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- // --------------------------------------------------------------------------------------------------------------------
- // <copyright file="NetworkingPeer.cs" company="Exit Games GmbH">
- // Part of: Photon Unity Networking (PUN)
- // </copyright>
- // --------------------------------------------------------------------------------------------------------------------
- using ExitGames.Client.Photon;
- using ExitGames.Client.Photon.Lite;
- using System;
- using System.Collections;
- using System.Collections.Generic;
- using System.Reflection;
- using UnityEngine;
- using Hashtable = ExitGames.Client.Photon.Hashtable;
- /// <summary>
- /// Implements Photon LoadBalancing used in PUN.
- /// This class is used internally by PhotonNetwork and not intended as public API.
- /// </summary>
- internal class NetworkingPeer : LoadbalancingPeer, IPhotonPeerListener
- {
- /// <summary>The AppVersion is a combination of GameVersion+"_"+PunVersion. Separates players per app by version.</summary>
- public string mAppVersion;
- /// <summary>Contains the AppId for the Photon Cloud (ignored by Photon Servers).</summary>
- private string mAppId;
- /// <summary>
- /// A user's authentication values used during connect for Custom Authentication with Photon (and a custom service/community).
- /// Set these before calling Connect if you want custom authentication.
- /// </summary>
- public AuthenticationValues CustomAuthenticationValues { get; set; }
- public string MasterServerAddress { get; protected internal set; }
- private string playername = "";
- private IPhotonPeerListener externalListener;
- private JoinType mLastJoinType;
- private bool mPlayernameHasToBeUpdated;
- public string PlayerName
- {
- get
- {
- return this.playername;
- }
- set
- {
- if (string.IsNullOrEmpty(value) || value.Equals(this.playername))
- {
- return;
- }
- if (this.mLocalActor != null)
- {
- this.mLocalActor.name = value;
- }
- this.playername = value;
- if (this.mCurrentGame != null)
- {
- // Only when in a room
- this.SendPlayerName();
- }
- }
- }
- public PeerState State { get; internal set; }
- // "public" access to the current game - is null unless a room is joined on a gameserver
- public Room mCurrentGame
- {
- get
- {
- if (this.mRoomToGetInto != null && this.mRoomToGetInto.isLocalClientInside)
- {
- return this.mRoomToGetInto;
- }
- return null;
- }
- }
- /// <summary>
- /// keeps the custom properties, gameServer address and anything else about the room we want to get into
- /// </summary>
- internal Room mRoomToGetInto { get; set; }
- internal RoomOptions mRoomOptionsForCreate { get; set; }
- internal TypedLobby mRoomToEnterLobby { get; set; }
- public Dictionary<int, PhotonPlayer> mActors = new Dictionary<int, PhotonPlayer>();
- public PhotonPlayer[] mOtherPlayerListCopy = new PhotonPlayer[0];
- public PhotonPlayer[] mPlayerListCopy = new PhotonPlayer[0];
- public PhotonPlayer mLocalActor { get; internal set; }
- public PhotonPlayer mMasterClient = null;
- public bool hasSwitchedMC = false;
- public string mGameserver { get; internal set; }
- public bool requestSecurity = true;
- private Dictionary<Type, List<MethodInfo>> monoRPCMethodsCache = new Dictionary<Type, List<MethodInfo>>();
- public static bool UsePrefabCache = true;
- public static Dictionary<string, GameObject> PrefabCache = new Dictionary<string, GameObject>();
- public Dictionary<string, RoomInfo> mGameList = new Dictionary<string, RoomInfo>();
- public RoomInfo[] mGameListCopy = new RoomInfo[0];
- public int mQueuePosition { get; internal set; }
- public TypedLobby lobby { get; set; }
- public bool insideLobby = false;
- /// <summary>Stat value: Count of players on Master (looking for rooms)</summary>
- public int mPlayersOnMasterCount { get; internal set; }
- /// <summary>Stat value: Count of Rooms</summary>
- public int mGameCount { get; internal set; }
- /// <summary>Stat value: Count of Players in rooms</summary>
- public int mPlayersInRoomsCount { get; internal set; }
- /// <summary>
- /// Instantiated objects by their instantiationId. The id (key) is the instantiationId (created per actor).
- /// </summary>
- public Dictionary<int, GameObject> instantiatedObjects = new Dictionary<int, GameObject>();
- private HashSet<int> allowedReceivingGroups = new HashSet<int>();
- private HashSet<int> blockSendingGroups = new HashSet<int>();
- internal protected Dictionary<int, PhotonView> photonViewList = new Dictionary<int, PhotonView>(); //TODO: make private again
- internal protected short currentLevelPrefix = 0;
- private readonly Dictionary<string, int> rpcShortcuts; // lookup "table" for the index (shortcut) of an RPC name
- /// <summary>The server this client is currently connected or connecting to.</summary>
- internal protected ServerConnection server { get; private set; }
- public bool IsInitialConnect = false;
- /// <summary>True if this client uses a NameServer to get the Master Server address.</summary>
- public bool IsUsingNameServer { get; protected internal set; }
- /// <summary>Name Server Address that this client uses. You can use the default values and usually won't have to set this value.</summary>
- public string NameServerAddress = "ns.exitgamescloud.com:5058";
- /// <summary>A list of region names for the Photon Cloud. Set by the result of OpGetRegions().</summary>
- /// <remarks>Put a "case OperationCode.GetRegions:" into your OnOperationResponse method to notice when the result is available.</remarks>
- public string[] AvailableRegions { get; protected internal set; }
- /// <summary>A list of region server (IP addresses with port) for the Photon Cloud. Set by the result of OpGetRegions().</summary>
- /// <remarks>Put a "case OperationCode.GetRegions:" into your OnOperationResponse method to notice when the result is available.</remarks>
- public string[] AvailableRegionsServers { get; protected internal set; }
- /// <summary>The cloud region this client connects to. Set by ConnectToRegionMaster().</summary>
- public string CloudRegion { get; protected internal set; }
- /// <summary>Internally used to check if a "Secret" is available to use. Sent by Photon Cloud servers, it simplifies authentication when switching servers.</summary>
- public bool IsAuthorizeSecretAvailable
- {
- get
- {
- // TODO: comment in the code again, when the new auth-workflow is available in the Cloud
- return false; // this.CustomAuthenticationValues != null && !String.IsNullOrEmpty(this.CustomAuthenticationValues.Secret);
- }
- }
- /// <summary>Internally used to trigger OpAuthenticate when encryption was established after a connect.</summary>
- private bool didAuthenticate;
- public NetworkingPeer(IPhotonPeerListener listener, string playername, ConnectionProtocol connectionProtocol) : base(listener, connectionProtocol)
- {
- #pragma warning disable 0162 // the library variant defines if we should use PUN's SocketUdp variant (at all)
- if (PhotonPeer.NoSocket )
- {
- #if !UNITY_EDITOR && (UNITY_PS3 || UNITY_ANDROID)
- Debug.Log("Using class SocketUdpNativeDynamic");
- this.SocketImplementation = typeof(SocketUdpNativeDynamic);
- #elif !UNITY_EDITOR && UNITY_IPHONE
- Debug.Log("Using class SocketUdpNativeStatic");
- this.SocketImplementation = typeof(SocketUdpNativeStatic);
- #elif !UNITY_EDITOR && (UNITY_WINRT || UNITY_WP8)
- // this automatically uses a separate assembly-file with Win8-style Socket usage (not possible in Editor)
- #else
- this.SocketImplementation = typeof(SocketUdp);
- if (this.SocketImplementation == null)
- {
- Debug.Log("No socket implementation set for 'NoSocket' assembly. Please contact Exit Games.");
- }
- #endif
- }
- #pragma warning restore 0162
- this.Listener = this;
- this.lobby = TypedLobby.Default;
- // don't set the field directly! the listener is passed on to other classes, which get updated by the property set method
- this.externalListener = listener;
- this.PlayerName = playername;
- this.mLocalActor = new PhotonPlayer(true, -1, this.playername);
- this.AddNewPlayer(this.mLocalActor.ID, this.mLocalActor);
- // RPC shortcut lookup creation (from list of RPCs, which is updated by Editor scripts)
- rpcShortcuts = new Dictionary<string, int>(PhotonNetwork.PhotonServerSettings.RpcList.Count);
- for (int index = 0; index < PhotonNetwork.PhotonServerSettings.RpcList.Count; index++)
- {
- var name = PhotonNetwork.PhotonServerSettings.RpcList[index];
- rpcShortcuts[name] = index;
- }
- this.State = global::PeerState.PeerCreated;
- }
- #region Operations and Connection Methods
- public override bool Connect(string serverAddress, string applicationName)
- {
- Debug.LogError("Avoid using this directly. Thanks.");
- return false;
- }
- public bool Connect(string serverAddress, ServerConnection type)
- {
- if (PhotonNetwork.connectionStateDetailed == global::PeerState.Disconnecting)
- {
- Debug.LogError("Connect() failed. Can't connect while disconnecting (still). Current state: " + PhotonNetwork.connectionStateDetailed);
- return false;
- }
- // connect might fail, if the DNS name can't be resolved or if no network connection is available
- bool connecting = base.Connect(serverAddress, "");
- if (connecting)
- {
- switch (type)
- {
- case ServerConnection.NameServer:
- State = global::PeerState.ConnectingToNameServer;
- break;
- case ServerConnection.MasterServer:
- State = global::PeerState.ConnectingToMasterserver;
- break;
- case ServerConnection.GameServer:
- State = global::PeerState.ConnectingToGameserver;
- break;
- }
- }
- return connecting;
- }
- /// <summary>
- /// Connects to the NameServer for Photon Cloud, where a region and server list can be obtained.
- /// </summary>
- /// <see cref="OpGetRegions"/>
- /// <returns>If the workflow was started or failed right away.</returns>
- public bool ConnectToNameServer()
- {
- IsUsingNameServer = true;
- this.CloudRegion = null;
- if (this.State == global::PeerState.ConnectedToNameServer)
- {
- return true;
- }
- if (!base.Connect(this.NameServerAddress, "ns"))
- {
- return false;
- }
- this.State = global::PeerState.ConnectingToNameServer;
- return true;
- }
- /// <summary>
- /// Connects you to a specific region's Master Server, using the Name Server to find the IP.
- /// </summary>
- /// <returns>If the operation could be sent. If false, no operation was sent.</returns>
- public bool ConnectToRegionMaster(string region)
- {
- IsUsingNameServer = true;
- this.CloudRegion = region;
- if (this.State == global::PeerState.ConnectedToNameServer)
- {
- return this.OpAuthenticate(this.mAppId, this.mAppVersion, this.PlayerName, this.CustomAuthenticationValues, region);
- }
- if (!base.Connect(this.NameServerAddress, "ns"))
- {
- return false;
- }
- this.State = global::PeerState.ConnectingToNameServer;
- return true;
- }
- /// <summary>
- /// While on the NameServer, this gets you the list of regional servers (short names and their IPs to ping them).
- /// </summary>
- /// <returns>If the operation could be sent. If false, no operation was sent (e.g. while not connected to the NameServer).</returns>
- public bool GetRegions()
- {
- if (this.server != ServerConnection.NameServer)
- {
- return false;
- }
- bool sent = this.OpGetRegions(this.mAppId);
- if (sent)
- {
- this.AvailableRegions = null;
- }
- return sent;
- }
- /// <summary>
- /// Complete disconnect from photon (and the open master OR game server)
- /// </summary>
- public override void Disconnect()
- {
- if (this.PeerState == PeerStateValue.Disconnected)
- {
- Debug.LogWarning(string.Format("Can't execute Disconnect() while not connected. Nothing changed. State: {0}", this.State));
- return;
- }
- this.State = global::PeerState.Disconnecting;
- base.Disconnect();
- this.LeftRoomCleanup();
- this.LeftLobbyCleanup();
- }
- /// <summary>
- /// Internally used only.
- /// </summary>
- private void DisconnectToReconnect()
- {
- switch (this.server)
- {
- case ServerConnection.NameServer:
- this.State = global::PeerState.DisconnectingFromNameServer;
- base.Disconnect();
- break;
- case ServerConnection.MasterServer:
- this.State = global::PeerState.DisconnectingFromMasterserver;
- base.Disconnect();
- LeftLobbyCleanup();
- break;
- case ServerConnection.GameServer:
- this.State = global::PeerState.DisconnectingFromGameserver;
- base.Disconnect();
- this.LeftRoomCleanup();
- break;
- }
- }
- /// <summary>
- /// Called at disconnect/leavelobby etc. This CAN also be called when we are not in a lobby (e.g. disconnect from room)
- /// </summary>
- /// <remarks>Calls callback method OnLeftLobby if this client was in a lobby initially. Clears the lobby's game lists.</remarks>
- private void LeftLobbyCleanup()
- {
- this.mGameList = new Dictionary<string, RoomInfo>();
- this.mGameListCopy = new RoomInfo[0];
- if (insideLobby)
- {
- this.insideLobby = false;
- SendMonoMessage(PhotonNetworkingMessage.OnLeftLobby);
- }
- }
- /// <summary>
- /// Called when "this client" left a room to clean up.
- /// </summary>
- private void LeftRoomCleanup()
- {
- bool wasInRoom = mRoomToGetInto != null;
- // when leaving a room, we clean up depending on that room's settings.
