FiE-Game/Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs
2023-07-19 18:11:02 +01:00

4438 lines
178 KiB
C#

// --------------------------------------------------------------------------------------------------------------------
// <copyright file="NetworkingPeer.cs" company="Exit Games GmbH">
// Part of: Photon Unity Networking (PUN)
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using ExitGames.Client.Photon;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
using Hashtable = ExitGames.Client.Photon.Hashtable;
using SupportClassPun = ExitGames.Client.Photon.SupportClass;
#region Enums
/// <summary>
/// Detailed connection / networking peer state.
/// PUN implements a loadbalancing and authentication workflow "behind the scenes", so
/// some states will automatically advance to some follow up state. Those states are
/// commented with "(will-change)".
/// </summary>
/// \ingroup publicApi
public enum ClientState
{
/// <summary>Not running. Only set before initialization and first use.</summary>
Uninitialized,
/// <summary>Created and available to connect.</summary>
PeerCreated,
/// <summary>Not used at the moment.</summary>
Queued,
/// <summary>The application is authenticated. PUN usually joins the lobby now.</summary>
/// <remarks>(will-change) Unless AutoJoinLobby is false.</remarks>
Authenticated,
/// <summary>Client is in the lobby of the Master Server and gets room listings.</summary>
/// <remarks>Use Join, Create or JoinRandom to get into a room to play.</remarks>
JoinedLobby,
/// <summary>Disconnecting.</summary>
/// <remarks>(will-change)</remarks>
DisconnectingFromMasterserver,
/// <summary>Connecting to game server (to join/create a room and play).</summary>
/// <remarks>(will-change)</remarks>
ConnectingToGameserver,
/// <summary>Similar to Connected state but on game server. Still in process to join/create room.</summary>
/// <remarks>(will-change)</remarks>
ConnectedToGameserver,
/// <summary>In process to join/create room (on game server).</summary>
/// <remarks>(will-change)</remarks>
Joining,
/// <summary>Final state of a room join/create sequence. This client can now exchange events / call RPCs with other clients.</summary>
Joined,
/// <summary>Leaving a room.</summary>
/// <remarks>(will-change)</remarks>
Leaving,
/// <summary>Workflow is leaving the game server and will re-connect to the master server.</summary>
/// <remarks>(will-change)</remarks>
DisconnectingFromGameserver,
/// <summary>Workflow is connected to master server and will establish encryption and authenticate your app.</summary>
/// <remarks>(will-change)</remarks>
ConnectingToMasterserver,
/// <summary>Same Queued but coming from game server.</summary>
/// <remarks>(will-change)</remarks>
QueuedComingFromGameserver,
/// <summary>PUN is disconnecting. This leads to Disconnected.</summary>
/// <remarks>(will-change)</remarks>
Disconnecting,
/// <summary>No connection is setup, ready to connect. Similar to PeerCreated.</summary>
Disconnected,
/// <summary>Final state for connecting to master without joining the lobby (AutoJoinLobby is false).</summary>
ConnectedToMaster,
/// <summary>Client connects to the NameServer. This process includes low level connecting and setting up encryption. When done, state becomes ConnectedToNameServer.</summary>
ConnectingToNameServer,
/// <summary>Client is connected to the NameServer and established enctryption already. You should call OpGetRegions or ConnectToRegionMaster.</summary>
ConnectedToNameServer,
/// <summary>When disconnecting from a Photon NameServer.</summary>
/// <remarks>(will-change)</remarks>
DisconnectingFromNameServer,
/// <summary>When connecting to a Photon Server, this state is intermediate before you can call any operations.</summary>
/// <remarks>(will-change)</remarks>
Authenticating
}
/// <summary>
/// Internal state, how this peer gets into a particular room (joining it or creating it).
/// </summary>
internal enum JoinType
{
/// <summary>This client creates a room, gets into it (no need to join) and can set room properties.</summary>
CreateRoom,
/// <summary>The room existed already and we join into it (not setting room properties).</summary>
JoinRoom,
/// <summary>Done on Master Server and (if successful) followed by a Join on Game Server.</summary>
JoinRandomRoom,
/// <summary>Client is either joining or creating a room. On Master- and Game-Server.</summary>
JoinOrCreateRoom
}
/// <summary>
/// Summarizes the cause for a disconnect. Used in: OnConnectionFail and OnFailedToConnectToPhoton.
/// </summary>
/// <remarks>Extracted from the status codes from ExitGames.Client.Photon.StatusCode.</remarks>
/// <seealso cref="PhotonNetworkingMessage"/>
/// \ingroup publicApi
public enum DisconnectCause
{
/// <summary>Server actively disconnected this client.
/// Possible cause: The server's user limit was hit and client was forced to disconnect (on connect).</summary>
DisconnectByServerUserLimit = StatusCode.DisconnectByServerUserLimit,
/// <summary>Connection could not be established.
/// Possible cause: Local server not running.</summary>
ExceptionOnConnect = StatusCode.ExceptionOnConnect,
/// <summary>Timeout disconnect by server (which decided an ACK was missing for too long).</summary>
DisconnectByServerTimeout = StatusCode.DisconnectByServer,
/// <summary>Server actively disconnected this client.
/// Possible cause: Server's send buffer full (too much data for client).</summary>
DisconnectByServerLogic = StatusCode.DisconnectByServerLogic,
/// <summary>Some exception caused the connection to close.</summary>
Exception = StatusCode.Exception,
/// <summary>(32767) The Photon Cloud rejected the sent AppId. Check your Dashboard and make sure the AppId you use is complete and correct.</summary>
InvalidAuthentication = ErrorCode.InvalidAuthentication,
/// <summary>(32757) Authorization on the Photon Cloud failed because the concurrent users (CCU) limit of the app's subscription is reached.</summary>
MaxCcuReached = ErrorCode.MaxCcuReached,
/// <summary>(32756) Authorization on the Photon Cloud failed because the app's subscription does not allow to use a particular region's server.</summary>
InvalidRegion = ErrorCode.InvalidRegion,
/// <summary>The security settings for client or server don't allow a connection (see remarks).</summary>
/// <remarks>
/// A common cause for this is that browser clients read a "crossdomain" file from the server.
/// If that file is unavailable or not configured to let the client connect, this exception is thrown.
/// Photon usually provides this crossdomain file for Unity.
/// If it fails, read:
/// http://doc.exitgames.com/photon-server/PolicyApp
/// </remarks>
SecurityExceptionOnConnect = StatusCode.SecurityExceptionOnConnect,
/// <summary>Timeout disconnect by client (which decided an ACK was missing for too long).</summary>
DisconnectByClientTimeout = StatusCode.TimeoutDisconnect,
/// <summary>Exception in the receive-loop.
