(index, friend);
1330 }
1331 PhotonNetwork.Friends = friendList;
1332 }
1333 else
1334 {
1335 // any of the lists is null and shouldn't. print a error
1336 Debug.LogError("FindFriends failed to apply the result, as a required value wasn't provided or the friend list length differed from result.");
1337 }
1338
1339 this.friendListRequested = null;
1340 this.isFetchingFriends = false;
1341 this.friendListTimestamp = Environment.TickCount;
1342 if (this.friendListTimestamp == 0)
1343 {
1344 this.friendListTimestamp = 1; // makes sure the timestamp is not accidentally 0
1345 }
1346
1347 SendMonoMessage(PhotonNetworkingMessage.OnUpdatedFriendList);
1348 break;
1349
1350 case OperationCode.WebRpc:
1351 SendMonoMessage(PhotonNetworkingMessage.OnWebRpcResponse, operationResponse);
1352 break;
1353
1354 default:
1355 Debug.LogWarning(string.Format("OperationResponse unhandled: {0}", operationResponse.ToString()));
1356 break;
1357 }
1358
1359 this.externalListener.OnOperationResponse(operationResponse);
1360 }
File name: NetworkingPeer.cs
Copy
2688 public void RegisterPhotonView(PhotonView netView)
2689 {
2690 if (!Application.isPlaying)
2691 {
2692 this.photonViewList = new Dictionary
2693 return;
2694 }
2695
2696 if (netView.viewID == 0)
2697 {
2698 // don't register views with ID 0 (not initialized). they register when a ID is assigned later on
2699 Debug.Log("PhotonView register is ignored, because viewID is 0. No id assigned yet to: " + netView);
2700 return;
2701 }
2702
2703 if (this.photonViewList.ContainsKey(netView.viewID))
2704 {
2705 // if some other view is in the list already, we got a problem. it might be undestructible. print out error
2706 if (netView != photonViewList[netView.viewID])
2707 {
2708 Debug.LogError(string.Format("PhotonView ID duplicate found: {0}. New: {1} old: {2}. Maybe one wasn't destroyed on scene load?! Check for 'DontDestroyOnLoad'. Destroying old entry, adding new.", netView.viewID, netView, photonViewList[netView.viewID]));
2709 }
2710
2711 //this.photonViewList.Remove(netView.viewID); // TODO check if we chould Destroy the GO of this view?!
2712 this.RemoveInstantiatedGO(photonViewList[netView.viewID].gameObject, true);
2713 }
2714
2715 // Debug.Log("adding view to known list: " + netView);
2716 this.photonViewList.Add(netView.viewID, netView);
2717 //Debug.LogError("view being added. " + netView); // Exit Games internal log
2718
2719 if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
2720 Debug.Log("Registered PhotonView: " + netView.viewID);
2721 }
File name: NetworkingPeer.cs
Copy
3339 private void OnSerializeRead(Hashtable data, PhotonPlayer sender, int networkTime, short correctPrefix)
3340 {
3341 // read view ID from key (byte)0: a int-array (PUN 1.17++)
3342 int viewID = (int)data[(byte)0];
3343
3344
3345 PhotonView view = this.GetPhotonView(viewID);
3346 if (view == null)
3347 {
3348 Debug.LogWarning("Received OnSerialization for view ID " + viewID + ". We have no such PhotonView! Ignored this if you're leaving a room. State: " + this.State);
3349 return;
3350 }
3351
3352 if (view.prefix > 0 && correctPrefix != view.prefix)
3353 {
3354 Debug.LogError("Received OnSerialization for view ID " + viewID + " with prefix " + correctPrefix + ". Our prefix is " + view.prefix);
3355 return;
3356 }
3357
3358 // SetReceiving filtering
3359 if (view.group != 0 && !this.allowedReceivingGroups.Contains(view.group))
3360 {
3361 return; // Ignore group
3362 }
3363
3364
3365 if (view.synchronization == ViewSynchronization.ReliableDeltaCompressed)
3366 {
3367 if (!this.DeltaCompressionRead(view, data))
3368 {
3369 // Skip this packet as we haven't got received complete-copy of this view yet.