- bool autoCleanupSettingOfRoom = (this.mRoomToGetInto != null) ? this.mRoomToGetInto.autoCleanUp : PhotonNetwork.autoCleanUpPlayerObjects;
- this.hasSwitchedMC = false;
- this.mRoomToGetInto = null;
- this.mActors = new Dictionary<int, PhotonPlayer>();
- this.mPlayerListCopy = new PhotonPlayer[0];
- this.mOtherPlayerListCopy = new PhotonPlayer[0];
- this.mMasterClient = null;
- this.allowedReceivingGroups = new HashSet<int>();
- this.blockSendingGroups = new HashSet<int>();
- this.mGameList = new Dictionary<string, RoomInfo>();
- this.mGameListCopy = new RoomInfo[0];
- this.isFetchingFriends = false;
- this.ChangeLocalID(-1);
- // Cleanup all network objects (all spawned PhotonViews, local and remote)
- if (autoCleanupSettingOfRoom)
- {
- this.LocalCleanupAnythingInstantiated(true);
- PhotonNetwork.manuallyAllocatedViewIds = new List<int>(); // filled and easier to replace completely
- }
- if (wasInRoom)
- {
- SendMonoMessage(PhotonNetworkingMessage.OnLeftRoom);
- }
- }
- protected internal void LocalCleanupAnythingInstantiated(bool destroyInstantiatedGameObjects)
- {
- if (tempInstantiationData.Count > 0)
- {
- Debug.LogWarning("It seems some instantiation is not completed, as instantiation data is used. You should make sure instantiations are paused when calling this method. Cleaning now, despite this.");
- }
- // Destroy GO's (if we should)
- if (destroyInstantiatedGameObjects)
- {
- // Fill list with Instantiated objects
- HashSet<GameObject> goList = new HashSet<GameObject>(this.instantiatedObjects.Values);
- foreach (GameObject go in goList)
- {
- this.RemoveInstantiatedGO(go, true);
- }
- }
- // photonViewList is cleared of anything instantiated (so scene items are left inside)
- // any other lists can be
- this.tempInstantiationData.Clear(); // should be empty but to be safe we clear (no new list needed)
- this.instantiatedObjects = new Dictionary<int, GameObject>(); // filled and easier to replace completely
- PhotonNetwork.lastUsedViewSubId = 0;
- PhotonNetwork.lastUsedViewSubIdStatic = 0;
- }
- // gameID can be null (optional). The server assigns a unique name if no name is set
- // joins a room and sets your current username as custom actorproperty (will broadcast that)
- #endregion
- #region Helpers
- private void ReadoutProperties(Hashtable gameProperties, Hashtable pActorProperties, int targetActorNr)
- {
- // Debug.LogWarning("ReadoutProperties gameProperties: " + gameProperties.ToStringFull() + " pActorProperties: " + pActorProperties.ToStringFull() + " targetActorNr: " + targetActorNr);
- // read game properties and cache them locally
- if (this.mCurrentGame != null && gameProperties != null)
- {
- this.mCurrentGame.CacheProperties(gameProperties);
- SendMonoMessage(PhotonNetworkingMessage.OnPhotonCustomRoomPropertiesChanged, gameProperties);
- if (PhotonNetwork.automaticallySyncScene)
- {
- this.LoadLevelIfSynced(); // will load new scene if sceneName was changed
- }
- }
- if (pActorProperties != null && pActorProperties.Count > 0)
- {
- if (targetActorNr > 0)
- {
- // we have a single entry in the pActorProperties with one
- // user's name
- // targets MUST exist before you set properties
- PhotonPlayer target = this.GetPlayerWithID(targetActorNr);
- if (target != null)
- {
- Hashtable props = this.GetActorPropertiesForActorNr(pActorProperties, targetActorNr);
- target.InternalCacheProperties(props);
- SendMonoMessage(PhotonNetworkingMessage.OnPhotonPlayerPropertiesChanged, target, props);
- }
- }
- else
- {
- // in this case, we've got a key-value pair per actor (each
- // value is a hashtable with the actor's properties then)
- int actorNr;
- Hashtable props;
- string newName;
- PhotonPlayer target;
- foreach (object key in pActorProperties.Keys)
- {
- actorNr = (int)key;
- props = (Hashtable)pActorProperties[key];
- newName = (string)props[ActorProperties.PlayerName];
- target = this.GetPlayerWithID(actorNr);
- if (target == null)
- {
- target = new PhotonPlayer(false, actorNr, newName);
- this.AddNewPlayer(actorNr, target);
- }
- target.InternalCacheProperties(props);
- SendMonoMessage(PhotonNetworkingMessage.OnPhotonPlayerPropertiesChanged, target, props);
- }
- }
- }
- }
- private void AddNewPlayer(int ID, PhotonPlayer player)
- {
- if (!this.mActors.ContainsKey(ID))
- {
- this.mActors[ID] = player;
- RebuildPlayerListCopies();
- }
- else
- {
- Debug.LogError("Adding player twice: " + ID);
- }
- }
- void RemovePlayer(int ID, PhotonPlayer player)
- {
- this.mActors.Remove(ID);
- if (!player.isLocal)
- {
- RebuildPlayerListCopies();
- }
- }
- void RebuildPlayerListCopies()
- {
- this.mPlayerListCopy = new PhotonPlayer[this.mActors.Count];
- this.mActors.Values.CopyTo(this.mPlayerListCopy, 0);
- List<PhotonPlayer> otherP = new List<PhotonPlayer>();
- foreach (PhotonPlayer player in this.mPlayerListCopy)
- {
- if (!player.isLocal)
- {
- otherP.Add(player);
- }
- }
- this.mOtherPlayerListCopy = otherP.ToArray();
- }
- /// <summary>
- /// Resets the PhotonView "lastOnSerializeDataSent" so that "OnReliable" synched PhotonViews send a complete state to new clients (if the state doesnt change, no messages would be send otherwise!).
- /// Note that due to this reset, ALL other players will receive the full OnSerialize.
- /// </summary>
- private void ResetPhotonViewsOnSerialize()
- {
- foreach (PhotonView photonView in this.photonViewList.Values)
- {
- photonView.lastOnSerializeDataSent = null;
- }
- }
- /// <summary>
- /// Called when the event Leave (of some other player) arrived.
- /// Cleans game objects, views locally. The master will also clean the
- /// </summary>
- /// <param name="actorID">ID of player who left.</param>
- private void HandleEventLeave(int actorID)
- {
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- Debug.Log("HandleEventLeave for player ID: " + actorID);
- // actorNr is fetched out of event above
- if (actorID < 0 || !this.mActors.ContainsKey(actorID))
- {
- Debug.LogError(String.Format("Received event Leave for unknown player ID: {0}", actorID));
- return;
- }
- PhotonPlayer player = this.GetPlayerWithID(actorID);
- if (player == null)
- {
- Debug.LogError("HandleEventLeave for player ID: " + actorID + " has no PhotonPlayer!");
- }
- // having a new master before calling destroy for the leaving player is important!
- // so we elect a new masterclient and ignore the leaving player (who is still in playerlists).
- this.CheckMasterClient(actorID);
- // destroy objects & buffered messages
- if (this.mCurrentGame != null && this.mCurrentGame.autoCleanUp)
- {
- this.DestroyPlayerObjects(actorID, true);
- }
- RemovePlayer(actorID, player);
- // finally, send notification (the playerList and masterclient are now updated)
- SendMonoMessage(PhotonNetworkingMessage.OnPhotonPlayerDisconnected, player);
- }
- /// <summary>Picks the new master client from player list, if the current Master is leaving (leavingPlayerId) or if no master was assigned so far.</summary>
- /// <param name="leavingPlayerId">
- /// The ignored player is the one who's leaving and should not become master (again). Pass -1 to select any player from the list.
- /// </param>
- private void CheckMasterClient(int leavingPlayerId)
- {
- bool currentMasterIsLeaving = this.mMasterClient != null && this.mMasterClient.ID == leavingPlayerId;
- bool someoneIsLeaving = leavingPlayerId > 0;
- // return early if SOME player (leavingId > 0) is leaving AND it's NOT the current master
- if (someoneIsLeaving && !currentMasterIsLeaving)
- {
- return;
- }
- // picking the player with lowest ID (longest in game).
- if (this.mActors.Count <= 1)
- {
- this.mMasterClient = this.mLocalActor;
- }
- else
- {
- // keys in mActors are their actorNumbers
- int lowestActorNumber = Int32.MaxValue;
- foreach (int key in this.mActors.Keys)
- {
- if (key < lowestActorNumber && key != leavingPlayerId)
- {
- lowestActorNumber = key;
- }
- }
- this.mMasterClient = this.mActors[lowestActorNumber];
- }
- // make a callback ONLY when a player/Master left
- if (someoneIsLeaving)
- {
- SendMonoMessage(PhotonNetworkingMessage.OnMasterClientSwitched, this.mMasterClient);
- }
- }
- /// <summary>
- /// Returns the lowest player.ID - used for Master Client picking.
- /// </summary>
- /// <remarks></remarks>
- private static int ReturnLowestPlayerId(PhotonPlayer[] players, int playerIdToIgnore)
- {
- if (players == null || players.Length == 0)
- {
- return -1;
- }
- int lowestActorNumber = Int32.MaxValue;
- for (int i = 0; i < players.Length; i++)
- {
- PhotonPlayer photonPlayer = players[i];
- if (photonPlayer.ID == playerIdToIgnore)
- {
- continue;
- }
- if (photonPlayer.ID < lowestActorNumber)
- {
- lowestActorNumber = photonPlayer.ID;
- }
- }
- return lowestActorNumber;
- }
- internal protected bool SetMasterClient(int playerId, bool sync)
- {
- bool masterReplaced = this.mMasterClient != null && this.mMasterClient.ID != playerId;
- if (!masterReplaced || !this.mActors.ContainsKey(playerId))
- {
- return false;
- }
- if (sync)
- {
- bool sent = this.OpRaiseEvent(PunEvent.AssignMaster, new Hashtable() { { (byte)1, playerId } }, true, null);
- if (!sent)
- {
- return false;
- }
- }
- this.hasSwitchedMC = true;
- this.mMasterClient = this.mActors[playerId];
- SendMonoMessage(PhotonNetworkingMessage.OnMasterClientSwitched, this.mMasterClient); // we only callback when an actual change is done
- return true;
- }
- private Hashtable GetActorPropertiesForActorNr(Hashtable actorProperties, int actorNr)
- {
- if (actorProperties.ContainsKey(actorNr))
- {
- return (Hashtable)actorProperties[actorNr];
- }
- return actorProperties;
- }
- private PhotonPlayer GetPlayerWithID(int number)
- {
- if (this.mActors != null && this.mActors.ContainsKey(number))
- {
- return this.mActors[number];
- }
- return null;
- }
- private void SendPlayerName()
- {
- if (this.State == global::PeerState.Joining)
- {
- // this means, the join on the gameServer is sent (with an outdated name). send the new when in game
- this.mPlayernameHasToBeUpdated = true;
- return;
- }
- if (this.mLocalActor != null)
- {
- this.mLocalActor.name = this.PlayerName;
- Hashtable properties = new Hashtable();
- properties[ActorProperties.PlayerName] = this.PlayerName;
- if (this.mLocalActor.ID > 0)
- {
- this.OpSetPropertiesOfActor(this.mLocalActor.ID, properties, true, (byte)0);
- this.mPlayernameHasToBeUpdated = false;
- }
- }
- }
- private void GameEnteredOnGameServer(OperationResponse operationResponse)
- {
- if (operationResponse.ReturnCode != 0)
- {
- switch (operationResponse.OperationCode)
- {
- case OperationCode.CreateGame:
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- Debug.Log("Create failed on GameServer. Changing back to MasterServer. Msg: " + operationResponse.DebugMessage);
- SendMonoMessage(PhotonNetworkingMessage.OnPhotonCreateRoomFailed);
- break;
- case OperationCode.JoinGame:
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- Debug.Log("Join failed on GameServer. Changing back to MasterServer. Msg: " + operationResponse.DebugMessage);
- if (operationResponse.ReturnCode == ErrorCode.GameDoesNotExist)
- {
- Debug.Log("Most likely the game became empty during the switch to GameServer.");
- }
- SendMonoMessage(PhotonNetworkingMessage.OnPhotonJoinRoomFailed);
- break;
- case OperationCode.JoinRandomGame:
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- Debug.Log("Join failed on GameServer. Changing back to MasterServer. Msg: " + operationResponse.DebugMessage);
- if (operationResponse.ReturnCode == ErrorCode.GameDoesNotExist)
- {
- Debug.Log("Most likely the game became empty during the switch to GameServer.");
- }
- SendMonoMessage(PhotonNetworkingMessage.OnPhotonRandomJoinFailed);
- break;
- }
- this.DisconnectToReconnect();
- return;
- }
- this.State = global::PeerState.Joined;
- this.mRoomToGetInto.isLocalClientInside = true;
- Hashtable actorProperties = (Hashtable)operationResponse[ParameterCode.PlayerProperties];
- Hashtable gameProperties = (Hashtable)operationResponse[ParameterCode.GameProperties];
- this.ReadoutProperties(gameProperties, actorProperties, 0);
- // the local player's actor-properties are not returned in join-result. add this player to the list
- int localActorNr = (int)operationResponse[ParameterCode.ActorNr];
- this.ChangeLocalID(localActorNr);
- this.CheckMasterClient(-1);
- if (this.mPlayernameHasToBeUpdated)
- {
- this.SendPlayerName();
- }
- switch (operationResponse.OperationCode)
- {
- case OperationCode.CreateGame:
- SendMonoMessage(PhotonNetworkingMessage.OnCreatedRoom);
- break;
- case OperationCode.JoinGame:
- case OperationCode.JoinRandomGame:
- // the mono message for this is sent at another place
- break;
- }
- }
- private Hashtable GetLocalActorProperties()
- {
- if (PhotonNetwork.player != null)
- {
- return PhotonNetwork.player.allProperties;
- }
- Hashtable actorProperties = new Hashtable();
- actorProperties[ActorProperties.PlayerName] = this.PlayerName;
- return actorProperties;
- }
- public void ChangeLocalID(int newID)
- {
- if (this.mLocalActor == null)
- {
- Debug.LogWarning(
- string.Format(
- "Local actor is null or not in mActors! mLocalActor: {0} mActors==null: {1} newID: {2}",
- this.mLocalActor,
- this.mActors == null,
- newID));
- }
- if (this.mActors.ContainsKey(this.mLocalActor.ID))
- {
- this.mActors.Remove(this.mLocalActor.ID);
- }
- this.mLocalActor.InternalChangeLocalID(newID);
- this.mActors[this.mLocalActor.ID] = this.mLocalActor;
- this.RebuildPlayerListCopies();
- }
- #endregion
- #region Operations
- /// <summary>NetworkingPeer.OpCreateGame</summary>
- public bool OpCreateGame(string roomName, RoomOptions roomOptions, TypedLobby typedLobby)
- {
- bool onGameServer = this.server == ServerConnection.GameServer;
- if (!onGameServer)
- {
- this.mRoomOptionsForCreate = roomOptions;
- this.mRoomToGetInto = new Room(roomName, roomOptions);
- this.mRoomToEnterLobby = typedLobby ?? ((this.insideLobby) ? this.lobby : null); // use given lobby, or active lobby (if any active) or none
- }
- this.mLastJoinType = JoinType.CreateGame;
- return base.OpCreateRoom(roomName, roomOptions, this.mRoomToEnterLobby, this.GetLocalActorProperties(), onGameServer);
- }
- /// <summary>NetworkingPeer.OpJoinRoom</summary>
- public bool OpJoinRoom(string roomName, RoomOptions roomOptions, TypedLobby typedLobby, bool createIfNotExists)
- {
- bool onGameServer = this.server == ServerConnection.GameServer;
- if (!onGameServer)
- {
- // roomOptions and typedLobby will be null, unless createIfNotExists is true
- this.mRoomOptionsForCreate = roomOptions;
- this.mRoomToGetInto = new Room(roomName, roomOptions);
- this.mRoomToEnterLobby = null;
- if (createIfNotExists)
- {
- this.mRoomToEnterLobby = typedLobby ?? ((this.insideLobby) ? this.lobby : null); // use given lobby, or active lobby (if any active) or none
- }
- }
- this.mLastJoinType = (createIfNotExists) ? JoinType.JoinOrCreateOnDemand : JoinType.JoinGame;
- return base.OpJoinRoom(roomName, roomOptions, this.mRoomToEnterLobby, createIfNotExists, this.GetLocalActorProperties(), onGameServer);
- }
- /// <summary>NetworkingPeer.OpJoinRandomRoom</summary>
- /// <remarks>this override just makes sure we have a mRoomToGetInto, even if it's blank (the properties provided in this method are filters. they are not set when we join the game)</remarks>
- public override bool OpJoinRandomRoom(Hashtable expectedCustomRoomProperties, byte expectedMaxPlayers, Hashtable playerProperties, MatchmakingMode matchingType, TypedLobby typedLobby, string sqlLobbyFilter)
- {
- this.mRoomToGetInto = new Room(null, null);
- this.mRoomToEnterLobby = null; // join random never stores the lobby. the following join will not affect the room lobby
- // if typedLobby is null, the server will automatically use the active lobby or default, which is what we want anyways
- this.mLastJoinType = JoinType.JoinRandomGame;
- return base.OpJoinRandomRoom(expectedCustomRoomProperties, expectedMaxPlayers, playerProperties, matchingType, typedLobby, sqlLobbyFilter);
- }
- /// <summary>
- /// Operation Leave will exit any current room.