/// Possible cause: Socket failure.</summary>
InternalReceiveException = StatusCode.ExceptionOnReceive,
/// <summary>(32753) The Authentication ticket expired. Handle this by connecting again (which includes an authenticate to get a fresh ticket).</summary>
AuthenticationTicketExpired = 32753,
}
/// <summary>Available server (types) for internally used field: server.</summary>
/// <remarks>Photon uses 3 different roles of servers: Name Server, Master Server and Game Server.</remarks>
public enum ServerConnection
{
/// <summary>This server is where matchmaking gets done and where clients can get lists of rooms in lobbies.</summary>
MasterServer,
/// <summary>This server handles a number of rooms to execute and relay the messages between players (in a room).</summary>
GameServer,
/// <summary>This server is used initially to get the address (IP) of a Master Server for a specific region. Not used for Photon OnPremise (self hosted).</summary>
NameServer
}
#endregion
/// <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>Combination of GameVersion+"_"+PunVersion. Separates players per app by version.</summary>
protected internal string AppVersion
{
get { return string.Format("{0}_{1}", PhotonNetwork.gameVersion, PhotonNetwork.versionPUN); }
}
/// <summary>Contains the AppId for the Photon Cloud (ignored by Photon Servers).</summary>
protected internal string AppId;
/// <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 AuthValues { get; set; }
/// <summary>Internally used cache for the server's token. Identifies a user/session and can be used to rejoin.</summary>
private string tokenCache;
/// <summary>Enables the new Authentication workflow</summary>
public AuthModeOption AuthMode = AuthModeOption.Auth;
/// <summary>Defines how the communication gets encrypted.</summary>
public EncryptionMode EncryptionMode = EncryptionMode.PayloadEncryption;
///<summary>Simplifies getting the token for connect/init requests, if this feature is enabled.</summary>
private string TokenForInit
{
get
{
if (this.AuthMode == AuthModeOption.Auth)
{
return null;
}
return (this.AuthValues != null) ? this.AuthValues.Token : null;
}
}
/// <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 Host Name for Photon Cloud. Without port and without any prefix.</summary>
public const string NameServerHost = "ns.exitgames.com";
/// <summary>Name Server for HTTP connections to the Photon Cloud. Includes prefix and port.</summary>
public const string NameServerHttp = "http://ns.exitgamescloud.com:80/photon/n";
/// <summary>Name Server port per protocol (the UDP port is different than TCP, etc).</summary>
private static readonly Dictionary<ConnectionProtocol, int> ProtocolToNameServerPort = new Dictionary<ConnectionProtocol, int>() { { ConnectionProtocol.Udp, 5058 }, { ConnectionProtocol.Tcp, 4533 }, { ConnectionProtocol.WebSocket, 9093 }, { ConnectionProtocol.WebSocketSecure, 19093 } }; //, { ConnectionProtocol.RHttp, 6063 } };
/// <summary>Name Server Address for Photon Cloud (based on current protocol). You can use the default values and usually won't have to set this value.</summary>
public string NameServerAddress { get { return this.GetNameServerAddress(); } }
/// <summary>Your Master Server address. In PhotonCloud, call ConnectToRegionMaster() to find your Master Server.</summary>
/// <remarks>
/// In the Photon Cloud, explicit definition of a Master Server Address is not best practice.
/// The Photon Cloud has a "Name Server" which redirects clients to a specific Master Server (per Region and AppId).
/// </remarks>
public string MasterServerAddress { get; protected internal set; }
/// <summary>The game server's address for a particular room. In use temporarily, as assigned by master.</summary>
public string GameServerAddress { get; protected internal set; }
/// <summary>The server this client is currently connected or connecting to.</summary>
/// <remarks>
/// Each server (NameServer, MasterServer, GameServer) allow some operations and reject others.
/// </remarks>
protected internal ServerConnection Server { get; private set; }
public ClientState State { get; internal set; }
public bool IsInitialConnect = false;
public bool insideLobby = false;
public TypedLobby lobby { get; set; }
private bool requestLobbyStatistics
{
get { return PhotonNetwork.EnableLobbyStatistics && this.Server == ServerConnection.MasterServer; }
}
protected internal List<TypedLobbyInfo> LobbyStatistics = new List<TypedLobbyInfo>();
public Dictionary<string, RoomInfo> mGameList = new Dictionary<string, RoomInfo>();
public RoomInfo[] mGameListCopy = new RoomInfo[0];
private string playername = "";
public string PlayerName
{
get
{
return this.playername;
}
set
{
if (string.IsNullOrEmpty(value) || value.Equals(this.playername))
{
return;
}
if (this.LocalPlayer != null)
{
this.LocalPlayer.NickName = value;
}
this.playername = value;
if (this.CurrentRoom != null)
{
// Only when in a room
this.SendPlayerName();
}
}
}
// "public" access to the current game - is null unless a room is joined on a gameserver
// isLocalClientInside becomes true when op join result is positive on GameServer
private bool mPlayernameHasToBeUpdated;
public Room CurrentRoom
{
get
{
if (this.currentRoom != null && this.currentRoom.IsLocalClientInside)
{
return this.currentRoom;
}
return null;
}
private set { this.currentRoom = value; }
}
private Room currentRoom;
public PhotonPlayer LocalPlayer { get; internal set; }
/// <summary>Stat value: Count of players on Master (looking for rooms)</summary>
public int PlayersOnMasterCount { get; internal set; }
/// <summary>Stat value: Count of Players in rooms</summary>
public int PlayersInRoomsCount { get; internal set; }
/// <summary>Stat value: Count of Rooms</summary>
public int RoomsCount { get; internal set; }
private JoinType lastJoinType;
protected internal EnterRoomParams enterRoomParamsCache;
/// <summary>Internally used to trigger OpAuthenticate when encryption was established after a connect.</summary>
private bool didAuthenticate;
/// <summary>Contains the list of names of friends to look up their state on the server.</summary>
private string[] friendListRequested;
/// <summary>
/// Age of friend list info (in milliseconds). It's 0 until a friend list is fetched.
