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- // ----------------------------------------------------------------------------
- // <copyright file="ConnectionHandler.cs" company="Exit Games GmbH">
- // Loadbalancing Framework for Photon - Copyright (C) 2018 Exit Games GmbH
- // </copyright>
- // <summary>
- // If the game logic does not call Service() for whatever reason, this keeps the connection.
- // </summary>
- // <author>developer@photonengine.com</author>
- // ----------------------------------------------------------------------------
- #if UNITY_4_7 || UNITY_5 || UNITY_5_3_OR_NEWER
- #define SUPPORTED_UNITY
- #endif
- namespace Photon.Realtime
- {
- using System;
- using System.Diagnostics;
- using SupportClass = ExitGames.Client.Photon.SupportClass;
- #if SUPPORTED_UNITY
- using UnityEngine;
- #endif
- #if SUPPORTED_UNITY
- public class ConnectionHandler : MonoBehaviour
- #else
- public class ConnectionHandler
- #endif
- {
- /// <summary>
- /// Photon client to log information and statistics from.
- /// </summary>
- public LoadBalancingClient Client { get; set; }
- /// <summary>Option to let the fallback thread call Disconnect after the KeepAliveInBackground time. Default: false.</summary>
- /// <remarks>
- /// If set to true, the thread will disconnect the client regularly, should the client not call SendOutgoingCommands / Service.
- /// This may happen due to an app being in background (and not getting a lot of CPU time) or when loading assets.
- ///
- /// If false, a regular timeout time will have to pass (on top) to time out the client.
- /// </remarks>
- public bool DisconnectAfterKeepAlive = false;
- /// <summary>Defines for how long the Fallback Thread should keep the connection, before it may time out as usual.</summary>
- /// <remarks>We want to the Client to keep it's connection when an app is in the background (and doesn't call Update / Service Clients should not keep their connection indefinitely in the background, so after some milliseconds, the Fallback Thread should stop keeping it up.</remarks>
- public int KeepAliveInBackground = 60000;
- /// <summary>Counts how often the Fallback Thread called SendAcksOnly, which is purely of interest to monitor if the game logic called SendOutgoingCommands as intended.</summary>
- public int CountSendAcksOnly { get; private set; }
- /// <summary>True if a fallback thread is running. Will call the client's SendAcksOnly() method to keep the connection up.</summary>
- public bool FallbackThreadRunning
- {
- get { return this.fallbackThreadId < 255; }
- }
- /// <summary>Keeps the ConnectionHandler, even if a new scene gets loaded.</summary>
- public bool ApplyDontDestroyOnLoad = true;
- /// <summary>Indicates that the app is closing. Set in OnApplicationQuit().</summary>
- [NonSerialized]
- public static bool AppQuits;
- private byte fallbackThreadId = 255;
- private bool didSendAcks;
- private readonly Stopwatch backgroundStopwatch = new Stopwatch();
- #if SUPPORTED_UNITY
- #if UNITY_2019_4_OR_NEWER
- /// <summary>
- /// Resets statics for Domain Reload
- /// </summary>
- [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
- static void StaticReset()
- {
- AppQuits = false;
- }
- #endif
- /// <summary>Called by Unity when the application gets closed. The UnityEngine will also call OnDisable, which disconnects.</summary>
- protected void OnApplicationQuit()
- {
- AppQuits = true;
- }
- /// <summary></summary>
- protected virtual void Awake()
- {
- if (this.ApplyDontDestroyOnLoad)
- {
- DontDestroyOnLoad(this.gameObject);
- }
- }
- /// <summary>Called by Unity when the application gets closed. Disconnects if OnApplicationQuit() was called before.</summary>
- protected virtual void OnDisable()
- {
- this.StopFallbackSendAckThread();
- if (AppQuits)
- {
- if (this.Client != null && this.Client.IsConnected)
- {
- this.Client.Disconnect();
- this.Client.LoadBalancingPeer.StopThread();
- }
- SupportClass.StopAllBackgroundCalls();
- }
- }
- #endif
- public void StartFallbackSendAckThread()
- {
- #if !UNITY_WEBGL
- if (this.FallbackThreadRunning)
- {
- return;
- }
- #if UNITY_SWITCH
- this.fallbackThreadId = SupportClass.StartBackgroundCalls(this.RealtimeFallbackThread, 50); // as workaround, we don't name the Thread.
- #else
- this.fallbackThreadId = SupportClass.StartBackgroundCalls(this.RealtimeFallbackThread, 50, "RealtimeFallbackThread");
- #endif
- #endif
- }
- public void StopFallbackSendAckThread()
- {
- #if !UNITY_WEBGL
- if (!this.FallbackThreadRunning)
- {
- return;
- }
- SupportClass.StopBackgroundCalls(this.fallbackThreadId);
- this.fallbackThreadId = 255;
- #endif
- }
- /// <summary>A thread which runs independent from the Update() calls. Keeps connections online while loading or in background. See <see cref="KeepAliveInBackground"/>.</summary>
- public bool RealtimeFallbackThread()
- {
- if (this.Client != null)
- {
- if (!this.Client.IsConnected)
- {
- this.didSendAcks = false;
- return true;
- }
- if (this.Client.LoadBalancingPeer.ConnectionTime - this.Client.LoadBalancingPeer.LastSendOutgoingTime > 100)
- {
- if (!this.didSendAcks)
- {
- backgroundStopwatch.Reset();
- backgroundStopwatch.Start();
- }
- // check if the client should disconnect after some seconds in background
- if (backgroundStopwatch.ElapsedMilliseconds > this.KeepAliveInBackground)
- {
- if (this.DisconnectAfterKeepAlive)
- {
- this.Client.Disconnect();
- }
- return true;
- }
- this.didSendAcks = true;
- this.CountSendAcksOnly++;
- this.Client.LoadBalancingPeer.SendAcksOnly();
- }
- else
- {
- this.didSendAcks = false;
- }
- }
- return true;
- }
- }
- }
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