- /// </summary>
- /// <remarks>
- /// This also happens when you disconnect from the server.
- /// Disconnect might be a step less if you don't want to create a new room on the same server.
- /// </remarks>
- /// <returns></returns>
- public virtual bool OpLeave()
- {
- if (this.State != global::PeerState.Joined)
- {
- Debug.LogWarning("Not sending leave operation. State is not 'Joined': " + this.State);
- return false;
- }
- return this.OpCustom((byte)OperationCode.Leave, null, true, 0);
- }
- public override bool OpRaiseEvent(byte eventCode, object customEventContent, bool sendReliable, RaiseEventOptions raiseEventOptions)
- {
- if (PhotonNetwork.offlineMode)
- {
- return false;
- }
- return base.OpRaiseEvent(eventCode, customEventContent, sendReliable, raiseEventOptions);
- }
- #endregion
- #region Implementation of IPhotonPeerListener
- public void DebugReturn(DebugLevel level, string message)
- {
- this.externalListener.DebugReturn(level, message);
- }
- public void OnOperationResponse(OperationResponse operationResponse)
- {
- if (PhotonNetwork.networkingPeer.State == global::PeerState.Disconnecting)
- {
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- Debug.Log("OperationResponse ignored while disconnecting. Code: " + operationResponse.OperationCode);
- return;
- }
- // extra logging for error debugging (helping developers with a bit of automated analysis)
- if (operationResponse.ReturnCode == 0)
- {
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- Debug.Log(operationResponse.ToString());
- }
- else
- {
- if (operationResponse.ReturnCode == ErrorCode.OperationNotAllowedInCurrentState)
- {
- Debug.LogError("Operation " + operationResponse.OperationCode + " could not be executed yet. Wait for state JoinedLobby or ConnectedToMaster and their respective callbacks before calling OPs.");
- }
- else if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- {
- Debug.LogError("Operation failed: " + operationResponse.ToStringFull() + " Server: " + this.server);
- }
- }
- // use the "secret" or "token" whenever we get it. doesn't really matter if it's in AuthResponse.
- if (operationResponse.Parameters.ContainsKey(ParameterCode.Secret))
- {
- if (this.CustomAuthenticationValues == null)
- {
- this.CustomAuthenticationValues = new AuthenticationValues();
- // this.DebugReturn(DebugLevel.ERROR, "Server returned secret. Created CustomAuthenticationValues.");
- }
- this.CustomAuthenticationValues.Secret = operationResponse[ParameterCode.Secret] as string;
- }
- switch (operationResponse.OperationCode)
- {
- case OperationCode.Authenticate:
- {
- // PeerState oldState = this.State;
- if (operationResponse.ReturnCode != 0)
- {
- if (operationResponse.ReturnCode == ErrorCode.InvalidOperationCode)
- {
- Debug.LogError(string.Format("If you host Photon yourself, make sure to start the 'Instance LoadBalancing' "+ this.ServerAddress));
- }
- else if (operationResponse.ReturnCode == ErrorCode.InvalidAuthentication)
- {
- Debug.LogError(string.Format("The appId this client sent is unknown on the server (Cloud). Check settings. If using the Cloud, check account."));
- SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, DisconnectCause.InvalidAuthentication);
- }
- else if (operationResponse.ReturnCode == ErrorCode.CustomAuthenticationFailed)
- {
- Debug.LogError(string.Format("Custom Authentication failed (either due to user-input or configuration or AuthParameter string format). Calling: OnCustomAuthenticationFailed()"));
- SendMonoMessage(PhotonNetworkingMessage.OnCustomAuthenticationFailed, operationResponse.DebugMessage);
- }
- else
- {
- Debug.LogError(string.Format("Authentication failed: '{0}' Code: {1}", operationResponse.DebugMessage, operationResponse.ReturnCode));
- }
- this.State = global::PeerState.Disconnecting;
- this.Disconnect();
- if (operationResponse.ReturnCode == ErrorCode.MaxCcuReached)
- {
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- Debug.LogWarning(string.Format("Currently, the limit of users is reached for this title. Try again later. Disconnecting"));
- SendMonoMessage(PhotonNetworkingMessage.OnPhotonMaxCccuReached);
- SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, DisconnectCause.MaxCcuReached);
- }
- else if (operationResponse.ReturnCode == ErrorCode.InvalidRegion)
- {
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- 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."));
- SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, DisconnectCause.InvalidRegion);
- }
- break;
- }
- else
- {
- if (this.server == ServerConnection.NameServer)
- {
- // on the NameServer, authenticate returns the MasterServer address for a region and we hop off to there
- this.MasterServerAddress = operationResponse[ParameterCode.Address] as string;
- this.DisconnectToReconnect();
- this.Connect(this.MasterServerAddress, ServerConnection.MasterServer);
- }
- else if (this.server == ServerConnection.MasterServer)
- {
- if (PhotonNetwork.autoJoinLobby)
- {
- this.State = global::PeerState.Authenticated;
- this.OpJoinLobby(this.lobby);
- }
- else
- {
- this.State = global::PeerState.ConnectedToMaster;
- NetworkingPeer.SendMonoMessage(PhotonNetworkingMessage.OnConnectedToMaster);
- }
- }
- else if (this.server == ServerConnection.GameServer)
- {
- this.State = global::PeerState.Joining;
- if (this.mLastJoinType == JoinType.JoinGame || this.mLastJoinType == JoinType.JoinRandomGame || this.mLastJoinType == JoinType.JoinOrCreateOnDemand)
- {
- // 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.
- this.OpJoinRoom(this.mRoomToGetInto.name, this.mRoomOptionsForCreate, this.mRoomToEnterLobby, this.mLastJoinType == JoinType.JoinOrCreateOnDemand);
- }
- else if (this.mLastJoinType == JoinType.CreateGame)
- {
- // on the game server, we have to apply the room properties that were chosen for creation of the room, so we use this.mRoomToGetInto
- this.OpCreateGame(this.mRoomToGetInto.name, this.mRoomOptionsForCreate, this.mRoomToEnterLobby);
- }
- break;
- }
- }
- break;
- }
- case OperationCode.GetRegions:
- this.AvailableRegions = operationResponse[ParameterCode.Region] as string[];
- this.AvailableRegionsServers = operationResponse[ParameterCode.Address] as string[];
- Debug.Log("GetRegions returned: " + operationResponse.ToStringFull());
- break;
- case OperationCode.CreateGame:
- {
- if (this.server == ServerConnection.GameServer)
- {
- this.GameEnteredOnGameServer(operationResponse);
- }
- else
- {
- if (operationResponse.ReturnCode != 0)
- {
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- Debug.LogWarning(string.Format("CreateRoom failed, client stays on masterserver: {0}.", operationResponse.ToStringFull()));
- SendMonoMessage(PhotonNetworkingMessage.OnPhotonCreateRoomFailed);
- break;
- }
- string gameID = (string) operationResponse[ParameterCode.RoomName];
- if (!string.IsNullOrEmpty(gameID))
- {
- // is only sent by the server's response, if it has not been
- // sent with the client's request before!
- this.mRoomToGetInto.name = gameID;
- }
- this.mGameserver = (string)operationResponse[ParameterCode.Address];
- this.DisconnectToReconnect();
- }
- break;
- }
- case OperationCode.JoinGame:
- {
- if (this.server != ServerConnection.GameServer)
- {
- if (operationResponse.ReturnCode != 0)
- {
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- Debug.Log(string.Format("JoinRoom failed (room maybe closed by now). Client stays on masterserver: {0}. State: {1}", operationResponse.ToStringFull(), this.State));
- SendMonoMessage(PhotonNetworkingMessage.OnPhotonJoinRoomFailed);
- break;
- }
- this.mGameserver = (string)operationResponse[ParameterCode.Address];
- this.DisconnectToReconnect();
- }
- else
- {
- this.GameEnteredOnGameServer(operationResponse);
- }
- break;
- }
- case OperationCode.JoinRandomGame:
- {
- // happens only on master. on gameserver, this is a regular join (we don't need to find a random game again)
- // the operation OpJoinRandom either fails (with returncode 8) or returns game-to-join information
- if (operationResponse.ReturnCode != 0)
- {
- if (operationResponse.ReturnCode == ErrorCode.NoRandomMatchFound)
- {
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
- Debug.Log("JoinRandom failed: No open game. Calling: OnPhotonRandomJoinFailed() and staying on master server.");
- }
- else if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- {
- Debug.LogWarning(string.Format("JoinRandom failed: {0}.", operationResponse.ToStringFull()));
- }
- SendMonoMessage(PhotonNetworkingMessage.OnPhotonRandomJoinFailed);
- break;
- }
- string roomName = (string)operationResponse[ParameterCode.RoomName];
- this.mRoomToGetInto.name = roomName;
- this.mGameserver = (string)operationResponse[ParameterCode.Address];
- this.DisconnectToReconnect();
- break;
- }
- case OperationCode.JoinLobby:
- this.State = global::PeerState.JoinedLobby;
- this.insideLobby = true;
- SendMonoMessage(PhotonNetworkingMessage.OnJoinedLobby);
- // this.mListener.joinLobbyReturn();
- break;
- case OperationCode.LeaveLobby:
- this.State = global::PeerState.Authenticated;
- this.LeftLobbyCleanup(); // will set insideLobby = false
- break;
- case OperationCode.Leave:
- this.DisconnectToReconnect();
- break;
- case OperationCode.SetProperties:
- // this.mListener.setPropertiesReturn(returnCode, debugMsg);
- break;
- case OperationCode.GetProperties:
- {
- Hashtable actorProperties = (Hashtable)operationResponse[ParameterCode.PlayerProperties];
- Hashtable gameProperties = (Hashtable)operationResponse[ParameterCode.GameProperties];
- this.ReadoutProperties(gameProperties, actorProperties, 0);
- // RemoveByteTypedPropertyKeys(actorProperties, false);
- // RemoveByteTypedPropertyKeys(gameProperties, false);
- // this.mListener.getPropertiesReturn(gameProperties, actorProperties, returnCode, debugMsg);
- break;
- }
- case OperationCode.RaiseEvent:
- // this usually doesn't give us a result. only if the caching is affected the server will send one.
- break;
- case OperationCode.FindFriends:
- bool[] onlineList = operationResponse[ParameterCode.FindFriendsResponseOnlineList] as bool[];
- string[] roomList = operationResponse[ParameterCode.FindFriendsResponseRoomIdList] as string[];
- if (onlineList != null && roomList != null && PhotonNetwork.Friends != null && onlineList.Length == PhotonNetwork.Friends.Count)
- {
- for (int index = 0; index < PhotonNetwork.Friends.Count; index++)
- {
- FriendInfo friend = PhotonNetwork.Friends[index];
- friend.Room = roomList[index];
- friend.IsOnline = onlineList[index];
- }
- }
- else
- {
- // any of the lists is null and shouldn't. print a error
- Debug.LogError("FindFriends failed to apply the result, as a required value wasn't provided or the friend list length differed from result.");
- }
- this.isFetchingFriends = false;
- this.friendListTimestamp = Environment.TickCount;
- if (this.friendListTimestamp == 0)
- {
- this.friendListTimestamp = 1; // makes sure the timestamp is not accidentally 0
- }
- SendMonoMessage(PhotonNetworkingMessage.OnUpdatedFriendList);
- break;
- default:
- Debug.LogWarning(string.Format("OperationResponse unhandled: {0}", operationResponse.ToString()));
- break;
- }
- this.externalListener.OnOperationResponse(operationResponse);
- }
- /// <summary>
- /// Age of friend list info (in milliseconds). It's 0 until a friend list is fetched.
- /// </summary>
- protected internal int FriendsListAge { get { return (this.isFetchingFriends || this.friendListTimestamp == 0) ? 0 : Environment.TickCount - this.friendListTimestamp; } }
- private int friendListTimestamp;
- /// <summary>Internal flag to know if the client currently fetches a friend list.</summary>
- private bool isFetchingFriends;
- /// <summary>
- /// Request the rooms and online status for a list of friends. All client must set a unique username via PlayerName property. The result is available in this.Friends.
- /// </summary>
- /// <remarks>
- /// Used on Master Server to find the rooms played by a selected list of users.
- /// The result will be mapped to LoadBalancingClient.Friends when available.
- /// The list is initialized by OpFindFriends on first use (before that, it is null).
- ///
- /// Users identify themselves by setting a PlayerName in the LoadBalancingClient instance.
- /// This in turn will send the name in OpAuthenticate after each connect (to master and game servers).
- /// Note: Changing a player's name doesn't make sense when using a friend list.
- ///
- /// The list of usernames must be fetched from some other source (not provided by Photon).
- ///
- ///
- /// Internal:
- /// The server response includes 2 arrays of info (each index matching a friend from the request):
- /// ParameterCode.FindFriendsResponseOnlineList = bool[] of online states
- /// ParameterCode.FindFriendsResponseRoomIdList = string[] of room names (empty string if not in a room)
- /// </remarks>
- /// <param name="friendsToFind">Array of friend's names (make sure they are unique).</param>
- /// <returns>If the operation could be sent (requires connection, only one request is allowed at any time). Always false in offline mode.</returns>
- public override bool OpFindFriends(string[] friendsToFind)
- {
- if (this.isFetchingFriends)
- {
- return false; // fetching friends currently, so don't do it again (avoid changing the list while fetching friends)
- }
- this.isFetchingFriends = true;
- PhotonNetwork.Friends = new List<FriendInfo>(friendsToFind.Length);
- foreach (string name in friendsToFind)
- {
- PhotonNetwork.Friends.Add(new FriendInfo() { Name = name });
- }
- return base.OpFindFriends(friendsToFind);
- }
- public void OnStatusChanged(StatusCode statusCode)
- {
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- Debug.Log(string.Format("OnStatusChanged: {0}", statusCode.ToString()));
- switch (statusCode)
- {
- case StatusCode.Connect:
- if (this.State == global::PeerState.ConnectingToNameServer)
- {
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
- Debug.Log("Connected to NameServer.");
- this.server = ServerConnection.NameServer;
- this.CustomAuthenticationValues.Secret = null; // when connecting to NameServer, invalidate any auth values
- }
- if (this.State == global::PeerState.ConnectingToGameserver)
- {
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
- Debug.Log("Connected to gameserver.");
- this.server = ServerConnection.GameServer;
- this.State = global::PeerState.ConnectedToGameserver;
- }
- if (this.State == global::PeerState.ConnectingToMasterserver)
- {
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
- Debug.Log("Connected to masterserver.");
- this.server = ServerConnection.MasterServer;
- this.State = global::PeerState.ConnectedToMaster;
- if (this.IsInitialConnect)
- {
- SendMonoMessage(PhotonNetworkingMessage.OnConnectedToPhoton);
- }
- }
- this.EstablishEncryption(); // always enable encryption
- this.IsInitialConnect = false; // after handling potential initial-connect issues with special messages, we are now sure we can reach a server
- if (this.IsAuthorizeSecretAvailable)
- {
- // if we have a token we don't have to wait for encryption (it is encrypted anyways, so encryption is just optional later on)
- this.didAuthenticate = this.OpAuthenticate(this.mAppId, this.mAppVersion, this.PlayerName, this.CustomAuthenticationValues, this.CloudRegion);
- if (this.didAuthenticate)
- {
- this.State = global::PeerState.Authenticating;
- }
- }
- break;
- case StatusCode.EncryptionEstablished:
- // on nameserver, the "process" is stopped here, so the developer/game can either get regions or authenticate with a specific region
- if (this.server == ServerConnection.NameServer)
- {
- this.State = global::PeerState.ConnectedToNameServer;
- if (!this.didAuthenticate && string.IsNullOrEmpty(this.CloudRegion))
- {
- // this client is not setup to connect to a default region. find out which regions there are!