/// </summary>
protected internal int FriendListAge { get { return (this.isFetchingFriendList || 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 isFetchingFriendList;
/// <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
{
return this.AuthValues != null && !String.IsNullOrEmpty(this.AuthValues.Token);
}
}
/// <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 List<Region> AvailableRegions { get; protected internal set; }
/// <summary>The cloud region this client connects to. Set by ConnectToRegionMaster().</summary>
public CloudRegionCode CloudRegion { get; protected internal set; }
public Dictionary<int, PhotonPlayer> mActors = new Dictionary<int, PhotonPlayer>();
public PhotonPlayer[] mOtherPlayerListCopy = new PhotonPlayer[0];
public PhotonPlayer[] mPlayerListCopy = new PhotonPlayer[0];
public int mMasterClientId
{
get
{
if (PhotonNetwork.offlineMode) return this.LocalPlayer.ID;
return (this.CurrentRoom == null) ? 0 : this.CurrentRoom.MasterClientId;
}
private set
{
if (this.CurrentRoom != null)
{
this.CurrentRoom.MasterClientId = value;
}
}
}
public bool hasSwitchedMC = false;
private HashSet<int> allowedReceivingGroups = new HashSet<int>();
private HashSet<int> blockSendingGroups = new HashSet<int>();
protected internal Dictionary<int, PhotonView> photonViewList = new Dictionary<int, PhotonView>(); //TODO: make private again
private readonly PhotonStream readStream = new PhotonStream(false, null); // only used in OnSerializeRead()
private readonly PhotonStream pStream = new PhotonStream(true, null); // only used in OnSerializeWrite()
private readonly Dictionary<int, Hashtable> dataPerGroupReliable = new Dictionary<int, Hashtable>(); // only used in RunViewUpdate()
private readonly Dictionary<int, Hashtable> dataPerGroupUnreliable = new Dictionary<int, Hashtable>(); // only used in RunViewUpdate()
protected internal short currentLevelPrefix = 0;
/// <summary>Internally used to flag if the message queue was disabled by a "scene sync" situation (to re-enable it).</summary>
protected internal 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>
protected internal const string CurrentSceneProperty = "curScn";
public static bool UsePrefabCache = true;
internal IPunPrefabPool ObjectPool;
public static Dictionary<string, GameObject> PrefabCache = new Dictionary<string, GameObject>();
private Dictionary<Type, List<MethodInfo>> monoRPCMethodsCache = new Dictionary<Type, List<MethodInfo>>();
private readonly Dictionary<string, int> rpcShortcuts; // lookup "table" for the index (shortcut) of an RPC name
/// <summary>Caches PhotonNetworkingMessage.OnPhotonInstantiate.ToString(), because DoInstantiate calls it often (and ToString() on the enum is astonishingly expensive).</summary>
private static readonly string OnPhotonInstantiateString = PhotonNetworkingMessage.OnPhotonInstantiate.ToString();
// TODO: CAS must be implemented for OfflineMode
public NetworkingPeer(string playername, ConnectionProtocol connectionProtocol) : base(connectionProtocol)
{
this.Listener = this;
this.LimitOfUnreliableCommands = 40;
this.lobby = TypedLobby.Default;
this.PlayerName = playername;
this.LocalPlayer = new PhotonPlayer(true, -1, this.playername);
this.AddNewPlayer(this.LocalPlayer.ID, this.LocalPlayer);
// 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 = ClientState.PeerCreated;
}
/// <summary>
/// Gets the NameServer Address (with prefix and port), based on the set protocol (this.UsedProtocol).
/// </summary>
/// <returns>NameServer Address (with prefix and port).</returns>
private string GetNameServerAddress()
{
#if RHTTP
if (currentProtocol == ConnectionProtocol.RHttp)
{
return NameServerHttp;
}
#endif
ConnectionProtocol currentProtocol = this.TransportProtocol;
int protocolPort = 0;
ProtocolToNameServerPort.TryGetValue(currentProtocol, out protocolPort);
string protocolPrefix = string.Empty;
if (currentProtocol == ConnectionProtocol.WebSocket)
{
protocolPrefix = "ws://";
}
else if (currentProtocol == ConnectionProtocol.WebSocketSecure)
{
protocolPrefix = "wss://";
}
string result = string.Format("{0}{1}:{2}", protocolPrefix, NameServerHost, protocolPort);
//Debug.Log("NameServer: " + result);
return result;
}
#region Operations and Connection Methods
public override bool Connect(string serverAddress, string applicationName)
{
Debug.LogError("Avoid using this directly. Thanks.");
return false;
}
/// <summary>Can be used to reconnect to the master server after a disconnect.</summary>
/// <remarks>Common use case: Press the Lock Button on a iOS device and you get disconnected immediately.</remarks>
public bool ReconnectToMaster()
{
if (this.AuthValues == null)
{
Debug.LogWarning("ReconnectToMaster() with AuthValues == null is not correct!");
this.AuthValues = new AuthenticationValues();
}
this.AuthValues.Token = this.tokenCache;
return this.Connect(this.MasterServerAddress, ServerConnection.MasterServer);
}
/// <summary>
/// Can be used to return to a room quickly, by directly reconnecting to a game server to rejoin a room.
/// </summary>
/// <returns>False, if the conditions are not met. Then, this client does not attempt the ReconnectAndRejoin.</returns>
public bool ReconnectAndRejoin()
{
if (this.AuthValues == null)
{
Debug.LogWarning("ReconnectAndRejoin() with AuthValues == null is not correct!");
this.AuthValues = new AuthenticationValues();
}
this.AuthValues.Token = this.tokenCache;
if (!string.IsNullOrEmpty(this.GameServerAddress) && this.enterRoomParamsCache != null)
{
this.lastJoinType = JoinType.JoinRoom;
this.enterRoomParamsCache.RejoinOnly = true;
return this.Connect(this.GameServerAddress, ServerConnection.GameServer);
}
return false;
}
public bool Connect(string serverAddress, ServerConnection type)
{
if (PhotonHandler.AppQuits)
{
Debug.LogWarning("Ignoring Connect() because app gets closed. If this is an error, check PhotonHandler.AppQuits.");
return false;
}
if (this.State == ClientState.Disconnecting)
{
Debug.LogError("Connect() failed. Can't connect while disconnecting (still). Current state: " + PhotonNetwork.connectionStateDetailed);
return false;
}
this.SetupProtocol(type);
// connect might fail, if the DNS name can't be resolved or if no network connection is available
bool connecting = base.Connect(serverAddress, "", this.TokenForInit);
if (connecting)
{
switch (type)
{
case ServerConnection.NameServer:
State = ClientState.ConnectingToNameServer;
break;
case ServerConnection.MasterServer:
State = ClientState.ConnectingToMasterserver;
break;
case ServerConnection.GameServer:
State = ClientState.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()
{
if (PhotonHandler.AppQuits)
{
Debug.LogWarning("Ignoring Connect() because app gets closed. If this is an error, check PhotonHandler.AppQuits.");
return false;
}
this.IsUsingNameServer = true;
this.CloudRegion = CloudRegionCode.none;
if (this.State == ClientState.ConnectedToNameServer)
{
return true;
}
this.SetupProtocol(ServerConnection.NameServer);
if (!base.Connect(this.NameServerAddress, "ns", this.TokenForInit))
{
return false;
}
this.State = ClientState.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(CloudRegionCode region)
{
if (PhotonHandler.AppQuits)
{
Debug.LogWarning("Ignoring Connect() because app gets closed. If this is an error, check PhotonHandler.AppQuits.");
return false;
}
IsUsingNameServer = true;
this.CloudRegion = region;
if (this.State == ClientState.ConnectedToNameServer)
{
return this.CallAuthenticate();
}
this.SetupProtocol(ServerConnection.NameServer);
if (!base.Connect(this.NameServerAddress, "ns", this.TokenForInit))
{
return false;
}
this.State = ClientState.ConnectingToNameServer;
return true;
}
protected internal void SetupProtocol(ServerConnection serverType)
{
ConnectionProtocol protocolOverride = this.TransportProtocol;
if (this.AuthMode == AuthModeOption.AuthOnceWss)
{
if (serverType != ServerConnection.NameServer)
{
if (PhotonNetwork.logLevel >= PhotonLogLevel.ErrorsOnly)
{
Debug.LogWarning("Using PhotonServerSettings.Protocol when leaving the NameServer (AuthMode is AuthOnceWss): " + PhotonNetwork.PhotonServerSettings.Protocol);
}
protocolOverride = PhotonNetwork.PhotonServerSettings.Protocol;
}
else
{
if (PhotonNetwork.logLevel >= PhotonLogLevel.ErrorsOnly)
{
Debug.LogWarning("Using WebSocket to connect NameServer (AuthMode is AuthOnceWss).");
}
protocolOverride = ConnectionProtocol.WebSocketSecure;
}
}
// to support WebGL export in Unity, we find and assign the SocketWebTcp class (if it's in the project).
