// -------------------------------------------------------------------------------------------------------------------- // // Part of: Photon Unity Networking // // -------------------------------------------------------------------------------------------------------------------- #if UNITY_5 && (!UNITY_5_0 && !UNITY_5_1 && !UNITY_5_2 && !UNITY_5_3) || UNITY_6 #define UNITY_MIN_5_4 #endif using System; using System.Collections; using System.Diagnostics; using ExitGames.Client.Photon; using UnityEngine; using UnityEngine.Profiling; using Debug = UnityEngine.Debug; using Hashtable = ExitGames.Client.Photon.Hashtable; using SupportClassPun = ExitGames.Client.Photon.SupportClass; #if UNITY_5_5_OR_NEWER using UnityEngine.Profiling; #endif /// /// Internal Monobehaviour that allows Photon to run an Update loop. /// internal class PhotonHandler : MonoBehaviour { public static PhotonHandler SP; public int updateInterval; // time [ms] between consecutive SendOutgoingCommands calls public int updateIntervalOnSerialize; // time [ms] between consecutive RunViewUpdate calls (sending syncs, etc) private int nextSendTickCount = 0; private int nextSendTickCountOnSerialize = 0; private static bool sendThreadShouldRun; private static Stopwatch timerToStopConnectionInBackground; protected internal static bool AppQuits; protected internal static Type PingImplementation = null; protected void Awake() { if (SP != null && SP != this && SP.gameObject != null) { GameObject.DestroyImmediate(SP.gameObject); } SP = this; DontDestroyOnLoad(this.gameObject); this.updateInterval = 1000 / PhotonNetwork.sendRate; this.updateIntervalOnSerialize = 1000 / PhotonNetwork.sendRateOnSerialize; PhotonHandler.StartFallbackSendAckThread(); } #if UNITY_MIN_5_4 protected void Start() { UnityEngine.SceneManagement.SceneManager.sceneLoaded += (scene, loadingMode) => { PhotonNetwork.networkingPeer.NewSceneLoaded(); PhotonNetwork.networkingPeer.SetLevelInPropsIfSynced(SceneManagerHelper.ActiveSceneName); }; } #else /// Called by Unity after a new level was loaded. protected void OnLevelWasLoaded(int level) { PhotonNetwork.networkingPeer.NewSceneLoaded(); PhotonNetwork.networkingPeer.SetLevelInPropsIfSynced(SceneManagerHelper.ActiveSceneName); } #endif /// Called by Unity when the application is closed. Disconnects. protected void OnApplicationQuit() { PhotonHandler.AppQuits = true; PhotonHandler.StopFallbackSendAckThread(); PhotonNetwork.Disconnect(); } /// /// Called by Unity when the application gets paused (e.g. on Android when in background). /// /// /// Sets a disconnect timer when PhotonNetwork.BackgroundTimeout > 0.1f. See PhotonNetwork.BackgroundTimeout. /// /// Some versions of Unity will give false values for pause on Android (and possibly on other platforms). /// /// If the app pauses. protected void OnApplicationPause(bool pause) { if (PhotonNetwork.BackgroundTimeout > 0.1f) { if (timerToStopConnectionInBackground == null) { timerToStopConnectionInBackground = new Stopwatch(); } timerToStopConnectionInBackground.Reset(); if (pause) { timerToStopConnectionInBackground.Start(); } else { timerToStopConnectionInBackground.Stop(); } } } /// Called by Unity when the play mode ends. Used to cleanup. protected void OnDestroy() { //Debug.Log("OnDestroy on PhotonHandler."); PhotonHandler.StopFallbackSendAckThread(); //PhotonNetwork.Disconnect(); } protected void Update() { if (PhotonNetwork.networkingPeer == null) { Debug.LogError("NetworkPeer broke!"); return; } if (PhotonNetwork.connectionStateDetailed == ClientState.PeerCreated || PhotonNetwork.connectionStateDetailed == ClientState.Disconnected || PhotonNetwork.offlineMode) { return; } // the messageQueue might be paused. in that case a thread will send acknowledgements only. nothing else to do here. if (!PhotonNetwork.isMessageQueueRunning) { return; } bool doDispatch = true; while (PhotonNetwork.isMessageQueueRunning && doDispatch) { // DispatchIncomingCommands() returns true of it found any command to dispatch (event, result or state change) Profiler.BeginSample("DispatchIncomingCommands"); doDispatch = PhotonNetwork.networkingPeer.DispatchIncomingCommands(); Profiler.EndSample(); } int currentMsSinceStart = (int)(Time.realtimeSinceStartup * 1000); // avoiding Environment.TickCount, which could be negative on long-running platforms if (PhotonNetwork.isMessageQueueRunning && currentMsSinceStart > this.nextSendTickCountOnSerialize) { PhotonNetwork.networkingPeer.RunViewUpdate(); this.nextSendTickCountOnSerialize = currentMsSinceStart + this.updateIntervalOnSerialize; this.nextSendTickCount = 0; // immediately send when synchronization code was running } currentMsSinceStart = (int)(Time.realtimeSinceStartup * 1000); if (currentMsSinceStart > this.nextSendTickCount) { bool doSend = true; while (PhotonNetwork.isMessageQueueRunning && doSend) { // Send all outgoing commands Profiler.BeginSample("SendOutgoingCommands"); doSend = PhotonNetwork.networkingPeer.SendOutgoingCommands(); Profiler.EndSample(); } this.nextSendTickCount = currentMsSinceStart + this.updateInterval; } } protected void OnJoinedRoom() { PhotonNetwork.networkingPeer.LoadLevelIfSynced(); } protected void OnCreatedRoom() { PhotonNetwork.networkingPeer.SetLevelInPropsIfSynced(SceneManagerHelper.ActiveSceneName); } public static void StartFallbackSendAckThread() { #if !UNITY_WEBGL if (sendThreadShouldRun) { return; } sendThreadShouldRun = true; SupportClassPun.CallInBackground(FallbackSendAckThread); // thread will call this every 100ms until method returns false #endif } public static void StopFallbackSendAckThread() { #if !UNITY_WEBGL sendThreadShouldRun = false; #endif } /// A thread which runs independent from the Update() calls. Keeps connections online while loading or in background. See PhotonNetwork.BackgroundTimeout. public static bool FallbackSendAckThread() { if (sendThreadShouldRun && PhotonNetwork.networkingPeer != null) { // check if the client should disconnect after some seconds in background if (timerToStopConnectionInBackground != null && PhotonNetwork.BackgroundTimeout > 0.1f) { if (timerToStopConnectionInBackground.ElapsedMilliseconds > PhotonNetwork.BackgroundTimeout * 1000) { if (PhotonNetwork.connected) { PhotonNetwork.Disconnect(); } timerToStopConnectionInBackground.Stop(); timerToStopConnectionInBackground.Reset(); return sendThreadShouldRun; } } if (PhotonNetwork.networkingPeer.ConnectionTime - PhotonNetwork.networkingPeer.LastSendOutgoingTime > 200) { PhotonNetwork.networkingPeer.SendAcksOnly(); } } return sendThreadShouldRun; } #region Photon Cloud Ping Evaluation private const string PlayerPrefsKey = "PUNCloudBestRegion"; internal static CloudRegionCode BestRegionCodeCurrently = CloudRegionCode.none; // default to none internal static CloudRegionCode BestRegionCodeInPreferences { get { string prefsRegionCode = PlayerPrefs.GetString(PlayerPrefsKey, ""); if (!string.IsNullOrEmpty(prefsRegionCode)) { CloudRegionCode loadedRegion = Region.Parse(prefsRegionCode); return loadedRegion; } return CloudRegionCode.none; } set { if (value == CloudRegionCode.none) { PlayerPrefs.DeleteKey(PlayerPrefsKey); } else { PlayerPrefs.SetString(PlayerPrefsKey, value.ToString()); } } } internal protected static void PingAvailableRegionsAndConnectToBest() { SP.StartCoroutine(SP.PingAvailableRegionsCoroutine(true)); } internal IEnumerator PingAvailableRegionsCoroutine(bool connectToBest) { BestRegionCodeCurrently = CloudRegionCode.none; while (PhotonNetwork.networkingPeer.AvailableRegions == null) { if (PhotonNetwork.connectionStateDetailed != ClientState.ConnectingToNameServer && PhotonNetwork.connectionStateDetailed != ClientState.ConnectedToNameServer) { Debug.LogError("Call ConnectToNameServer to ping available regions."); yield break; // break if we don't connect to the nameserver at all } Debug.Log("Waiting for AvailableRegions. State: " + PhotonNetwork.connectionStateDetailed + " Server: " + PhotonNetwork.Server + " PhotonNetwork.networkingPeer.AvailableRegions " + (PhotonNetwork.networkingPeer.AvailableRegions != null)); yield return new WaitForSeconds(0.25f); // wait until pinging finished (offline mode won't ping) } if (PhotonNetwork.networkingPeer.AvailableRegions == null || PhotonNetwork.networkingPeer.AvailableRegions.Count == 0) { Debug.LogError("No regions available. Are you sure your appid is valid and setup?"); yield break; // break if we don't get regions at all } PhotonPingManager pingManager = new PhotonPingManager(); foreach (Region region in PhotonNetwork.networkingPeer.AvailableRegions) { SP.StartCoroutine(pingManager.PingSocket(region)); } while (!pingManager.Done) { yield return new WaitForSeconds(0.1f); // wait until pinging finished (offline mode won't ping) } Region best = pingManager.BestRegion; PhotonHandler.BestRegionCodeCurrently = best.Code; PhotonHandler.BestRegionCodeInPreferences = best.Code; Debug.Log("Found best region: " + best.Code + " ping: " + best.Ping + ". Calling ConnectToRegionMaster() is: " + connectToBest); if (connectToBest) { PhotonNetwork.networkingPeer.ConnectToRegionMaster(best.Code); } } #endregion }