- this.OpGetRegions(this.mAppId);
- }
- }
- // we might need to authenticate automatically now, so the client can do anything at all
- if (!this.didAuthenticate && (!this.IsUsingNameServer || this.CloudRegion != null))
- {
- // once encryption is availble, the client should send one (secure) authenticate. it includes the AppId (which identifies your app on the Photon Cloud)
- this.didAuthenticate = this.OpAuthenticate(this.mAppId, this.mAppVersion, this.PlayerName, this.CustomAuthenticationValues, this.CloudRegion);
- if (this.didAuthenticate)
- {
- this.State = global::PeerState.Authenticating;
- }
- }
- break;
- case StatusCode.EncryptionFailedToEstablish:
- Debug.LogError("Encryption wasn't established: " + statusCode + ". Going to authenticate anyways.");
- this.OpAuthenticate(this.mAppId, this.mAppVersion, this.PlayerName, this.CustomAuthenticationValues, this.CloudRegion); // TODO: check if there are alternatives
- break;
- case StatusCode.Disconnect:
- this.didAuthenticate = false;
- this.isFetchingFriends = false;
- if (this.State == global::PeerState.DisconnectingFromMasterserver)
- {
- if (this.Connect(this.mGameserver, ServerConnection.GameServer))
- {
- this.State = global::PeerState.ConnectingToGameserver;
- }
- }
- else if (this.State == global::PeerState.DisconnectingFromGameserver)
- {
- if (this.Connect(this.MasterServerAddress, ServerConnection.MasterServer))
- {
- this.State = global::PeerState.ConnectingToMasterserver;
- }
- }
- else
- {
- this.LeftRoomCleanup();
- if (this.CustomAuthenticationValues != null)
- {
- this.CustomAuthenticationValues.Secret = null; // invalidate any custom auth secrets
- }
- this.State = global::PeerState.PeerCreated;
- SendMonoMessage(PhotonNetworkingMessage.OnDisconnectedFromPhoton);
- }
- break;
- case StatusCode.SecurityExceptionOnConnect:
- case StatusCode.ExceptionOnConnect:
- this.State = global::PeerState.PeerCreated;
- if (this.CustomAuthenticationValues != null)
- {
- this.CustomAuthenticationValues.Secret = null; // invalidate any custom auth secrets
- }
- DisconnectCause cause = (DisconnectCause)statusCode;
- SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, cause);
- break;
- case StatusCode.Exception:
- if (this.IsInitialConnect)
- {
- Debug.LogError("Exception while connecting to: " + this.ServerAddress + ". Check if the server is available.");
- if (this.ServerAddress == null || this.ServerAddress.StartsWith("127.0.0.1"))
- {
- 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.");
- if (this.ServerAddress == this.mGameserver)
- {
- Debug.LogWarning("This might be a misconfiguration in the game server config. You need to edit it to a (public) address.");
- }
- }
- this.State = global::PeerState.PeerCreated;
- cause = (DisconnectCause)statusCode;
- SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, cause);
- }
- else
- {
- this.State = global::PeerState.PeerCreated;
- cause = (DisconnectCause)statusCode;
- SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, cause);
- }
- this.Disconnect();
- break;
- case StatusCode.TimeoutDisconnect:
- case StatusCode.ExceptionOnReceive:
- case StatusCode.DisconnectByServer:
- case StatusCode.DisconnectByServerLogic:
- case StatusCode.DisconnectByServerUserLimit:
- if (this.IsInitialConnect)
- {
- Debug.LogWarning(statusCode + " while connecting to: " + this.ServerAddress + ". Check if the server is available.");
- cause = (DisconnectCause)statusCode;
- SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, cause);
- }
- else
- {
- cause = (DisconnectCause)statusCode;
- SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, cause);
- }
- if (this.CustomAuthenticationValues != null)
- {
- this.CustomAuthenticationValues.Secret = null; // invalidate any custom auth secrets
- }
- this.Disconnect();
- break;
- case StatusCode.SendError:
- // this.mListener.clientErrorReturn(statusCode);
- break;
- case StatusCode.QueueOutgoingReliableWarning:
- case StatusCode.QueueOutgoingUnreliableWarning:
- case StatusCode.QueueOutgoingAcksWarning:
- case StatusCode.QueueSentWarning:
- // this.mListener.warningReturn(statusCode);
- break;
- // // TCP "routing" is an option of Photon that's not currently needed (or supported) by PUN
- //case StatusCode.TcpRouterResponseOk:
- // break;
- //case StatusCode.TcpRouterResponseEndpointUnknown:
- //case StatusCode.TcpRouterResponseNodeIdUnknown:
- //case StatusCode.TcpRouterResponseNodeNotReady:
- // this.DebugReturn(DebugLevel.ERROR, "Unexpected router response: " + statusCode);
- // break;
- default:
- // this.mListener.serverErrorReturn(statusCode.value());
- Debug.LogError("Received unknown status code: " + statusCode);
- break;
- }
- this.externalListener.OnStatusChanged(statusCode);
- }
- public void OnEvent(EventData photonEvent)
- {
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- Debug.Log(string.Format("OnEvent: {0}", photonEvent.ToString()));
- int actorNr = -1;
- PhotonPlayer originatingPlayer = null;
- if (photonEvent.Parameters.ContainsKey(ParameterCode.ActorNr))
- {
- actorNr = (int)photonEvent[ParameterCode.ActorNr];
- if (this.mActors.ContainsKey(actorNr))
- {
- originatingPlayer = (PhotonPlayer)this.mActors[actorNr];
- }
- //else
- //{
- // // the actor sending this event is not in actorlist. this is usually no problem
- // if (photonEvent.Code != (byte)LiteOpCode.Join)
- // {
- // Debug.LogWarning("Received event, but we do not have this actor: " + actorNr);
- // }
- //}
- }
- switch (photonEvent.Code)
- {
- case EventCode.GameList:
- {
- this.mGameList = new Dictionary<string, RoomInfo>();
- Hashtable games = (Hashtable)photonEvent[ParameterCode.GameList];
- foreach (DictionaryEntry game in games)
- {
- string gameName = (string)game.Key;
- this.mGameList[gameName] = new RoomInfo(gameName, (Hashtable)game.Value);
- }
- mGameListCopy = new RoomInfo[mGameList.Count];
- mGameList.Values.CopyTo(mGameListCopy, 0);
- SendMonoMessage(PhotonNetworkingMessage.OnReceivedRoomListUpdate);
- break;
- }
- case EventCode.GameListUpdate:
- {
- Hashtable games = (Hashtable)photonEvent[ParameterCode.GameList];
- foreach (DictionaryEntry room in games)
- {
- string gameName = (string)room.Key;
- RoomInfo game = new RoomInfo(gameName, (Hashtable)room.Value);
- if (game.removedFromList)
- {
- this.mGameList.Remove(gameName);
- }
- else
- {
- this.mGameList[gameName] = game;
- }
- }
- this.mGameListCopy = new RoomInfo[this.mGameList.Count];
- this.mGameList.Values.CopyTo(this.mGameListCopy, 0);
- SendMonoMessage(PhotonNetworkingMessage.OnReceivedRoomListUpdate);
- break;
- }
- case EventCode.QueueState:
- if (photonEvent.Parameters.ContainsKey(ParameterCode.Position))
- {
- this.mQueuePosition = (int)photonEvent[ParameterCode.Position];
- }
- else
- {
- Debug.LogError("Event QueueState must contain position!");
- }
- if (this.mQueuePosition == 0)
- {
- // once we're un-queued, let's join the lobby or simply be "connected to master"
- if (PhotonNetwork.autoJoinLobby)
- {
- this.State = global::PeerState.Authenticated;
- this.OpJoinLobby(this.lobby);
- }
- else
- {
- this.State = global::PeerState.ConnectedToMaster;
- NetworkingPeer.SendMonoMessage(PhotonNetworkingMessage.OnConnectedToMaster);
- }
- }
- break;
- case EventCode.AppStats:
- // Debug.LogInfo("Received stats!");
- this.mPlayersInRoomsCount = (int)photonEvent[ParameterCode.PeerCount];
- this.mPlayersOnMasterCount = (int)photonEvent[ParameterCode.MasterPeerCount];
- this.mGameCount = (int)photonEvent[ParameterCode.GameCount];
- break;
- case EventCode.Join:
- // actorNr is fetched out of event above
- Hashtable actorProperties = (Hashtable)photonEvent[ParameterCode.PlayerProperties];
- if (originatingPlayer == null)
- {
- bool isLocal = this.mLocalActor.ID == actorNr;
- this.AddNewPlayer(actorNr, new PhotonPlayer(isLocal, actorNr, actorProperties));
- this.ResetPhotonViewsOnSerialize(); // This sets the correct OnSerializeState for Reliable OnSerialize
- }
- if (actorNr == this.mLocalActor.ID)
- {
- // in this player's 'own' join event, we get a complete list of players in the room, so check if we know all players
- int[] actorsInRoom = (int[])photonEvent[ParameterCode.ActorList];
- foreach (int actorNrToCheck in actorsInRoom)
- {
- if (this.mLocalActor.ID != actorNrToCheck && !this.mActors.ContainsKey(actorNrToCheck))
- {
- this.AddNewPlayer(actorNrToCheck, new PhotonPlayer(false, actorNrToCheck, string.Empty));
- }
- }
- // joinWithCreateOnDemand can turn an OpJoin into creating the room. Then actorNumber is 1 and callback: OnCreatedRoom()
- if (this.mLastJoinType == JoinType.JoinOrCreateOnDemand && this.mLocalActor.ID == 1)
- {
- SendMonoMessage(PhotonNetworkingMessage.OnCreatedRoom);
- }
- SendMonoMessage(PhotonNetworkingMessage.OnJoinedRoom); //Always send OnJoinedRoom
- }
- else
- {
- SendMonoMessage(PhotonNetworkingMessage.OnPhotonPlayerConnected, this.mActors[actorNr]);
- }
- break;
- case EventCode.Leave:
- this.HandleEventLeave(actorNr);
- break;
- case EventCode.PropertiesChanged:
- int targetActorNr = (int)photonEvent[ParameterCode.TargetActorNr];
- Hashtable gameProperties = null;
- Hashtable actorProps = null;
- if (targetActorNr == 0)
- {
- gameProperties = (Hashtable)photonEvent[ParameterCode.Properties];
- }
- else
- {
- actorProps = (Hashtable)photonEvent[ParameterCode.Properties];
- }
- this.ReadoutProperties(gameProperties, actorProps, targetActorNr);
- break;
- case PunEvent.RPC:
- //ts: each event now contains a single RPC. execute this
- this.ExecuteRPC(photonEvent[ParameterCode.Data] as Hashtable, originatingPlayer);
- break;
- case PunEvent.SendSerialize:
- case PunEvent.SendSerializeReliable:
- Hashtable serializeData = (Hashtable)photonEvent[ParameterCode.Data];
- //Debug.Log(serializeData.ToStringFull());
- int remoteUpdateServerTimestamp = (int)serializeData[(byte)0];
- short remoteLevelPrefix = -1;
- short initialDataIndex = 1;
- if (serializeData.ContainsKey((byte)1))
- {
- remoteLevelPrefix = (short)serializeData[(byte)1];
- initialDataIndex = 2;
- }
- for (short s = initialDataIndex; s < serializeData.Count; s++)
- {
- this.OnSerializeRead(serializeData[s] as Hashtable, originatingPlayer, remoteUpdateServerTimestamp, remoteLevelPrefix);
- }
- break;
- case PunEvent.Instantiation:
- this.DoInstantiate((Hashtable)photonEvent[ParameterCode.Data], originatingPlayer, null);
- break;
- case PunEvent.CloseConnection:
- // MasterClient "requests" a disconnection from us
- if (originatingPlayer == null || !originatingPlayer.isMasterClient)
- {
- Debug.LogError("Error: Someone else(" + originatingPlayer + ") then the masterserver requests a disconnect!");
- }
- else
- {
- PhotonNetwork.LeaveRoom();
- }
- break;
- case PunEvent.DestroyPlayer:
- Hashtable evData = (Hashtable)photonEvent[ParameterCode.Data];
- int targetPlayerId = (int)evData[(byte)0];
- if (targetPlayerId >= 0)
- {
- this.DestroyPlayerObjects(targetPlayerId, true);
- }
- else
- {
- if (this.DebugOut >= DebugLevel.INFO) Debug.Log("Ev DestroyAll! By PlayerId: " + actorNr);
- this.DestroyAll(true);
- }
- break;
- case PunEvent.Destroy:
- evData = (Hashtable)photonEvent[ParameterCode.Data];
- int instantiationId = (int)evData[(byte)0];
- // Debug.Log("Ev Destroy for viewId: " + instantiationId + " sent by owner: " + (instantiationId / PhotonNetwork.MAX_VIEW_IDS == actorNr) + " this client is owner: " + (instantiationId / PhotonNetwork.MAX_VIEW_IDS == this.mLocalActor.ID));
- GameObject goToDestroyLocally = null;
- this.instantiatedObjects.TryGetValue(instantiationId, out goToDestroyLocally);
- if (goToDestroyLocally == null || originatingPlayer == null)
- {
- if (this.DebugOut >= DebugLevel.ERROR) Debug.LogError("Can't execute received Destroy request for view ID=" + instantiationId + " as GO can't be found. From player/actorNr: " + actorNr + " GO to destroy=" + goToDestroyLocally + " originating Player=" + originatingPlayer);
- }
- else
- {
- this.RemoveInstantiatedGO(goToDestroyLocally, true);
- }
- break;
- case PunEvent.AssignMaster:
- evData = (Hashtable)photonEvent[ParameterCode.Data];
- int newMaster = (int)evData[(byte)1];
- this.SetMasterClient(newMaster, false);
- break;
- default:
- if (photonEvent.Code > 0 && photonEvent.Code < 200 && PhotonNetwork.OnEventCall != null)
- {
- object content = photonEvent[ParameterCode.Data];
- PhotonNetwork.OnEventCall(photonEvent.Code, content, actorNr);
- }
- else
- {
- // actorNr might be null. it is fetched out of event on top of method
- // Hashtable eventContent = (Hashtable) photonEvent[ParameterCode.Data];
- // this.mListener.customEventAction(actorNr, eventCode, eventContent);
- Debug.LogError("Error. Unhandled event: " + photonEvent);
- }
- break;
- }
- this.externalListener.OnEvent(photonEvent);
- }
- #endregion
- public static void SendMonoMessage(PhotonNetworkingMessage methodString, params object[] parameters)
- {
- HashSet<GameObject> objectsToCall;
- if (PhotonNetwork.SendMonoMessageTargets != null)
- {
- objectsToCall = PhotonNetwork.SendMonoMessageTargets;
- }
- else
- {
- objectsToCall = new HashSet<GameObject>();
- Component[] targetComponents = (Component[])GameObject.FindObjectsOfType(typeof(MonoBehaviour));
- for (int index = 0; index < targetComponents.Length; index++)
- {
- objectsToCall.Add(targetComponents[index].gameObject);
- }
- }
- string methodName = methodString.ToString();
- foreach (GameObject gameObject in objectsToCall)
- {
- if (parameters != null && parameters.Length == 1)
- {