// alternatively class SocketWebTcp might be in the Photon3Unity3D.dll
Type socketTcp = Type.GetType("ExitGames.Client.Photon.SocketWebTcp, Assembly-CSharp", false);
if (socketTcp == null)
{
socketTcp = Type.GetType("ExitGames.Client.Photon.SocketWebTcp, Assembly-CSharp-firstpass", false);
}
if (socketTcp != null)
{
this.SocketImplementationConfig[ConnectionProtocol.WebSocket] = socketTcp;
this.SocketImplementationConfig[ConnectionProtocol.WebSocketSecure] = socketTcp;
}
#if UNITY_WEBGL
if (this.TransportProtocol != ConnectionProtocol.WebSocket && this.TransportProtocol != ConnectionProtocol.WebSocketSecure)
{
Debug.Log("WebGL only supports WebSocket protocol. Overriding PhotonServerSettings.");
protocolOverride = ConnectionProtocol.WebSocketSecure;
}
PhotonHandler.PingImplementation = typeof(PingHttp);
#endif
#if !UNITY_EDITOR && (UNITY_WINRT)
// this automatically uses a separate assembly-file with Win8-style Socket usage (not possible in Editor)
Debug.LogWarning("Using PingWindowsStore");
PhotonHandler.PingImplementation = typeof(PingWindowsStore); // but for ping, we have to set the implementation explicitly to Win 8 Store/Phone
#endif
#pragma warning disable 0162 // the library variant defines if we should use PUN's SocketUdp variant (at all)
if (PhotonPeer.NoSocket)
{
if (this.TransportProtocol != ConnectionProtocol.Udp)
{
Debug.Log("This Photon3Unity3d.dll only allows UDP. TransportProtocol was: " + this.TransportProtocol + ". SocketImplementation: " + this.SocketImplementation);
}
protocolOverride = ConnectionProtocol.Udp;
#if !UNITY_EDITOR && (UNITY_PS3 || UNITY_ANDROID)
this.SocketImplementationConfig[ConnectionProtocol.Udp] = typeof(SocketUdpNativeDynamic);
PhotonHandler.PingImplementation = typeof(PingNativeDynamic);
#elif !UNITY_EDITOR && UNITY_IPHONE
this.SocketImplementationConfig[ConnectionProtocol.Udp] = typeof(SocketUdpNativeStatic);
PhotonHandler.PingImplementation = typeof(PingNativeStatic);
#elif !UNITY_EDITOR && UNITY_WINRT
// this automatically uses a separate assembly-file with Win8-style Socket usage (not possible in Editor)
#else
this.SocketImplementationConfig[ConnectionProtocol.Udp] = typeof(SocketUdp);
PhotonHandler.PingImplementation = typeof(PingMonoEditor);
#endif
if (this.SocketImplementationConfig[ConnectionProtocol.Udp] == null)
{
Debug.Log("No socket implementation set for 'NoSocket' assembly. Please check your settings.");
}
}
#pragma warning restore 0162
if (PhotonHandler.PingImplementation == null)
{
PhotonHandler.PingImplementation = typeof(PingMono);
}
if (this.TransportProtocol == protocolOverride)
{
return;
}
if (PhotonNetwork.logLevel >= PhotonLogLevel.ErrorsOnly)
{
Debug.LogWarning("Protocol switch from: " + this.TransportProtocol + " to: " + protocolOverride + ".");
}
this.TransportProtocol = protocolOverride;
}
/// <summary>
/// Complete disconnect from photon (and the open master OR game server)
/// </summary>
public override void Disconnect()
{
if (this.PeerState == PeerStateValue.Disconnected)
{
if (!PhotonHandler.AppQuits)
{
Debug.LogWarning(string.Format("Can't execute Disconnect() while not connected. Nothing changed. State: {0}", this.State));
}
return;
}
this.State = ClientState.Disconnecting;
base.Disconnect();
//this.LeftRoomCleanup();
//this.LeftLobbyCleanup();
}
private bool CallAuthenticate()
{
// once encryption is availble, the client should send one (secure) authenticate. it includes the AppId (which identifies your app on the Photon Cloud)
AuthenticationValues auth = this.AuthValues ?? new AuthenticationValues() { UserId = this.PlayerName };
if (this.AuthMode == AuthModeOption.Auth)
{
return this.OpAuthenticate(this.AppId, this.AppVersion, auth, this.CloudRegion.ToString(), this.requestLobbyStatistics);
}
else
{
return this.OpAuthenticateOnce(this.AppId, this.AppVersion, auth, this.CloudRegion.ToString(), this.EncryptionMode, PhotonNetwork.PhotonServerSettings.Protocol);
}
}
/// <summary>
/// Internally used only. Triggers OnStateChange with "Disconnect" in next dispatch which is the signal to re-connect (if at all).