3370 if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
3371 Debug.Log("Skipping packet for " + view.name + " [" + view.viewID + "] as we haven't received a full packet for delta compression yet. This is OK if it happens for the first few frames after joining a game.");
3372 return;
3373 }
3374
3375 // store last received for delta-compression usage
3376 view.lastOnSerializeDataReceived = data[(byte)1] as object[];
3377 }
3378
3379 if (sender.ID != view.ownerId)
3380 {
3381 if (!view.isSceneView || !sender.isMasterClient)
3382 {
3383 // obviously the owner changed and we didn't yet notice.
3384 Debug.Log("Adjusting owner to sender of updates. From: " + view.ownerId + " to: " + sender.ID);
3385 view.ownerId = sender.ID;
3386 }
3387 }
3388
3389 object[] contents = data[(byte)1] as object[];
3390 PhotonStream pStream = new PhotonStream(false, contents);
3391 PhotonMessageInfo info = new PhotonMessageInfo(sender, networkTime, view);
3392
3393 view.DeserializeView( pStream, info );
3394 }
File name: NetworkingPeer.cs
Copy
3499 private bool DeltaCompressionRead(PhotonView view, Hashtable data)
3500 {
3501 if (data.ContainsKey((byte)1))
3502 {
3503 // we have a full list of data (cause key 1 is used), so return "we have uncompressed all"
3504 return true;
3505 }
3506
3507 // Compression was applied as data[(byte)2] exists (this is the data with some fields being compressed to null)
3508 // now we also need a previous "full" list of values to restore values that are null in this msg
3509 if (view.lastOnSerializeDataReceived == null)
3510 {
3511 return false; // We dont have a full match yet, we cannot work with missing values: skip this message
3512 }
3513
3514 object[] compressedContents = data[(byte)2] as object[];
3515 if (compressedContents == null)
3516 {
3517 // despite expectation, there is no compressed data in this msg. shouldn't happen. just a null check
3518 return false;
3519 }
3520
3521 int[] indexesThatAreChangedToNull = data[(byte)3] as int[];
3522 if (indexesThatAreChangedToNull == null)
3523 {
3524 indexesThatAreChangedToNull = new int[0];
3525 }
3526
3527 object[] lastReceivedData = view.lastOnSerializeDataReceived;
3528 for (int index = 0; index < compressedContents.Length; index++)
3529 {
3530 if (compressedContents[index] == null && !indexesThatAreChangedToNull.Contains(index))
3531 {
3532 // we replace null values in this received msg unless a index is in the "changed to null" list
3533 object lastValue = lastReceivedData[index];
3534 compressedContents[index] = lastValue;
3535 }
3536 }
3537
3538 data[(byte)1] = compressedContents; // compressedContents are now uncompressed...
3539 return true;
3540 }
File name: PhotonNetwork.cs
Copy
1457 public static bool CreateRoom(string roomName, RoomOptions roomOptions, TypedLobby typedLobby)
1458 {
1459 if (offlineMode)
1460 {
1461 if (offlineModeRoom != null)
1462 {
1463 Debug.LogError("CreateRoom failed. In offline mode you still have to leave a room to enter another.");
1464 return false;
1465 }
1466
1467 offlineModeRoom = new Room(roomName, roomOptions);
1468 NetworkingPeer.SendMonoMessage(PhotonNetworkingMessage.OnCreatedRoom);
1469 NetworkingPeer.SendMonoMessage(PhotonNetworkingMessage.OnJoinedRoom);
1470 return true;
1471 }
1472
1473
1474 if (networkingPeer.server != ServerConnection.MasterServer || !connectedAndReady)
1475 {
1476 Debug.LogError("CreateRoom failed. Client is not on Master Server or not yet ready to call operations. Wait for callback: OnJoinedLobby or OnConnectedToMaster.");
1477 return false;
1478 }
1479