- gameObject.SendMessage(methodName, parameters[0], SendMessageOptions.DontRequireReceiver);
- }
- else
- {
- gameObject.SendMessage(methodName, parameters, SendMessageOptions.DontRequireReceiver);
- }
- }
- }
- // PHOTONVIEW/RPC related
- /// <summary>
- /// Executes a received RPC event
- /// </summary>
- public void ExecuteRPC(Hashtable rpcData, PhotonPlayer sender)
- {
- if (rpcData == null || !rpcData.ContainsKey((byte)0))
- {
- Debug.LogError("Malformed RPC; this should never occur. Content: " + SupportClass.DictionaryToString(rpcData));
- return;
- }
- // ts: updated with "flat" event data
- int netViewID = (int)rpcData[(byte)0]; // LIMITS PHOTONVIEWS&PLAYERS
- int otherSidePrefix = 0; // by default, the prefix is 0 (and this is not being sent)
- if (rpcData.ContainsKey((byte)1))
- {
- otherSidePrefix = (short)rpcData[(byte)1];
- }
- string inMethodName;
- if (rpcData.ContainsKey((byte)5))
- {
- int rpcIndex = (byte)rpcData[(byte)5]; // LIMITS RPC COUNT
- if (rpcIndex > PhotonNetwork.PhotonServerSettings.RpcList.Count - 1)
- {
- Debug.LogError("Could not find RPC with index: " + rpcIndex + ". Going to ignore! Check PhotonServerSettings.RpcList");
- return;
- }
- else
- {
- inMethodName = PhotonNetwork.PhotonServerSettings.RpcList[rpcIndex];
- }
- }
- else
- {
- inMethodName = (string)rpcData[(byte)3];
- }
- object[] inMethodParameters = null;
- if (rpcData.ContainsKey((byte)4))
- {
- inMethodParameters = (object[])rpcData[(byte)4];
- }
- if (inMethodParameters == null)
- {
- inMethodParameters = new object[0];
- }
- PhotonView photonNetview = this.GetPhotonView(netViewID);
- if (photonNetview == null)
- {
- int viewOwnerId = netViewID/PhotonNetwork.MAX_VIEW_IDS;
- bool owningPv = (viewOwnerId == this.mLocalActor.ID);
- bool ownerSent = (viewOwnerId == sender.ID);
- if (owningPv)
- {
- Debug.LogWarning("Received RPC \"" + inMethodName + "\" for viewID " + netViewID + " but this PhotonView does not exist! View was/is ours." + (ownerSent ? " Owner called." : " Remote called."));
- }
- else
- {
- Debug.LogError("Received RPC \"" + inMethodName + "\" for viewID " + netViewID + " but this PhotonView does not exist! Was remote PV." + (ownerSent ? " Owner called." : " Remote called."));
- }
- return;
- }
- if (photonNetview.prefix != otherSidePrefix)
- {
- Debug.LogError(
- "Received RPC \"" + inMethodName + "\" on viewID " + netViewID + " with a prefix of " + otherSidePrefix
- + ", our prefix is " + photonNetview.prefix + ". The RPC has been ignored.");
- return;
- }
- // Get method name
- if (inMethodName == string.Empty)
- {
- Debug.LogError("Malformed RPC; this should never occur. Content: " + SupportClass.DictionaryToString(rpcData));
- return;
- }
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
- Debug.Log("Received RPC: " + inMethodName);
- // SetReceiving filtering
- if (photonNetview.group != 0 && !allowedReceivingGroups.Contains(photonNetview.group))
- {
- return; // Ignore group
- }
- Type[] argTypes = new Type[0];
- if (inMethodParameters.Length > 0)
- {
- argTypes = new Type[inMethodParameters.Length];
- int i = 0;
- for (int index = 0; index < inMethodParameters.Length; index++)
- {
- object objX = inMethodParameters[index];
- if (objX == null)
- {
- argTypes[i] = null;
- }
- else
- {
- argTypes[i] = objX.GetType();
- }
- i++;
- }
- }
- int receivers = 0;
- int foundMethods = 0;
- MonoBehaviour[] mbComponents = photonNetview.GetComponents<MonoBehaviour>(); // NOTE: we could possibly also cache MonoBehaviours per view?!
- for (int componentsIndex = 0; componentsIndex < mbComponents.Length; componentsIndex++)
- {
- MonoBehaviour monob = mbComponents[componentsIndex];
- if (monob == null)
- {
- Debug.LogError("ERROR You have missing MonoBehaviours on your gameobjects!");
- continue;
- }
- Type type = monob.GetType();
- // Get [RPC] methods from cache
- List<MethodInfo> cachedRPCMethods = null;
- if (this.monoRPCMethodsCache.ContainsKey(type))
- {
- cachedRPCMethods = this.monoRPCMethodsCache[type];
- }
- if (cachedRPCMethods == null)
- {
- List<MethodInfo> entries = SupportClass.GetMethods(type, typeof(RPC));
- this.monoRPCMethodsCache[type] = entries;
- cachedRPCMethods = entries;
- }
- if (cachedRPCMethods == null)
- {
- continue;
- }
- // Check cache for valid methodname+arguments
- for (int index = 0; index < cachedRPCMethods.Count; index++)
- {
- MethodInfo mInfo = cachedRPCMethods[index];
- if (mInfo.Name == inMethodName)
- {
- foundMethods++;
- ParameterInfo[] pArray = mInfo.GetParameters();
- if (pArray.Length == argTypes.Length)
- {
- // Normal, PhotonNetworkMessage left out
- if (this.CheckTypeMatch(pArray, argTypes))
- {
- receivers++;
- object result = mInfo.Invoke((object)monob, inMethodParameters);
- if (mInfo.ReturnType == typeof(IEnumerator))
- {
- monob.StartCoroutine((IEnumerator)result);
- }
- }
- }
- else if ((pArray.Length - 1) == argTypes.Length)
- {
- // Check for PhotonNetworkMessage being the last
- if (this.CheckTypeMatch(pArray, argTypes))
- {
- if (pArray[pArray.Length - 1].ParameterType == typeof(PhotonMessageInfo))
- {
- receivers++;
- int sendTime = (int)rpcData[(byte)2];
- object[] deParamsWithInfo = new object[inMethodParameters.Length + 1];
- inMethodParameters.CopyTo(deParamsWithInfo, 0);
- deParamsWithInfo[deParamsWithInfo.Length - 1] = new PhotonMessageInfo(sender, sendTime, photonNetview);
- object result = mInfo.Invoke((object)monob, deParamsWithInfo);
- if (mInfo.ReturnType == typeof(IEnumerator))
- {
- monob.StartCoroutine((IEnumerator)result);
- }
- }
- }
- }
- else if (pArray.Length == 1 && pArray[0].ParameterType.IsArray)
- {
- receivers++;
- object result = mInfo.Invoke((object)monob, new object[] { inMethodParameters });
- if (mInfo.ReturnType == typeof(IEnumerator))
- {
- monob.StartCoroutine((IEnumerator)result);
- }
- }
- }
- }
- }
- // Error handling
- if (receivers != 1)
- {
- string argsString = string.Empty;
- for (int index = 0; index < argTypes.Length; index++)
- {
- Type ty = argTypes[index];
- if (argsString != string.Empty)
- {
- argsString += ", ";
- }
- if (ty == null)
- {
- argsString += "null";
- }
- else
- {
- argsString += ty.Name;
- }
- }
- if (receivers == 0)
- {
- if (foundMethods == 0)
- {
- Debug.LogError("PhotonView with ID " + netViewID + " has no method \"" + inMethodName + "\" marked with the [RPC](C#) or @RPC(JS) property! Args: " + argsString);
- }
- else
- {
- Debug.LogError("PhotonView with ID " + netViewID + " has no method \"" + inMethodName + "\" that takes " + argTypes.Length + " argument(s): " + argsString);
- }
- }
- else
- {
- Debug.LogError("PhotonView with ID " + netViewID + " has " + receivers + " methods \"" + inMethodName + "\" that takes " + argTypes.Length + " argument(s): " + argsString + ". Should be just one?");
- }
- }
- }
- /// <summary>
- /// Check if all types match with parameters. We can have more paramters then types (allow last RPC type to be different).
- /// </summary>
- /// <param name="methodParameters"></param>
- /// <param name="callParameterTypes"></param>
- /// <returns>If the types-array has matching parameters (of method) in the parameters array (which may be longer).</returns>
- private bool CheckTypeMatch(ParameterInfo[] methodParameters, Type[] callParameterTypes)
- {
- if (methodParameters.Length < callParameterTypes.Length)
- {
- return false;
- }
- for (int index = 0; index < callParameterTypes.Length; index++)
- {
- Type type = methodParameters[index].ParameterType;
- //todo: check metro type usage
- if (callParameterTypes[index] != null && !type.Equals(callParameterTypes[index]))
- {
- return false;
- }
- }
- return true;
- }
- internal Hashtable SendInstantiate(string prefabName, Vector3 position, Quaternion rotation, int group, int[] viewIDs, object[] data, bool isGlobalObject)
- {
- // first viewID is now also the gameobject's instantiateId
- int instantiateId = viewIDs[0]; // LIMITS PHOTONVIEWS&PLAYERS
- //TODO: reduce hashtable key usage by using a parameter array for the various values
- Hashtable instantiateEvent = new Hashtable(); // This players info is sent via ActorID
- instantiateEvent[(byte)0] = prefabName;
- if (position != Vector3.zero)
- {
- instantiateEvent[(byte)1] = position;
- }
- if (rotation != Quaternion.identity)
- {
- instantiateEvent[(byte)2] = rotation;
- }
- if (group != 0)
- {
- instantiateEvent[(byte)3] = group;
- }
- // send the list of viewIDs only if there are more than one. else the instantiateId is the viewID
- if (viewIDs.Length > 1)
- {
- instantiateEvent[(byte)4] = viewIDs; // LIMITS PHOTONVIEWS&PLAYERS
- }
- if (data != null)
- {
- instantiateEvent[(byte)5] = data;
- }
- if (this.currentLevelPrefix > 0)
- {
- instantiateEvent[(byte)8] = this.currentLevelPrefix; // photonview's / object's level prefix
- }
- instantiateEvent[(byte)6] = this.ServerTimeInMilliSeconds;
- instantiateEvent[(byte)7] = instantiateId;
- RaiseEventOptions options = new RaiseEventOptions();
- options.CachingOption = (isGlobalObject) ? EventCaching.AddToRoomCacheGlobal : EventCaching.AddToRoomCache;
- this.OpRaiseEvent(PunEvent.Instantiation, instantiateEvent, true, options);
- return instantiateEvent;
- }
- internal GameObject DoInstantiate(Hashtable evData, PhotonPlayer photonPlayer, GameObject resourceGameObject)
- {
- // some values always present:
- string prefabName = (string)evData[(byte)0];
- int serverTime = (int)evData[(byte)6];
- int instantiationId = (int)evData[(byte)7];
- Vector3 position;
- if (evData.ContainsKey((byte)1))
- {
- position = (Vector3)evData[(byte)1];
- }
- else
- {
- position = Vector3.zero;
- }
- Quaternion rotation = Quaternion.identity;
- if (evData.ContainsKey((byte)2))
- {
- rotation = (Quaternion)evData[(byte)2];
- }
- int group = 0;
- if (evData.ContainsKey((byte)3))
- {
- group = (int)evData[(byte)3];
- }
- short objLevelPrefix = 0;
- if (evData.ContainsKey((byte)8))
- {
- objLevelPrefix = (short)evData[(byte)8];
- }
- int[] viewsIDs;
- if (evData.ContainsKey((byte)4))
- {
- viewsIDs = (int[])evData[(byte)4];
- }
- else
- {
- viewsIDs = new int[1] { instantiationId };
- }
- object[] incomingInstantiationData;
- if (evData.ContainsKey((byte)5))
- {
- incomingInstantiationData = (object[])evData[(byte)5];
- }
- else
- {
- incomingInstantiationData = null;
- }
- // SetReceiving filtering
- if (group != 0 && !this.allowedReceivingGroups.Contains(group))
- {
- return null; // Ignore group
- }
- // load prefab, if it wasn't loaded before (calling methods might do this)
- if (resourceGameObject == null)
- {
- if (!NetworkingPeer.UsePrefabCache || !NetworkingPeer.PrefabCache.TryGetValue(prefabName, out resourceGameObject))
- {
- resourceGameObject = (GameObject)Resources.Load(prefabName, typeof(GameObject));
- if (NetworkingPeer.UsePrefabCache)
- {
- NetworkingPeer.PrefabCache.Add(prefabName, resourceGameObject);
- }
- }
- if (resourceGameObject == null)
- {
- Debug.LogError("PhotonNetwork error: Could not Instantiate the prefab [" + prefabName + "]. Please verify you have this gameobject in a Resources folder.");
- return null;
- }
- }
- // now modify the loaded "blueprint" object before it becomes a part of the scene (by instantiating it)
- PhotonView[] resourcePVs = resourceGameObject.GetPhotonViewsInChildren();
- if (resourcePVs.Length != viewsIDs.Length)
- {
- throw new Exception("Error in Instantiation! The resource's PhotonView count is not the same as in incoming data.");
- }
- for (int i = 0; i < viewsIDs.Length; i++)
- {
- // NOTE instantiating the loaded resource will keep the viewID but would not copy instantiation data, so it's set below
- // so we only set the viewID and instantiationId now. the instantiationData can be fetched
- resourcePVs[i].viewID = viewsIDs[i];
- resourcePVs[i].prefix = objLevelPrefix;
- resourcePVs[i].instantiationId = instantiationId;
- }
- this.StoreInstantiationData(instantiationId, incomingInstantiationData);
- // load the resource and set it's values before instantiating it:
- GameObject go = (GameObject)GameObject.Instantiate(resourceGameObject, position, rotation);
- for (int i = 0; i < viewsIDs.Length; i++)
- {
- // NOTE instantiating the loaded resource will keep the viewID but would not copy instantiation data, so it's set below
- // so we only set the viewID and instantiationId now. the instantiationData can be fetched
- resourcePVs[i].viewID = 0;
- resourcePVs[i].prefix = -1;
- resourcePVs[i].prefixBackup = -1;
- resourcePVs[i].instantiationId = -1;
- }
- this.RemoveInstantiationData(instantiationId);
- //TODO: remove this debug check
- if (this.instantiatedObjects.ContainsKey(instantiationId))
- {
- GameObject knownGo = this.instantiatedObjects[instantiationId];
- string pvaInfo = "";
- PhotonView[] pva;
- if (knownGo != null)
- {
- pva = knownGo.GetPhotonViewsInChildren();
- foreach (PhotonView view in pva)
- {
- if (view == null) continue;
- pvaInfo += view.ToString() + ", ";
- }
- }
- Debug.LogError(string.Format("DoInstantiate re-defines a GameObject. Destroying old entry! New: '{0}' (instantiationID: {1}) Old: {3}. PhotonViews on old: {4}. instantiatedObjects.Count: {2}. PhotonNetwork.lastUsedViewSubId: {5} PhotonNetwork.lastUsedViewSubIdStatic: {6} this.photonViewList.Count {7}.)", go, instantiationId, this.instantiatedObjects.Count, knownGo, pvaInfo, PhotonNetwork.lastUsedViewSubId, PhotonNetwork.lastUsedViewSubIdStatic, this.photonViewList.Count));
- //this.instantiatedObjects.Remove(instantiationId); // TODO: check if simple remove is ok in all cases. Maybe better Destroy!?