/// </summary>
private void DisconnectToReconnect()
{
switch (this.Server)
{
case ServerConnection.NameServer:
this.State = ClientState.DisconnectingFromNameServer;
base.Disconnect();
break;
case ServerConnection.MasterServer:
this.State = ClientState.DisconnectingFromMasterserver;
base.Disconnect();
//LeftLobbyCleanup();
break;
case ServerConnection.GameServer:
this.State = ClientState.DisconnectingFromGameserver;
base.Disconnect();
//this.LeftRoomCleanup();
break;
}
}
/// <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.AppId);
if (sent)
{
this.AvailableRegions = null;
}
return sent;
}
/// <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.isFetchingFriendList)
{
return false; // fetching friends currently, so don't do it again (avoid changing the list while fetching friends)
}
this.friendListRequested = friendsToFind;
this.isFetchingFriendList = true;
return base.OpFindFriends(friendsToFind);
}
/// <summary>NetworkingPeer.OpCreateGame</summary>
public bool OpCreateGame(EnterRoomParams enterRoomParams)
{
bool onGameServer = this.Server == ServerConnection.GameServer;
enterRoomParams.OnGameServer = onGameServer;
enterRoomParams.PlayerProperties = GetLocalActorProperties();
if (!onGameServer)
{
enterRoomParamsCache = enterRoomParams;
}
this.lastJoinType = JoinType.CreateRoom;
return base.OpCreateRoom(enterRoomParams);
}
/// <summary>NetworkingPeer.OpJoinRoom</summary>
public override bool OpJoinRoom(EnterRoomParams opParams)
{
bool onGameServer = this.Server == ServerConnection.GameServer;
opParams.OnGameServer = onGameServer;
if (!onGameServer)
{
this.enterRoomParamsCache = opParams;
}
this.lastJoinType = (opParams.CreateIfNotExists) ? JoinType.JoinOrCreateRoom : JoinType.JoinRoom;
return base.OpJoinRoom(opParams);
}
/// <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(OpJoinRandomRoomParams opJoinRandomRoomParams)
{
enterRoomParamsCache = new EnterRoomParams(); // this is used when the client arrives on the GS and joins the room
enterRoomParamsCache.Lobby = opJoinRandomRoomParams.TypedLobby;
this.enterRoomParamsCache.ExpectedUsers = opJoinRandomRoomParams.ExpectedUsers;
this.lastJoinType = JoinType.JoinRandomRoom;
return base.OpJoinRandomRoom(opJoinRandomRoomParams);
}
/// <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 != ClientState.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 Helpers
private void ReadoutProperties(Hashtable gameProperties, Hashtable pActorProperties, int targetActorNr)
{
// Debug.LogWarning("ReadoutProperties gameProperties: " + gameProperties.ToStringFull() + " pActorProperties: " + pActorProperties.ToStringFull() + " targetActorNr: " + targetActorNr);
// read per-player properties (or those of one target player) and cache those locally
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.ReadoutPropertiesForActorNr(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);
}
}
}
// read game properties and cache them locally
if (this.CurrentRoom != null && gameProperties != null)
{
this.CurrentRoom.InternalCacheProperties(gameProperties);
SendMonoMessage(PhotonNetworkingMessage.OnPhotonCustomRoomPropertiesChanged, gameProperties);
if (PhotonNetwork.automaticallySyncScene)
{
this.LoadLevelIfSynced(); // will load new scene if sceneName was changed
}
}
}
private Hashtable ReadoutPropertiesForActorNr(Hashtable actorProperties, int actorNr)
{
if (actorProperties.ContainsKey(actorNr))
{
return (Hashtable)actorProperties[actorNr];
}
return actorProperties;
}
public void ChangeLocalID(int newID)
{
if (this.LocalPlayer == null)
{
Debug.LogWarning(
string.Format(
"LocalPlayer is null or not in mActors! LocalPlayer: {0} mActors==null: {1} newID: {2}",
this.LocalPlayer,
this.mActors == null,
newID));
}
if (this.mActors.ContainsKey(this.LocalPlayer.ID))
{
this.mActors.Remove(this.LocalPlayer.ID);
}
this.LocalPlayer.InternalChangeLocalID(newID);
this.mActors[this.LocalPlayer.ID] = this.LocalPlayer;
this.RebuildPlayerListCopies();
}
/// <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 (this.insideLobby)
{
this.insideLobby = false;
SendMonoMessage(PhotonNetworkingMessage.OnLeftLobby);
}
}
/// <summary>
/// Called when "this client" left a room to clean up.
/// </summary>
private void LeftRoomCleanup()
{
bool wasInRoom = this.CurrentRoom != null;
// when leaving a room, we clean up depending on that room's settings.
bool autoCleanupSettingOfRoom = (this.CurrentRoom != null) ? this.CurrentRoom.AutoCleanUp : PhotonNetwork.autoCleanUpPlayerObjects;
this.hasSwitchedMC = false;
this.CurrentRoom = null;
this.mActors = new Dictionary<int, PhotonPlayer>();
this.mPlayerListCopy = new PhotonPlayer[0];
this.mOtherPlayerListCopy = new PhotonPlayer[0];
this.allowedReceivingGroups = new HashSet<int>();
this.blockSendingGroups = new HashSet<int>();
this.mGameList = new Dictionary<string, RoomInfo>();
this.mGameListCopy = new RoomInfo[0];
this.isFetchingFriendList = 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);
}
}
/// <summary>
/// Cleans up anything that was instantiated in-game (not loaded with the scene).
/// </summary>
protected internal void LocalCleanupAnythingInstantiated(bool destroyInstantiatedGameObjects)
{
if (this.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> instantiatedGos = new HashSet<GameObject>();
foreach (PhotonView view in this.photonViewList.Values)
{
if (view.isRuntimeInstantiated)
{
instantiatedGos.Add(view.gameObject); // HashSet keeps each object only once
}
}
foreach (GameObject go in instantiatedGos)
{
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)
PhotonNetwork.lastUsedViewSubId = 0;
PhotonNetwork.lastUsedViewSubIdStatic = 0;
}
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, operationResponse.ReturnCode, operationResponse.DebugMessage);
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, operationResponse.ReturnCode, operationResponse.DebugMessage);
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, operationResponse.ReturnCode, operationResponse.DebugMessage);
break;
}
this.DisconnectToReconnect();
return;
}
Room current = new Room(this.enterRoomParamsCache.RoomName, null);
current.IsLocalClientInside = true;
this.CurrentRoom = current;
this.State = ClientState.Joined;
if (operationResponse.Parameters.ContainsKey(ParameterCode.ActorList))
{
int[] actorsInRoom = (int[])operationResponse.Parameters[ParameterCode.ActorList];
this.UpdatedActorList(actorsInRoom);
}
// 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);
Hashtable actorProperties = (Hashtable)operationResponse[ParameterCode.PlayerProperties];
Hashtable gameProperties = (Hashtable)operationResponse[ParameterCode.GameProperties];
this.ReadoutProperties(gameProperties, actorProperties, 0);
if (!this.CurrentRoom.serverSideMasterClient) 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 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>();
for (int i = 0; i < this.mPlayerListCopy.Length; i++)
{
PhotonPlayer player = this.mPlayerListCopy[i];
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, EventData evLeave)
{
if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
Debug.Log("HandleEventLeave for player ID: " + actorID + " evLeave: " + evLeave.ToStringFull());
// actorNr is fetched out of event
PhotonPlayer player = this.GetPlayerWithId(actorID);
if (player == null)
{
Debug.LogError(String.Format("Received event Leave for unknown player ID: {0}", actorID));
return;
}
bool _isAlreadyInactive = player.IsInactive;
if (evLeave.Parameters.ContainsKey(ParameterCode.IsInactive))
{
// player becomes inactive (but might return / is not gone for good)
player.IsInactive = (bool)evLeave.Parameters[ParameterCode.IsInactive];
if (player.IsInactive && _isAlreadyInactive)
{
Debug.LogWarning("HandleEventLeave for player ID: " + actorID + " isInactive: " + player.IsInactive + ". Stopping handling if inactive.");
return;
}
}
// 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).