1480 return networkingPeer.OpCreateGame(roomName, roomOptions, typedLobby);
1481 }
File name: PhotonNetwork.cs
Copy
1557 public static bool JoinRoom(string roomName)
1558 {
1559 if (offlineMode)
1560 {
1561 if (offlineModeRoom != null)
1562 {
1563 Debug.LogError("JoinRoom failed. In offline mode you still have to leave a room to enter another.");
1564 return false;
1565 }
1566
1567 offlineModeRoom = new Room(roomName, null);
1568 NetworkingPeer.SendMonoMessage(PhotonNetworkingMessage.OnJoinedRoom);
1569 return true;
1570 }
1571
1572
1573 if (networkingPeer.server != ServerConnection.MasterServer || !connectedAndReady)
1574 {
1575 Debug.LogError("JoinRoom failed. Client is not on Master Server or not yet ready to call operations. Wait for callback: OnJoinedLobby or OnConnectedToMaster.");
1576 return false;
1577 }
1578
1579 if (string.IsNullOrEmpty(roomName))
1580 {
1581 Debug.LogError("JoinRoom failed. A roomname is required. If you don't know one, how will you join?");
1582 return false;
1583 }
1584
1585 return networkingPeer.OpJoinRoom(roomName, null, null, false);
1586 }
File name: PhotonNetwork.cs
Copy
1602 public static bool JoinOrCreateRoom(string roomName, RoomOptions roomOptions, TypedLobby typedLobby)
1603 {
1604 if (offlineMode)
1605 {
1606 if (offlineModeRoom != null)
1607 {
1608 Debug.LogError("JoinOrCreateRoom failed. In offline mode you still have to leave a room to enter another.");
1609 return false;
1610 }
1611
1612 offlineModeRoom = new Room(roomName, roomOptions);
1613 NetworkingPeer.SendMonoMessage(PhotonNetworkingMessage.OnCreatedRoom); // in offline mode you create, too for JoinOrCreateRoom
1614 NetworkingPeer.SendMonoMessage(PhotonNetworkingMessage.OnJoinedRoom);
1615 return true;
1616 }
1617
1618
1619 if (networkingPeer.server != ServerConnection.MasterServer || !connectedAndReady)
1620 {
1621 Debug.LogError("JoinOrCreateRoom failed. Client is not on Master Server or not yet ready to call operations. Wait for callback: OnJoinedLobby or OnConnectedToMaster.");
1622 return false;
1623 }
1624
1625 if (string.IsNullOrEmpty(roomName))
1626 {
1627 Debug.LogError("JoinOrCreateRoom failed. A roomname is required. If you don't know one, how will you join?");
1628 return false;
1629 }
1630
1631 return networkingPeer.OpJoinRoom(roomName, roomOptions, typedLobby, true);
1632 }
File name: PhotonNetwork.cs
Copy
1687 /// This method looks up a room in the specified lobby or the currently active lobby (if none specified)
1701 public static bool JoinRandomRoom(Hashtable expectedCustomRoomProperties, byte expectedMaxPlayers, MatchmakingMode matchingType, TypedLobby typedLobby, string sqlLobbyFilter)
1702 {
1703 if (offlineMode)
1704 {
1705 if (offlineModeRoom != null)
1706 {
1707 Debug.LogError("JoinRandomRoom failed. In offline mode you still have to leave a room to enter another.");
1708 return false;
1709 }
1710
1711 offlineModeRoom = new Room("offline room", null);
1712 NetworkingPeer.SendMonoMessage(PhotonNetworkingMessage.OnJoinedRoom);
1713 return true;
1714 }
1715
1716
1717 if (networkingPeer.server != ServerConnection.MasterServer || !connectedAndReady)
1718 {
1719 Debug.LogError("JoinRandomRoom failed. Client is not on Master Server or not yet ready to call operations. Wait for callback: OnJoinedLobby or OnConnectedToMaster.");
1720 return false;
1721 }
1722
1723 return networkingPeer.OpJoinRandomRoom(expectedCustomRoomProperties, expectedMaxPlayers, null, matchingType, typedLobby, sqlLobbyFilter);
1724 }
Download file with original file name:Yet
Yet 126 lượt xem
Gõ tìm kiếm nhanh...