- this.RemoveInstantiatedGO(knownGo, true);
- }
- this.instantiatedObjects.Add(instantiationId, go); //TODO check if instantiatedObjects is (still) needed
- // Send mono event
- // TOD move this callback and script-caching into a method! there should be one already...
- object[] messageInfoParam = new object[1];
- messageInfoParam[0] = new PhotonMessageInfo(photonPlayer, serverTime, null);
- MonoBehaviour[] monos = go.GetComponentsInChildren<MonoBehaviour>();
- for (int index = 0; index < monos.Length; index++)
- {
- MonoBehaviour mono = monos[index];
- MethodInfo methodI;
- if (NetworkingPeer.GetMethod(mono, PhotonNetworkingMessage.OnPhotonInstantiate.ToString(), out methodI))
- {
- object result = methodI.Invoke((object)mono, messageInfoParam);
- if (methodI.ReturnType == typeof(System.Collections.IEnumerator))
- {
- mono.StartCoroutine((IEnumerator)result);
- }
- }
- }
- return go;
- }
- private Dictionary<int, object[]> tempInstantiationData = new Dictionary<int, object[]>();
- private void StoreInstantiationData(int instantiationId, object[] instantiationData)
- {
- // Debug.Log("StoreInstantiationData() instantiationId: " + instantiationId + " tempInstantiationData.Count: " + tempInstantiationData.Count);
- tempInstantiationData[instantiationId] = instantiationData;
- }
- public object[] FetchInstantiationData(int instantiationId)
- {
- object[] data = null;
- if (instantiationId == 0)
- {
- return null;
- }
- tempInstantiationData.TryGetValue(instantiationId, out data);
- // Debug.Log("FetchInstantiationData() instantiationId: " + instantiationId + " tempInstantiationData.Count: " + tempInstantiationData.Count);
- return data;
- }
- private void RemoveInstantiationData(int instantiationId)
- {
- tempInstantiationData.Remove(instantiationId);
- }
- // Removes PhotonNetwork.Instantiate-ed objects.
- // Removes all associated RPCs.
- // Does not remove any manually assigned PhotonViews.
- public void RemoveAllInstantiatedObjects()
- {
- GameObject[] instantiatedGoArray = new GameObject[this.instantiatedObjects.Count];
- this.instantiatedObjects.Values.CopyTo(instantiatedGoArray, 0);
- for (int index = 0; index < instantiatedGoArray.Length; index++)
- {
- GameObject go = instantiatedGoArray[index];
- if (go == null)
- {
- continue;
- }
- this.RemoveInstantiatedGO(go, false);
- }
- if (this.instantiatedObjects.Count > 0)
- {
- Debug.LogError("RemoveAllInstantiatedObjects() this.instantiatedObjects.Count should be 0 by now.");
- }
- this.instantiatedObjects = new Dictionary<int, GameObject>();
- }
- /// <summary>
- /// Destroys all Instantiates and RPCs locally and (if not localOnly) sends EvDestroy(player) and clears related events in the server buffer.
- /// </summary>
- public void DestroyPlayerObjects(int playerId, bool localOnly)
- {
- if (playerId <= 0)
- {
- Debug.LogError("Failed to Destroy objects of playerId: " + playerId);
- return;
- }
- if (!localOnly)
- {
- // clean server's Instantiate and RPC buffers
- this.OpRemoveFromServerInstantiationsOfPlayer(playerId);
- this.OpCleanRpcBuffer(playerId);
- // send Destroy(player) to anyone else
- this.SendDestroyOfPlayer(playerId);
- }
- // locally cleaning up that player's objects
- Queue<GameObject> playersGameObjects = new Queue<GameObject>();
- int minPlayerInstantiateId = playerId * PhotonNetwork.MAX_VIEW_IDS;
- int maxPlayerInstantiateId = minPlayerInstantiateId + PhotonNetwork.MAX_VIEW_IDS;
- // find anything that's instantiated by affected player
- foreach (var instantiateEntry in this.instantiatedObjects)
- {
- if (instantiateEntry.Key > minPlayerInstantiateId && instantiateEntry.Key < maxPlayerInstantiateId)
- {
- playersGameObjects.Enqueue(instantiateEntry.Value);
- }
- }
- // any non-local work is already done, so with the list of that player's objects, we can clean up (locally only)
- foreach (GameObject gameObject in playersGameObjects)
- {
- this.RemoveInstantiatedGO(gameObject, true);
- }
- }
- public void DestroyAll(bool localOnly)
- {
- if (!localOnly)
- {
- this.OpRemoveCompleteCache();
- this.SendDestroyOfAll();
- }
- this.LocalCleanupAnythingInstantiated(true);
- }
- /// <summary>Removes GameObject and the PhotonViews on it from local lists and optionally updates remotes. GameObject gets destroyed at end.</summary>
- /// <remarks>
- /// This method might fail and quit early due to several tests.
- /// </remarks>
- /// <param name="go">GameObject to cleanup.</param>
- /// <param name="localOnly">For localOnly, tests of control are skipped and the server is not updated.</param>
- public void RemoveInstantiatedGO(GameObject go, bool localOnly)
- {
- if (go == null)
- {
- Debug.LogError("Failed to 'network-remove' GameObject because it's null.");
- return;
- }
- // Don't remove the GO if it doesn't have any PhotonView
- PhotonView[] views = go.GetComponentsInChildren<PhotonView>();
- if (views == null || views.Length <= 0)
- {
- Debug.LogError("Failed to 'network-remove' GameObject because has no PhotonView components: " + go);
- return;
- }
- PhotonView viewZero = views[0];
- int ownerActorNr = viewZero.OwnerActorNr; // owner is being checked via IsMine
- int instantiationId = viewZero.instantiationId; // actual, live InstantiationIds start with 1 and go up
- // Don't remove GOs that are owned by others (unless this is the master and the remote player left)
- if (!localOnly)
- {
- if (!viewZero.isMine && (!this.mLocalActor.isMasterClient || mActors.ContainsKey(ownerActorNr)))
- {
- Debug.LogError("Failed to 'network-remove' GameObject. Client is neither owner nor masterClient taking over for owner who left: " + viewZero);
- return;
- }
- // Don't remove the Instantiation from the server, if it doesn't have a proper ID
- if (instantiationId < 1)
- {
- Debug.LogError("Failed to 'network-remove' GameObject because it is missing a valid InstantiationId on view: " + viewZero + ". Not Destroying GameObject or PhotonViews!");
- return;
- }
- }
- // cleanup instantiation (event and local list)
- if (!localOnly)
- {
- this.ServerCleanInstantiateAndDestroy(instantiationId, ownerActorNr); // server cleaning
- }
- this.instantiatedObjects.Remove(instantiationId); // local
- // cleanup PhotonViews and their RPCs events (if not localOnly)
- for (int j = views.Length - 1; j >= 0; j--)
- {
- PhotonView view = views[j];
- if (view == null)
- {
- continue;
- }
- // we only destroy/clean PhotonViews that were created by PhotonNetwork.Instantiate (and those have an instantiationId!)
- if (view.instantiationId >= 1)
- {
- this.LocalCleanPhotonView(view);
- }
- if (!localOnly)
- {
- this.OpCleanRpcBuffer(view);
- }
- }
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
- Debug.Log("Network destroy Instantiated GO: " + go.name);
- GameObject.Destroy(go);
- }
- /// <summary>
- /// This returns -1 if the GO could not be found in list of instantiatedObjects.
- /// </summary>
- public int GetInstantiatedObjectsId(GameObject go)
- {
- int id = -1;
- if (go == null)
- {
- Debug.LogError("GetInstantiatedObjectsId() for GO == null.");
- return id;
- }
- PhotonView[] pvs = go.GetPhotonViewsInChildren();
- if (pvs != null && pvs.Length > 0 && pvs[0] != null)
- {
- return pvs[0].instantiationId;
- }
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- UnityEngine.Debug.Log("GetInstantiatedObjectsId failed for GO: " + go);
- return id;
- }
- /// <summary>
- /// Removes an instantiation event from the server's cache. Needs id and actorNr of player who instantiated.
- /// </summary>
- private void ServerCleanInstantiateAndDestroy(int instantiateId, int actorNr)
- {
- Hashtable removeFilter = new Hashtable();
- removeFilter[(byte)7] = instantiateId;
- RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.RemoveFromRoomCache, TargetActors = new int[] { actorNr } };
- this.OpRaiseEvent(PunEvent.Instantiation, removeFilter, true, options);
- //this.OpRaiseEvent(PunEvent.Instantiation, removeFilter, true, 0, new int[] { actorNr }, EventCaching.RemoveFromRoomCache);
- Hashtable evData = new Hashtable();
- evData[(byte)0] = instantiateId;
- this.OpRaiseEvent(PunEvent.Destroy, evData, true, null);
- }
- private void SendDestroyOfPlayer(int actorNr)
- {
- Hashtable evData = new Hashtable();
- evData[(byte)0] = actorNr;
- this.OpRaiseEvent(PunEvent.DestroyPlayer, evData, true, null);
- //this.OpRaiseEvent(PunEvent.DestroyPlayer, evData, true, 0, EventCaching.DoNotCache, ReceiverGroup.Others);
- }
- private void SendDestroyOfAll()
- {
- Hashtable evData = new Hashtable();
- evData[(byte)0] = -1;
- this.OpRaiseEvent(PunEvent.DestroyPlayer, evData, true, null);
- //this.OpRaiseEvent(PunEvent.DestroyPlayer, evData, true, 0, EventCaching.DoNotCache, ReceiverGroup.Others);
- }
- private void OpRemoveFromServerInstantiationsOfPlayer(int actorNr)
- {
- // removes all "Instantiation" events of player actorNr. this is not an event for anyone else
- RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.RemoveFromRoomCache, TargetActors = new int[] { actorNr } };
- this.OpRaiseEvent(PunEvent.Instantiation, null, true, options);
- //this.OpRaiseEvent(PunEvent.Instantiation, null, true, 0, new int[] { actorNr }, EventCaching.RemoveFromRoomCache);
- }
- public void LocalCleanPhotonView(PhotonView view)
- {
- view.destroyedByPhotonNetworkOrQuit = true;
- this.photonViewList.Remove(view.viewID);
- }
- public PhotonView GetPhotonView(int viewID)
- {
- PhotonView result = null;
- this.photonViewList.TryGetValue(viewID, out result);
- if (result == null)
- {
- PhotonView[] views = GameObject.FindObjectsOfType(typeof(PhotonView)) as PhotonView[];
- foreach (PhotonView view in views)
- {
- if (view.viewID == viewID)
- {
- Debug.LogWarning("Had to lookup view that wasn't in dict: " + view);
- return view;
- }
- }
- }
- return result;
- }
- public void RegisterPhotonView(PhotonView netView)
- {
- if (!Application.isPlaying)
- {
- this.photonViewList = new Dictionary<int, PhotonView>();
- return;
- }
- if (netView.subId == 0)
- {
- // don't register views with subId 0 (not initialized). they register when a ID is assigned later on
- // Debug.Log("PhotonView register is ignored, because subId is 0. No id assigned yet to: " + netView);
- return;
- }
- if (this.photonViewList.ContainsKey(netView.viewID))
- {
- // if some other view is in the list already, we got a problem. it might be undestructible. print out error
- if (netView != photonViewList[netView.viewID])
- {
- 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]));
- }
- //this.photonViewList.Remove(netView.viewID); // TODO check if we chould Destroy the GO of this view?!
- this.RemoveInstantiatedGO(photonViewList[netView.viewID].gameObject, true);
- }
- // Debug.Log("adding view to known list: " + netView);
- this.photonViewList.Add(netView.viewID, netView);
- //Debug.LogError("view being added. " + netView); // Exit Games internal log
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
- Debug.Log("Registered PhotonView: " + netView.viewID);
- }
- ///// <summary>
- ///// Will remove the view from list of views (by its ID).
- ///// </summary>
- //public void RemovePhotonView(PhotonView netView)
- //{
- // if (!Application.isPlaying)
- // {
- // this.photonViewList = new Dictionary<int, PhotonView>();
- // return;
- // }
- // //PhotonView removedView = null;
- // //this.photonViewList.TryGetValue(netView.viewID, out removedView);
- // //if (removedView != netView)
- // //{
- // // Debug.LogError("Detected two differing PhotonViews with same viewID: " + netView.viewID);
- // //}
- // this.photonViewList.Remove(netView.viewID);
- // //if (this.DebugOut >= DebugLevel.ALL)
- // //{
- // // this.DebugReturn(DebugLevel.ALL, "Removed PhotonView: " + netView.viewID);
- // //}
- //}
- /// <summary>
- /// Removes the RPCs of someone else (to be used as master).
- /// This won't clean any local caches. It just tells the server to forget a player's RPCs and instantiates.
- /// </summary>
- /// <param name="actorNumber"></param>
- public void OpCleanRpcBuffer(int actorNumber)
- {
- RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.RemoveFromRoomCache, TargetActors = new int[] { actorNumber } };
- this.OpRaiseEvent(PunEvent.RPC, null, true, options);
- //this.OpRaiseEvent(PunEvent.RPC, null, true, 0, new int[] { actorNumber }, EventCaching.RemoveFromRoomCache);
- }
- /// <summary>
- /// Instead removing RPCs or Instantiates, this removed everything cached by the actor.