// note: there is/was a server-side-error which sent 0 as new master instead of skipping the key/value. below is a check for 0 due to that
if (evLeave.Parameters.ContainsKey(ParameterCode.MasterClientId))
{
int newMaster = (int) evLeave[ParameterCode.MasterClientId];
if (newMaster != 0)
{
this.mMasterClientId = (int)evLeave[ParameterCode.MasterClientId];
this.UpdateMasterClient();
}
}
else if (!this.CurrentRoom.serverSideMasterClient)
{
this.CheckMasterClient(actorID);
}
// we let the player up if inactive but if we were already inactive, then we have to actually remove the player properly.
if (player.IsInactive && !_isAlreadyInactive)
{
return;
}
// destroy objects & buffered messages
if (this.CurrentRoom != null && this.CurrentRoom.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.mMasterClientId == 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).
int lowestActorNumber;
if (this.mActors.Count <= 1)
{
lowestActorNumber = this.LocalPlayer.ID;
}
else
{
// keys in mActors are their actorNumbers
lowestActorNumber = Int32.MaxValue;
foreach (int key in this.mActors.Keys)
{
if (key < lowestActorNumber && key != leavingPlayerId)
{
lowestActorNumber = key;
}
}
}
this.mMasterClientId = lowestActorNumber;
// callback ONLY when the current master left
if (someoneIsLeaving)
{
SendMonoMessage(PhotonNetworkingMessage.OnMasterClientSwitched, this.GetPlayerWithId(lowestActorNumber));
}
}
/// <summary>Call when the server provides a MasterClientId (due to joining or the current MC leaving, etc).</summary>
internal protected void UpdateMasterClient()
{
SendMonoMessage(PhotonNetworkingMessage.OnMasterClientSwitched, PhotonNetwork.masterClient);
}
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;
}
/// <summary>Fake-sets a new Master Client for this room via RaiseEvent.</summary>
/// <remarks>Does not affect RaiseEvent with target MasterClient but RPC().</remarks>
internal protected bool SetMasterClient(int playerId, bool sync)
{
bool masterReplaced = this.mMasterClientId != 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.CurrentRoom.MasterClientId = playerId;
SendMonoMessage(PhotonNetworkingMessage.OnMasterClientSwitched, this.GetPlayerWithId(playerId)); // we only callback when an actual change is done
return true;
}
/// <summary>Uses a well-known property to set someone new as Master Client in room (requires "Server Side Master Client" feature).</summary>
public bool SetMasterClient(int nextMasterId)
{
Hashtable newProps = new Hashtable() { { GamePropertyKey.MasterClientId, nextMasterId } };
Hashtable prevProps = new Hashtable() { { GamePropertyKey.MasterClientId, this.mMasterClientId } };
return this.OpSetPropertiesOfRoom(newProps, expectedProperties: prevProps, webForward: false);
}
protected internal PhotonPlayer GetPlayerWithId(int number)
{
if (this.mActors == null) return null;
PhotonPlayer player = null;
this.mActors.TryGetValue(number, out player);
return player;
}
private void SendPlayerName()
{
if (this.State == ClientState.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.LocalPlayer != null)
{
this.LocalPlayer.NickName = this.PlayerName;
Hashtable properties = new Hashtable();
properties[ActorProperties.PlayerName] = this.PlayerName;
if (this.LocalPlayer.ID > 0)
{
this.OpSetPropertiesOfActor(this.LocalPlayer.ID, properties, null);
this.mPlayernameHasToBeUpdated = false;
}
}
}
private Hashtable GetLocalActorProperties()
{
if (PhotonNetwork.player != null)
{
return PhotonNetwork.player.AllProperties;
}
Hashtable actorProperties = new Hashtable();
actorProperties[ActorProperties.PlayerName] = this.PlayerName;
return actorProperties;
}
#endregion
#region Implementation of IPhotonPeerListener
public void DebugReturn(DebugLevel level, string message)
{
if (level == DebugLevel.ERROR)
{
Debug.LogError(message);
}
else if (level == DebugLevel.WARNING)
{
Debug.LogWarning(message);
}
else if (level == DebugLevel.INFO && PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
{
Debug.Log(message);
}
else if (level == DebugLevel.ALL && PhotonNetwork.logLevel == PhotonLogLevel.Full)
{
Debug.Log(message);
}
}
public void OnOperationResponse(OperationResponse operationResponse)
{
if (PhotonNetwork.networkingPeer.State == ClientState.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 callbacks before calling operations. WebRPCs need a server-side configuration. Enum OperationCode helps identify the operation.");
}
else if (operationResponse.ReturnCode == ErrorCode.PluginReportedError)
{
Debug.LogError("Operation " + operationResponse.OperationCode + " failed in a server-side plugin. Check the configuration in the Dashboard. Message from server-plugin: " + operationResponse.DebugMessage);
}
else if (operationResponse.ReturnCode == ErrorCode.NoRandomMatchFound)
{
Debug.LogWarning("Operation failed: " + operationResponse.ToStringFull());
}
else
{
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.AuthValues == null)
{
this.AuthValues = new AuthenticationValues();
// this.DebugReturn(DebugLevel.ERROR, "Server returned secret. Created AuthValues.");
}
this.AuthValues.Token = operationResponse[ParameterCode.Secret] as string;
this.tokenCache = this.AuthValues.Token;
}
switch (operationResponse.OperationCode)
{
case OperationCode.Authenticate:
case OperationCode.AuthenticateOnce:
{
// ClientState oldState = this.State;
if (operationResponse.ReturnCode != 0)
{
if (operationResponse.ReturnCode == ErrorCode.InvalidOperation)
{
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 = ClientState.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);
}
else if (operationResponse.ReturnCode == ErrorCode.AuthenticationTicketExpired)
{
if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
Debug.LogError(string.Format("The authentication ticket expired. You need to connect (and authenticate) again. Disconnecting."));
SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, DisconnectCause.AuthenticationTicketExpired);
}
break;
}
else
{
// successful connect/auth. depending on the used server, do next steps:
if (this.Server == ServerConnection.NameServer || this.Server == ServerConnection.MasterServer)
{
if (operationResponse.Parameters.ContainsKey(ParameterCode.UserId))
{
string incomingId = (string)operationResponse.Parameters[ParameterCode.UserId];
if (!string.IsNullOrEmpty(incomingId))
{
if (this.AuthValues == null)
{
this.AuthValues = new AuthenticationValues();
}
this.AuthValues.UserId = incomingId;
PhotonNetwork.player.UserId = incomingId;
if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
{
this.DebugReturn(DebugLevel.INFO, string.Format("Received your UserID from server. Updating local value to: {0}", incomingId));
}
}
}
if (operationResponse.Parameters.ContainsKey(ParameterCode.NickName))
{
this.playername = (string)operationResponse.Parameters[ParameterCode.NickName];
if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
{
this.DebugReturn(DebugLevel.INFO, string.Format("Received your NickName from server. Updating local value to: {0}", this.playername));
}
}
if (operationResponse.Parameters.ContainsKey(ParameterCode.EncryptionData))
{
this.SetupEncryption((Dictionary<byte, object>)operationResponse.Parameters[ParameterCode.EncryptionData]);
}
}
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();
}
else if (this.Server == ServerConnection.MasterServer)
{
if (this.AuthMode != AuthModeOption.Auth)
{
this.OpSettings(this.requestLobbyStatistics);
}
if (PhotonNetwork.autoJoinLobby)
{
this.State = ClientState.Authenticated;
this.OpJoinLobby(this.lobby);
}
else
{
this.State = ClientState.ConnectedToMaster;
SendMonoMessage(PhotonNetworkingMessage.OnConnectedToMaster);
}
}
else if (this.Server == ServerConnection.GameServer)
{
this.State = ClientState.Joining;
this.enterRoomParamsCache.PlayerProperties = GetLocalActorProperties();
this.enterRoomParamsCache.OnGameServer = true;
if (this.lastJoinType == JoinType.JoinRoom || this.lastJoinType == JoinType.JoinRandomRoom || this.lastJoinType == JoinType.JoinOrCreateRoom)
{
// 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.enterRoomParamsCache);
}
else if (this.lastJoinType == JoinType.CreateRoom)
{
this.OpCreateGame(this.enterRoomParamsCache);
}
}
if (operationResponse.Parameters.ContainsKey(ParameterCode.Data))
{
// optionally, OpAuth may return some data for the client to use. if it's available, call OnCustomAuthenticationResponse
Dictionary<string, object> data = (Dictionary<string, object>)operationResponse.Parameters[ParameterCode.Data];
if (data != null)
{
SendMonoMessage(PhotonNetworkingMessage.OnCustomAuthenticationResponse, data);
}
}
}
break;
}
case OperationCode.GetRegions:
// Debug.Log("GetRegions returned: " + operationResponse.ToStringFull());
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);
this.State = ClientState.Disconnecting;
this.Disconnect();
break;
}
if (operationResponse.ReturnCode != ErrorCode.Ok)
{
Debug.LogError("GetRegions failed. Can't provide regions list. Error: " + operationResponse.ReturnCode + ": " + operationResponse.DebugMessage);
break;
}
string[] regions = operationResponse[ParameterCode.Region] as string[];
string[] servers = operationResponse[ParameterCode.Address] as string[];
if (regions == null || servers == null || regions.Length != servers.Length)
{
Debug.LogError("The region arrays from Name Server are not ok. Must be non-null and same length. " + (regions ==null)+ " " + (servers==null) + "\n"+operationResponse.ToStringFull());
break;
}
this.AvailableRegions = new List<Region>(regions.Length);
for (int i = 0; i < regions.Length; i++)
{
string regionCodeString = regions[i];
if (string.IsNullOrEmpty(regionCodeString))
{
continue;
}
regionCodeString = regionCodeString.ToLower();
CloudRegionCode code = Region.Parse(regionCodeString);
// check if enabled (or ignored by PhotonServerSettings.EnabledRegions)
bool enabledRegion = true;
if (PhotonNetwork.PhotonServerSettings.HostType == ServerSettings.HostingOption.BestRegion && PhotonNetwork.PhotonServerSettings.EnabledRegions != 0)
{
CloudRegionFlag flag = Region.ParseFlag(regionCodeString);
enabledRegion = ((PhotonNetwork.PhotonServerSettings.EnabledRegions & flag) != 0);
if (!enabledRegion && PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
{
Debug.Log("Skipping region because it's not in PhotonServerSettings.EnabledRegions: " + code);
}
}
if (enabledRegion) this.AvailableRegions.Add(new Region() { Code = code, HostAndPort = servers[i] });
}
// PUN assumes you fetch the name-server's list of regions to ping them
if (PhotonNetwork.PhotonServerSettings.HostType == ServerSettings.HostingOption.BestRegion)
{
PhotonHandler.PingAvailableRegionsAndConnectToBest();
}
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()));
this.State = (this.insideLobby) ? ClientState.JoinedLobby : ClientState.ConnectedToMaster;
SendMonoMessage(PhotonNetworkingMessage.OnPhotonCreateRoomFailed, operationResponse.ReturnCode, operationResponse.DebugMessage);
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.enterRoomParamsCache.RoomName = gameID;
}
this.GameServerAddress = (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, operationResponse.ReturnCode, operationResponse.DebugMessage);
break;
}
this.GameServerAddress = (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, operationResponse.ReturnCode, operationResponse.DebugMessage);
break;
}
string roomName = (string)operationResponse[ParameterCode.RoomName];
this.enterRoomParamsCache.RoomName = roomName;
this.GameServerAddress = (string)operationResponse[ParameterCode.Address];
this.DisconnectToReconnect();
break;
}
case OperationCode.JoinLobby:
this.State = ClientState.JoinedLobby;
this.insideLobby = true;
SendMonoMessage(PhotonNetworkingMessage.OnJoinedLobby);
// this.mListener.joinLobbyReturn();
break;
case OperationCode.LeaveLobby:
this.State = ClientState.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 && this.friendListRequested != null && onlineList.Length == this.friendListRequested.Length)
{
List<FriendInfo> friendList = new List<FriendInfo>(this.friendListRequested.Length);
for (int index = 0; index < this.friendListRequested.Length; index++)
{
FriendInfo friend = new FriendInfo();
friend.Name = this.friendListRequested[index];
friend.Room = roomList[index];
friend.IsOnline = onlineList[index];
friendList.Insert(index, friend);
}
PhotonNetwork.Friends = friendList;
}
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.friendListRequested = null;
this.isFetchingFriendList = false;
this.friendListTimestamp = Environment.TickCount;
if (this.friendListTimestamp == 0)
{
this.friendListTimestamp = 1; // makes sure the timestamp is not accidentally 0
}
SendMonoMessage(PhotonNetworkingMessage.OnUpdatedFriendList);
break;
case OperationCode.WebRpc:
SendMonoMessage(PhotonNetworkingMessage.OnWebRpcResponse, operationResponse);
break;
default:
Debug.LogWarning(string.Format("OperationResponse unhandled: {0}", operationResponse.ToString()));
break;
}
//this.externalListener.OnOperationResponse(operationResponse);
}
public void OnStatusChanged(StatusCode statusCode)
{
if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
Debug.Log(string.Format("OnStatusChanged: {0} current State: {1}", statusCode.ToString(), this.State));
switch (statusCode)
{
case StatusCode.Connect:
if (this.State == ClientState.ConnectingToNameServer)
{
if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
Debug.Log("Connected to NameServer.");
this.Server = ServerConnection.NameServer;
if (this.AuthValues != null)
{
this.AuthValues.Token = null; // when connecting to NameServer, invalidate any auth values
}
}
if (this.State == ClientState.ConnectingToGameserver)
{
if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
Debug.Log("Connected to gameserver.");
this.Server = ServerConnection.GameServer;
this.State = ClientState.ConnectedToGameserver;
}
if (this.State == ClientState.ConnectingToMasterserver)
{
if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
Debug.Log("Connected to masterserver.");
this.Server = ServerConnection.MasterServer;
this.State = ClientState.Authenticating; // photon v4 always requires OpAuthenticate. even self-hosted Photon Server
if (this.IsInitialConnect)
{
this.IsInitialConnect = false; // after handling potential initial-connect issues with special messages, we are now sure we can reach a server
SendMonoMessage(PhotonNetworkingMessage.OnConnectedToPhoton);
}
}
if (this.TransportProtocol != ConnectionProtocol.WebSocketSecure)
{
if (this.Server == ServerConnection.NameServer || this.AuthMode == AuthModeOption.Auth)
{
this.EstablishEncryption();
}
}
else
{
if (DebugOut == DebugLevel.INFO)
{
Debug.Log("Skipping EstablishEncryption. Protocol is secure.");
}
goto case StatusCode.EncryptionEstablished;
}
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 = ClientState.ConnectedToNameServer;
if (!this.didAuthenticate && this.CloudRegion == CloudRegionCode.none)
{
// this client is not setup to connect to a default region. find out which regions there are!