- /// </summary>
- /// <param name="actorNumber"></param>
- public void OpRemoveCompleteCacheOfPlayer(int actorNumber)
- {
- RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.RemoveFromRoomCache, TargetActors = new int[] { actorNumber } };
- this.OpRaiseEvent(0, null, true, options);
- //this.OpRaiseEvent(0, null, true, 0, new int[] { actorNumber }, EventCaching.RemoveFromRoomCache);
- }
- public void OpRemoveCompleteCache()
- {
- RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.RemoveFromRoomCache, Receivers = ReceiverGroup.MasterClient };
- this.OpRaiseEvent(0, null, true, options);
- //this.OpRaiseEvent(0, null, true, 0, EventCaching.RemoveFromRoomCache, ReceiverGroup.MasterClient); // TODO: check who gets this event?
- }
- /// This clears the cache of any player/actor who's no longer in the room (making it a simple clean-up option for a new master)
- private void RemoveCacheOfLeftPlayers()
- {
- Dictionary<byte, object> opParameters = new Dictionary<byte, object>();
- opParameters[ParameterCode.Code] = (byte)0; // any event
- opParameters[ParameterCode.Cache] = (byte)EventCaching.RemoveFromRoomCacheForActorsLeft; // option to clear the room cache of all events of players who left
- this.OpCustom((byte)OperationCode.RaiseEvent, opParameters, true, 0);
- }
- // Remove RPCs of view (if they are local player's RPCs)
- public void CleanRpcBufferIfMine(PhotonView view)
- {
- if (view.ownerId != this.mLocalActor.ID && !mLocalActor.isMasterClient)
- {
- Debug.LogError("Cannot remove cached RPCs on a PhotonView thats not ours! " + view.owner + " scene: " + view.isSceneView);
- return;
- }
- this.OpCleanRpcBuffer(view);
- }
- /// <summary>Cleans server RPCs for PhotonView (without any further checks).</summary>
- public void OpCleanRpcBuffer(PhotonView view)
- {
- Hashtable rpcFilterByViewId = new Hashtable();
- rpcFilterByViewId[(byte)0] = view.viewID;
- RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.RemoveFromRoomCache };
- this.OpRaiseEvent(PunEvent.RPC, rpcFilterByViewId, true, options);
- //this.OpRaiseEvent(PunEvent.RPC, rpcFilterByViewId, true, 0, EventCaching.RemoveFromRoomCache, ReceiverGroup.Others);
- }
- public void RemoveRPCsInGroup(int group)
- {
- foreach (KeyValuePair<int, PhotonView> kvp in this.photonViewList)
- {
- PhotonView view = kvp.Value;
- if (view.group == group)
- {
- this.CleanRpcBufferIfMine(view);
- }
- }
- }
- public void SetLevelPrefix(short prefix)
- {
- this.currentLevelPrefix = prefix;
- // TODO: should we really change the prefix for existing PVs?! better keep it!
- //foreach (PhotonView view in this.photonViewList.Values)
- //{
- // view.prefix = prefix;
- //}
- }
- internal void RPC(PhotonView view, string methodName, PhotonPlayer player, params object[] parameters)
- {
- if (this.blockSendingGroups.Contains(view.group))
- {
- return; // Block sending on this group
- }
- if (view.viewID < 1) //TODO: check why 0 should be illegal
- {
- Debug.LogError("Illegal view ID:" + view.viewID + " method: " + methodName + " GO:" + view.gameObject.name);
- }
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
- Debug.Log("Sending RPC \"" + methodName + "\" to player[" + player + "]");
- //ts: changed RPCs to a one-level hashtable as described in internal.txt
- Hashtable rpcEvent = new Hashtable();
- rpcEvent[(byte)0] = (int)view.viewID; // LIMITS PHOTONVIEWS&PLAYERS
- if (view.prefix > 0)
- {
- rpcEvent[(byte)1] = (short)view.prefix;
- }
- rpcEvent[(byte)2] = this.ServerTimeInMilliSeconds;
- // send name or shortcut (if available)
- int shortcut = 0;
- if (rpcShortcuts.TryGetValue(methodName, out shortcut))
- {
- rpcEvent[(byte)5] = (byte)shortcut; // LIMITS RPC COUNT
- }
- else
- {
- rpcEvent[(byte)3] = methodName;
- }
- if (parameters != null && parameters.Length > 0)
- {
- rpcEvent[(byte) 4] = (object[]) parameters;
- }
- if (this.mLocalActor == player)
- {
- this.ExecuteRPC(rpcEvent, player);
- }
- else
- {
- RaiseEventOptions options = new RaiseEventOptions() { TargetActors = new int[] { player.ID } };
- this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
- //int[] targetActors = new int[] { player.ID };
- //this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, 0, targetActors);
- }
- }
- /// RPC Hashtable Structure
- /// (byte)0 -> (int) ViewId (combined from actorNr and actor-unique-id)
- /// (byte)1 -> (short) prefix (level)
- /// (byte)2 -> (int) server timestamp
- /// (byte)3 -> (string) methodname
- /// (byte)4 -> (object[]) parameters
- /// (byte)5 -> (byte) method shortcut (alternative to name)
- ///
- /// This is sent as event (code: 200) which will contain a sender (origin of this RPC).
- internal void RPC(PhotonView view, string methodName, PhotonTargets target, params object[] parameters)
- {
- if (this.blockSendingGroups.Contains(view.group))
- {
- return; // Block sending on this group
- }
- if (view.viewID < 1)
- {
- Debug.LogError("Illegal view ID:" + view.viewID + " method: " + methodName + " GO:" + view.gameObject.name);
- }
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
- Debug.Log("Sending RPC \"" + methodName + "\" to " + target);
- //ts: changed RPCs to a one-level hashtable as described in internal.txt
- Hashtable rpcEvent = new Hashtable();
- rpcEvent[(byte)0] = (int)view.viewID; // LIMITS NETWORKVIEWS&PLAYERS
- if (view.prefix > 0)
- {
- rpcEvent[(byte)1] = (short)view.prefix;
- }
- rpcEvent[(byte)2] = this.ServerTimeInMilliSeconds;
- // send name or shortcut (if available)
- int shortcut = 0;
- if (rpcShortcuts.TryGetValue(methodName, out shortcut))
- {
- rpcEvent[(byte)5] = (byte)shortcut; // LIMITS RPC COUNT
- }
- else
- {
- rpcEvent[(byte)3] = methodName;
- }
- if (parameters != null && parameters.Length > 0)
- {
- rpcEvent[(byte)4] = (object[])parameters;
- }
- // Check scoping
- if (target == PhotonTargets.All)
- {
- RaiseEventOptions options = new RaiseEventOptions() { InterestGroup = (byte)view.group };
- this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
- //this.OpRaiseEvent(PunEvent.RPC, (byte)view.group, rpcEvent, true, 0);
- // Execute local
- this.ExecuteRPC(rpcEvent, this.mLocalActor);
- }
- else if (target == PhotonTargets.Others)
- {
- RaiseEventOptions options = new RaiseEventOptions() { InterestGroup = (byte)view.group };
- this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
- //this.OpRaiseEvent(PunEvent.RPC, (byte)view.group, rpcEvent, true, 0);
- }
- else if (target == PhotonTargets.AllBuffered)
- {
- RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.AddToRoomCache};
- this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
- //this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, 0, EventCaching.AddToRoomCache, ReceiverGroup.Others);
- // Execute local
- this.ExecuteRPC(rpcEvent, this.mLocalActor);
- }
- else if (target == PhotonTargets.OthersBuffered)
- {
- RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.AddToRoomCache };
- this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
- //this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, 0, EventCaching.AddToRoomCache, ReceiverGroup.Others);
- }
- else if (target == PhotonTargets.MasterClient)
- {
- if (this.mMasterClient == this.mLocalActor)
- {
- this.ExecuteRPC(rpcEvent, this.mLocalActor);
- }
- else
- {
- RaiseEventOptions options = new RaiseEventOptions() { Receivers = ReceiverGroup.MasterClient };
- this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
- //this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, 0, EventCaching.DoNotCache, ReceiverGroup.MasterClient);//TS: changed from caching to non-cached. this goes to master only
- }
- }
- else if (target == PhotonTargets.AllViaServer)
- {
- RaiseEventOptions options = new RaiseEventOptions() { InterestGroup = (byte)view.group, Receivers = ReceiverGroup.All };
- this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
- //this.OpRaiseEvent(PunEvent.RPC, true, rpcEvent, 0, EventCaching.DoNotCache, null, ReceiverGroup.All, (byte)view.group);
- }
- else if (target == PhotonTargets.AllBufferedViaServer)
- {
- RaiseEventOptions options = new RaiseEventOptions() { InterestGroup = (byte)view.group, Receivers = ReceiverGroup.All, CachingOption = EventCaching.AddToRoomCache };
- this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
- //this.OpRaiseEvent(PunEvent.RPC, true, rpcEvent, 0, EventCaching.AddToRoomCache, null, ReceiverGroup.All, (byte)view.group);
- }
- else
- {
- Debug.LogError("Unsupported target enum: " + target);
- }
- }
- // SetReceiving
- public void SetReceivingEnabled(int group, bool enabled)
- {
- if (group <= 0)
- {
- Debug.LogError("Error: PhotonNetwork.SetReceivingEnabled was called with an illegal group number: " + group + ". The group number should be at least 1.");
- return;
- }
- if (enabled)
- {
- if (!this.allowedReceivingGroups.Contains(group))
- {
- this.allowedReceivingGroups.Add(group);
- byte[] groups = new byte[1] { (byte)group };
- this.OpChangeGroups(null, groups);
- }
- }
- else
- {
- if (this.allowedReceivingGroups.Contains(group))
- {
- this.allowedReceivingGroups.Remove(group);
- byte[] groups = new byte[1] { (byte)group };
- this.OpChangeGroups(groups, null);
- }
- }
- }
- // SetSending
- public void SetSendingEnabled(int group, bool enabled)
- {
- if (!enabled)
- {
- this.blockSendingGroups.Add(group); // can be added to HashSet no matter if already in it
- }
- else
- {
- this.blockSendingGroups.Remove(group);
- }
- }
- public void NewSceneLoaded()
- {
- if (this.loadingLevelAndPausedNetwork)
- {
- this.loadingLevelAndPausedNetwork = false;
- PhotonNetwork.isMessageQueueRunning = true;
- }
- // Debug.Log("OnLevelWasLoaded photonViewList.Count: " + photonViewList.Count); // Exit Games internal log
- List<int> removeKeys = new List<int>();
- foreach (KeyValuePair<int, PhotonView> kvp in this.photonViewList)
- {
- PhotonView view = kvp.Value;
- if (view == null)
- {
- removeKeys.Add(kvp.Key);
- }
- }
- for (int index = 0; index < removeKeys.Count; index++)
- {
- int key = removeKeys[index];
- this.photonViewList.Remove(key);
- }
- if (removeKeys.Count > 0)
- {
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- Debug.Log("New level loaded. Removed " + removeKeys.Count + " scene view IDs from last level.");
- }
- }
- // this is called by Update() and in Unity that means it's single threaded.
- public void RunViewUpdate()
- {
- if (!PhotonNetwork.connected || PhotonNetwork.offlineMode)
- {
- return;
- }
- if (this.mActors == null || this.mActors.Count <= 1)
- {
- return; // No need to send OnSerialize messages (these are never buffered anyway)
- }
- Dictionary<int, Hashtable> dataPerGroupReliable = new Dictionary<int, Hashtable>();
- Dictionary<int, Hashtable> dataPerGroupUnreliable = new Dictionary<int, Hashtable>();
- /* Format of the data hashtable:
- * Hasthable dataPergroup*
- * [(byte)0] = this.ServerTimeInMilliSeconds;
- * OPTIONAL: [(byte)1] = currentLevelPrefix;
- * + data
- */
- foreach (KeyValuePair<int, PhotonView> kvp in this.photonViewList)
- {
- PhotonView view = kvp.Value;
- if (view.observed != null && view.synchronization != ViewSynchronization.Off)
- {
- // Fetch all sending photonViews
- if (view.ownerId == this.mLocalActor.ID || (view.isSceneView && this.mMasterClient == this.mLocalActor))
- {
- #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
- if (!view.gameObject.active)
- {
- continue; // Only on actives
- }
- #else
- if (!view.gameObject.activeInHierarchy)
- {
- continue; // Only on actives
- }
- #endif
- if (this.blockSendingGroups.Contains(view.group))
- {
- continue; // Block sending on this group
- }
- // Run it trough its OnSerialize
- Hashtable evData = this.OnSerializeWrite(view);
- if (evData == null)
- {
- continue;
- }
- if (view.synchronization == ViewSynchronization.ReliableDeltaCompressed || view.mixedModeIsReliable)
- {
- if (!evData.ContainsKey((byte)1) && !evData.ContainsKey((byte)2))
- {
- // Everything has been removed by compression, nothing to send
- }
- else
- {
- if (!dataPerGroupReliable.ContainsKey(view.group))
- {
- dataPerGroupReliable[view.group] = new Hashtable();
- dataPerGroupReliable[view.group][(byte)0] = this.ServerTimeInMilliSeconds;
- if (currentLevelPrefix >= 0)
- {
- dataPerGroupReliable[view.group][(byte)1] = this.currentLevelPrefix;
- }
- }
- Hashtable groupHashtable = dataPerGroupReliable[view.group];
- groupHashtable.Add((short)groupHashtable.Count, evData);
- }
- }
- else
- {
- if (!dataPerGroupUnreliable.ContainsKey(view.group))
- {
- dataPerGroupUnreliable[view.group] = new Hashtable();
- dataPerGroupUnreliable[view.group][(byte)0] = this.ServerTimeInMilliSeconds;
- if (currentLevelPrefix >= 0)
- {
- dataPerGroupUnreliable[view.group][(byte)1] = this.currentLevelPrefix;
- }
- }
- Hashtable groupHashtable = dataPerGroupUnreliable[view.group];
- groupHashtable.Add((short)groupHashtable.Count, evData);
- }
- }
- else
- {
- // Debug.Log(" NO OBS on " + view.name + " " + view.owner);
- }
- }
- else
- {
- }
- }
- //Send the messages: every group is send in it's own message and unreliable and reliable are split as well
- RaiseEventOptions options = new RaiseEventOptions();
- foreach (KeyValuePair<int, Hashtable> kvp in dataPerGroupReliable)
- {
- options.InterestGroup = (byte)kvp.Key;
- this.OpRaiseEvent(PunEvent.SendSerializeReliable, kvp.Value, true, options);
- //this.OpRaiseEvent(PunEvent.SendSerializeReliable, (byte)kvp.Key, kvp.Value, true, 0);
- }
- foreach (KeyValuePair<int, Hashtable> kvp in dataPerGroupUnreliable)
- {
- options.InterestGroup = (byte)kvp.Key;
- this.OpRaiseEvent(PunEvent.SendSerialize, kvp.Value, false, options);
- //this.OpRaiseEvent(PunEvent.SendSerialize, (byte)kvp.Key, kvp.Value, false, 0);
- }
- }
- // calls OnPhotonSerializeView (through ExecuteOnSerialize)
- // the content created here is consumed by receivers in: ReadOnSerialize
- private Hashtable OnSerializeWrite(PhotonView view)
- {
- // each view creates a list of values that should be sent
- List<object> data = new List<object>();
- // 1=Specific data
- if (view.observed is MonoBehaviour)
- {
- PhotonStream pStream = new PhotonStream(true, null);
- PhotonMessageInfo info = new PhotonMessageInfo(this.mLocalActor, this.ServerTimeInMilliSeconds, view);
- view.ExecuteOnSerialize(pStream, info);
- if (pStream.Count == 0)
- {
- // if an observed script didn't write any data, we don't send anything
- return null;
- }
- // we want to use the content of the stream (filled in by user scripts)
- data = pStream.data;
- }
- else if (view.observed is Transform)
- {
- Transform trans = (Transform)view.observed;
- if (view.onSerializeTransformOption == OnSerializeTransform.OnlyPosition
- || view.onSerializeTransformOption == OnSerializeTransform.PositionAndRotation
- || view.onSerializeTransformOption == OnSerializeTransform.All)
- data.Add(trans.localPosition);
- else
- data.Add(null);
- if (view.onSerializeTransformOption == OnSerializeTransform.OnlyRotation
- || view.onSerializeTransformOption == OnSerializeTransform.PositionAndRotation
- || view.onSerializeTransformOption == OnSerializeTransform.All)
- data.Add(trans.localRotation);
- else
- data.Add(null);
- if (view.onSerializeTransformOption == OnSerializeTransform.OnlyScale
- || view.onSerializeTransformOption == OnSerializeTransform.All)
- data.Add(trans.localScale);
- }
- else if (view.observed is Rigidbody)
- {
- Rigidbody rigidB = (Rigidbody)view.observed;
- if (view.onSerializeRigidBodyOption != OnSerializeRigidBody.OnlyAngularVelocity)
- data.Add(rigidB.velocity);
- else
- data.Add(null);
- if (view.onSerializeRigidBodyOption != OnSerializeRigidBody.OnlyVelocity)
- data.Add(rigidB.angularVelocity);
- }
- else
- {
- Debug.LogError("Observed type is not serializable: " + view.observed.GetType());
- return null;
- }
- object[] dataArray = data.ToArray();
- if (view.synchronization == ViewSynchronization.UnreliableOnChange)
- {
- if (AlmostEquals(dataArray, view.lastOnSerializeDataSent))
- {
- if (view.mixedModeIsReliable)
- {
- return null;
- }
- view.mixedModeIsReliable = true;
- view.lastOnSerializeDataSent = dataArray;
- }
- else
- {
- view.mixedModeIsReliable = false;
- view.lastOnSerializeDataSent = dataArray;
- }
- }
- // EVDATA:
- // 0=View ID (an int, never compressed cause it's not in the data)
- // 1=data of observed type (different per type of observed object)
- // 2=compressed data (in this case, key 1 is empty)
- // 3=list of values that are actually null (if something was changed but actually IS null)
- Hashtable evData = new Hashtable();
- evData[(byte)0] = (int)view.viewID;
- evData[(byte)1] = dataArray; // this is the actual data (script or observed object)
- if (view.synchronization == ViewSynchronization.ReliableDeltaCompressed)
- {
- // compress content of data set (by comparing to view.lastOnSerializeDataSent)
- // the "original" dataArray is NOT modified by DeltaCompressionWrite
- // if something was compressed, the evData key 2 and 3 are used (see above)
- bool somethingLeftToSend = this.DeltaCompressionWrite(view, evData);
- // buffer the full data set (for next compression)
- view.lastOnSerializeDataSent = dataArray;
- if (!somethingLeftToSend)
- {
- return null;
- }
- }
- return evData;
- }
- /// <summary>
- /// Reads updates created by OnSerializeWrite
- /// </summary>
- private void OnSerializeRead(Hashtable data, PhotonPlayer sender, int networkTime, short correctPrefix)
- {
- // read view ID from key (byte)0: a int-array (PUN 1.17++)
- int viewID = (int)data[(byte)0];
- PhotonView view = this.GetPhotonView(viewID);
- if (view == null)
- {
- Debug.LogWarning("Received OnSerialization for view ID " + viewID + ". We have no such PhotonView! Ignored this if you're leaving a room. State: " + this.State);
- return;
- }
- if (view.prefix > 0 && correctPrefix != view.prefix)
- {
- Debug.LogError("Received OnSerialization for view ID " + viewID + " with prefix " + correctPrefix + ". Our prefix is " + view.prefix);
- return;
- }
- // SetReceiving filtering
- if (view.group != 0 && !this.allowedReceivingGroups.Contains(view.group))
- {
- return; // Ignore group
- }
- if (view.synchronization == ViewSynchronization.ReliableDeltaCompressed)
- {
- if (!this.DeltaCompressionRead(view, data))
- {
- // Skip this packet as we haven't got received complete-copy of this view yet.
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- 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.");
- return;
- }
- // store last received for delta-compression usage
- view.lastOnSerializeDataReceived = data[(byte)1] as object[];
- }
- // Use incoming data according to observed type
- if (view.observed is MonoBehaviour)
- {
- object[] contents = data[(byte)1] as object[];
- PhotonStream pStream = new PhotonStream(false, contents);
- PhotonMessageInfo info = new PhotonMessageInfo(sender, networkTime, view);
- view.ExecuteOnSerialize(pStream, info);
- }
- else if (view.observed is Transform)
- {
- object[] contents = data[(byte)1] as object[];
- Transform trans = (Transform)view.observed;
- if (contents.Length >= 1 && contents[0] != null)
- trans.localPosition = (Vector3)contents[0];
- if (contents.Length >= 2 && contents[1] != null)
- trans.localRotation = (Quaternion)contents[1];
- if (contents.Length >= 3 && contents[2] != null)
- trans.localScale = (Vector3)contents[2];
- }
- else if (view.observed is Rigidbody)
- {
- object[] contents = data[(byte)1] as object[];
- Rigidbody rigidB = (Rigidbody)view.observed;
- if (contents.Length >= 1 && contents[0] != null)
- rigidB.velocity = (Vector3)contents[0];
- if (contents.Length >= 2 && contents[1] != null)
- rigidB.angularVelocity = (Vector3)contents[1];
- }
- else
- {
- Debug.LogError("Type of observed is unknown when receiving.");
- }
- }
- private bool AlmostEquals(object[] lastData, object[] currentContent)
- {
- if (lastData == null && currentContent == null)
- {
- return true;
- }
- if (lastData == null || currentContent == null || (lastData.Length != currentContent.Length))
- {
- return false;
- }
- for (int index = 0; index < currentContent.Length; index++)
- {
- object newObj = currentContent[index];
- object oldObj = lastData[index];
- if (!this.ObjectIsSameWithInprecision(newObj, oldObj))
- {
- return false;
- }
- }
- return true;
- }
- /// <summary>
- /// Compares the new data with previously sent data and skips values that didn't change.
- /// </summary>
- /// <returns>True if anything has to be sent, false if nothing new or no data</returns>
- private bool DeltaCompressionWrite(PhotonView view, Hashtable data)
- {
- if (view.lastOnSerializeDataSent == null)
- {
- return true; // all has to be sent
- }
- // We can compress as we sent a full update previously (readers can re-use previous values)
- object[] lastData = view.lastOnSerializeDataSent;
- object[] currentContent = data[(byte)1] as object[];
- if (currentContent == null)
- {
- // no data to be sent
- return false;
- }
- if (lastData.Length != currentContent.Length)
- {
- // if new data isn't same length as before, we send the complete data-set uncompressed
- return true;
- }
- object[] compressedContent = new object[currentContent.Length];
- int compressedValues = 0;
- List<int> valuesThatAreChangedToNull = new List<int>();
- for (int index = 0; index < compressedContent.Length; index++)
- {
- object newObj = currentContent[index];
- object oldObj = lastData[index];
- if (this.ObjectIsSameWithInprecision(newObj, oldObj))
- {
- // compress (by using null, instead of value, which is same as before)
- compressedValues++;
- // compressedContent[index] is already null (initialized)
- }
- else
- {
- compressedContent[index] = currentContent[index];
- // value changed, we don't replace it with null
- // new value is null (like a compressed value): we have to mark it so it STAYS null instead of being replaced with previous value
- if (newObj == null)
- {
- valuesThatAreChangedToNull.Add(index);
- }
- }
- }
- // Only send the list of compressed fields if we actually compressed 1 or more fields.
- if (compressedValues > 0)
- {
- data.Remove((byte)1); // remove the original data (we only send compressed data)
- if (compressedValues == currentContent.Length)
- {
- // all values are compressed to null, we have nothing to send
- return false;
- }
- data[(byte)2] = compressedContent; // current, compressted data is moved to key 2 to mark it as compressed
- if (valuesThatAreChangedToNull.Count > 0)
- {
- data[(byte)3] = valuesThatAreChangedToNull.ToArray(); // data that is actually null (not just cause we didn't want to send it)
- }
- }
- return true; // some data was compressed but we need to send something
- }
- /// <summary>
- /// reads incoming messages created by "OnSerialize"
- /// </summary>
- private bool DeltaCompressionRead(PhotonView view, Hashtable data)
- {
- if (data.ContainsKey((byte)1))
- {
- // we have a full list of data (cause key 1 is used), so return "we have uncompressed all"
- return true;
- }
- // Compression was applied as data[(byte)2] exists (this is the data with some fields being compressed to null)
- // now we also need a previous "full" list of values to restore values that are null in this msg
- if (view.lastOnSerializeDataReceived == null)
- {
- return false; // We dont have a full match yet, we cannot work with missing values: skip this message
- }
- object[] compressedContents = data[(byte)2] as object[];
- if (compressedContents == null)
- {
- // despite expectation, there is no compressed data in this msg. shouldn't happen. just a null check
- return false;
- }
- int[] indexesThatAreChangedToNull = data[(byte)3] as int[];
- if (indexesThatAreChangedToNull == null)
- {
- indexesThatAreChangedToNull = new int[0];
- }
- object[] lastReceivedData = view.lastOnSerializeDataReceived;
- for (int index = 0; index < compressedContents.Length; index++)
- {
- if (compressedContents[index] == null && !indexesThatAreChangedToNull.Contains(index))
- {
- // we replace null values in this received msg unless a index is in the "changed to null" list
- object lastValue = lastReceivedData[index];
- compressedContents[index] = lastValue;
- }
- }
- data[(byte)1] = compressedContents; // compressedContents are now uncompressed...
- return true;
- }
- /// <summary>
- /// Returns true if both objects are almost identical.
- /// Used to check whether two objects are similar enough to skip an update.
- /// </summary>
- bool ObjectIsSameWithInprecision(object one, object two)
- {
- if (one == null || two == null)
- {
- return one == null && two == null;
- }
- if (!one.Equals(two))
- {
- // if A is not B, lets check if A is almost B
- if (one is Vector3)
- {
- Vector3 a = (Vector3)one;
- Vector3 b = (Vector3)two;
- if (a.AlmostEquals(b, PhotonNetwork.precisionForVectorSynchronization))
- {
- return true;
- }
- }
- else if (one is Vector2)
- {
- Vector2 a = (Vector2)one;
- Vector2 b = (Vector2)two;
- if (a.AlmostEquals(b, PhotonNetwork.precisionForVectorSynchronization))
- {
- return true;
- }
- }
- else if (one is Quaternion)
- {
- Quaternion a = (Quaternion)one;
- Quaternion b = (Quaternion)two;
- if (a.AlmostEquals(b, PhotonNetwork.precisionForQuaternionSynchronization))
- {
- return true;
- }
- }
- else if (one is float)
- {
- float a = (float)one;
- float b = (float)two;
- if (a.AlmostEquals(b, PhotonNetwork.precisionForFloatSynchronization))
- {
- return true;
- }
- }
- // one does not equal two
- return false;
- }
- return true;
- }
- internal protected static bool GetMethod(MonoBehaviour monob, string methodType, out MethodInfo mi)
- {
- mi = null;
- if (monob == null || string.IsNullOrEmpty(methodType))
- {
- return false;
- }
- List<MethodInfo> methods = SupportClass.GetMethods(monob.GetType(), null);
- for (int index = 0; index < methods.Count; index++)
- {
- MethodInfo methodInfo = methods[index];
- if (methodInfo.Name.Equals(methodType))
- {
- mi = methodInfo;
- return true;
- }
- }
- return false;
- }
- /// <summary>Internally used to flag if the message queue was disabled by a "scene sync" situation (to re-enable it).</summary>
- internal protected bool loadingLevelAndPausedNetwork = false;
- /// <summary>For automatic scene syncing, the loaded scene is put into a room property. This is the name of said prop.</summary>
- internal protected const string CurrentSceneProperty = "curScn";
- /// <summary>Internally used to detect the current scene and load it if PhotonNetwork.automaticallySyncScene is enabled.</summary>
- internal protected void LoadLevelIfSynced()
- {
- if (!PhotonNetwork.automaticallySyncScene || PhotonNetwork.isMasterClient || PhotonNetwork.room == null)
- {
- return;
- }
- // check if "current level" is set in props
- if (!PhotonNetwork.room.customProperties.ContainsKey(NetworkingPeer.CurrentSceneProperty))
- {
- return;
- }
- // if loaded level is not the one defined my master in props, load that level
- object sceneId = PhotonNetwork.room.customProperties[NetworkingPeer.CurrentSceneProperty];
- if (sceneId is int)
- {
- if (Application.loadedLevel != (int)sceneId)
- PhotonNetwork.LoadLevel((int)sceneId);
- }
- else if (sceneId is string)
- {
- if (Application.loadedLevelName != (string)sceneId)
- PhotonNetwork.LoadLevel((string)sceneId);
- }
- }
- protected internal void SetLevelInPropsIfSynced(object levelId)
- {
- if (!PhotonNetwork.automaticallySyncScene || !PhotonNetwork.isMasterClient || PhotonNetwork.room == null)
- {
- return;
- }
- if (levelId == null)
- {
- Debug.LogError("Parameter levelId can't be null!");
- return;
- }
- // check if "current level" is already set in props
- if (PhotonNetwork.room.customProperties.ContainsKey(NetworkingPeer.CurrentSceneProperty))
- {
- object levelIdInProps = PhotonNetwork.room.customProperties[NetworkingPeer.CurrentSceneProperty];
- if (levelIdInProps is int && Application.loadedLevel == (int)levelIdInProps)
- {
- return;
- }
- if (levelIdInProps is string && Application.loadedLevelName.Equals((string)levelIdInProps))
- {
- return;
- }
- }
- // current level is not yet in props, so this client has to set it
- Hashtable setScene = new Hashtable();
- if (levelId is int) setScene[NetworkingPeer.CurrentSceneProperty] = (int)levelId;
- else if (levelId is string) setScene[NetworkingPeer.CurrentSceneProperty] = (string)levelId;
- else Debug.LogError("Parameter levelId must be int or string!");
- PhotonNetwork.room.SetCustomProperties(setScene);
- this.SendOutgoingCommands(); // send immediately! because: in most cases the client will begin to load and not send for a while
- }
- public void SetApp(string appId, string gameVersion)
- {
- this.mAppId = appId.Trim();
- this.mAppVersion = gameVersion.Trim() + "_" + PhotonNetwork.versionPUN;
- }
- }
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