this.OpGetRegions(this.AppId);
}
}
if (this.Server != ServerConnection.NameServer && (this.AuthMode == AuthModeOption.AuthOnce || this.AuthMode == AuthModeOption.AuthOnceWss))
{
// AuthMode "Once" means we only authenticate on the NameServer
break;
}
// we might need to authenticate automatically now, so the client can do anything at all
if (!this.didAuthenticate && (!this.IsUsingNameServer || this.CloudRegion != CloudRegionCode.none))
{
this.didAuthenticate = this.CallAuthenticate();
if (this.didAuthenticate)
{
this.State = ClientState.Authenticating;
}
}
break;
case StatusCode.EncryptionFailedToEstablish:
Debug.LogError("Encryption wasn't established: " + statusCode + ". Going to authenticate anyways.");
AuthenticationValues authV = this.AuthValues ?? new AuthenticationValues() { UserId = this.PlayerName };
this.OpAuthenticate(this.AppId, this.AppVersion, authV, this.CloudRegion.ToString(), this.requestLobbyStatistics); // TODO: check if there are alternatives
break;
case StatusCode.Disconnect:
this.didAuthenticate = false;
this.isFetchingFriendList = false;
if (this.Server == ServerConnection.GameServer) this.LeftRoomCleanup();
if (this.Server == ServerConnection.MasterServer) this.LeftLobbyCleanup();
if (this.State == ClientState.DisconnectingFromMasterserver)
{
if (this.Connect(this.GameServerAddress, ServerConnection.GameServer))
{
this.State = ClientState.ConnectingToGameserver;
}
}
else if (this.State == ClientState.DisconnectingFromGameserver || this.State == ClientState.DisconnectingFromNameServer)
{
this.SetupProtocol(ServerConnection.MasterServer);
if (this.Connect(this.MasterServerAddress, ServerConnection.MasterServer))
{
this.State = ClientState.ConnectingToMasterserver;
}
}
else
{
if (this.AuthValues != null)
{
this.AuthValues.Token = null; // invalidate any custom auth secrets
}
this.State = ClientState.PeerCreated; // if we set another state here, we could keep clients from connecting in OnDisconnectedFromPhoton right here.
SendMonoMessage(PhotonNetworkingMessage.OnDisconnectedFromPhoton);
}
break;
case StatusCode.SecurityExceptionOnConnect:
case StatusCode.ExceptionOnConnect:
this.State = ClientState.PeerCreated;
if (this.AuthValues != null)
{
this.AuthValues.Token = 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.GameServerAddress)
{
Debug.LogWarning("This might be a misconfiguration in the game server config. You need to edit it to a (public) address.");
}
}
this.State = ClientState.PeerCreated;
cause = (DisconnectCause)statusCode;
SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, cause);
}
else
{
this.State = ClientState.PeerCreated;
cause = (DisconnectCause)statusCode;
SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, cause);
}
this.Disconnect();
break;
case StatusCode.TimeoutDisconnect:
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.AuthValues != null)
{
this.AuthValues.Token = null; // invalidate any custom auth secrets
}
/* JF: we need this when reconnecting and joining.
if (this.ServerAddress.Equals(this.GameServerAddress))
{
this.GameServerAddress = null;
}
if (this.ServerAddress.Equals(this.MasterServerAddress))
{
this.ServerAddress = null;
}
*/
this.Disconnect();
break;
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.AuthValues != null)
{
this.AuthValues.Token = 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;
case StatusCode.QueueIncomingReliableWarning:
case StatusCode.QueueIncomingUnreliableWarning:
Debug.Log(statusCode + ". This client buffers many incoming messages. This is OK temporarily. With lots of these warnings, check if you send too much or execute messages too slow. " + (PhotonNetwork.isMessageQueueRunning? "":"Your isMessageQueueRunning is false. This can cause the issue temporarily.") );
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];
originatingPlayer = this.GetPlayerWithId(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 PunEvent.OwnershipRequest:
{
int[] requestValues = (int[]) photonEvent.Parameters[ParameterCode.CustomEventContent];
int requestedViewId = requestValues[0];
int currentOwner = requestValues[1];
PhotonView requestedView = PhotonView.Find(requestedViewId);
if (requestedView == null)
{
Debug.LogWarning("Can't find PhotonView of incoming OwnershipRequest. ViewId not found: " + requestedViewId);
break;
}
if (PhotonNetwork.logLevel == PhotonLogLevel.Informational)
Debug.Log("Ev OwnershipRequest " + requestedView.ownershipTransfer + ". ActorNr: " + actorNr + " takes from: " + currentOwner + ". Current owner: " + requestedView.ownerId + " isOwnerActive: " + requestedView.isOwnerActive + ". MasterClient: " + this.mMasterClientId + ". This client's player: " + PhotonNetwork.player.ToStringFull());
switch (requestedView.ownershipTransfer)
{
case OwnershipOption.Fixed:
Debug.LogWarning("Ownership mode == fixed. Ignoring request.");
break;
case OwnershipOption.Takeover:
if (currentOwner == requestedView.ownerId || (currentOwner == 0 && requestedView.ownerId == this.mMasterClientId))
{
// a takeover is successful automatically, if taken from current owner
requestedView.OwnerShipWasTransfered = true;
requestedView.ownerId = actorNr;
if (PhotonNetwork.logLevel == PhotonLogLevel.Informational)
{
Debug.LogWarning(requestedView + " ownership transfered to: "+ actorNr);
}
}
break;
case OwnershipOption.Request:
if (currentOwner == PhotonNetwork.player.ID || PhotonNetwork.player.IsMasterClient)
{
if ((requestedView.ownerId == PhotonNetwork.player.ID) || (PhotonNetwork.player.IsMasterClient && !requestedView.isOwnerActive))
{
SendMonoMessage(PhotonNetworkingMessage.OnOwnershipRequest, new object[] {requestedView, originatingPlayer});
}
}
break;
default:
break;
}
}
break;
case PunEvent.OwnershipTransfer:
{
int[] transferViewToUserID = (int[]) photonEvent.Parameters[ParameterCode.CustomEventContent];
Debug.Log("Ev OwnershipTransfer. ViewID " + transferViewToUserID[0] + " to: " + transferViewToUserID[1] + " Time: " + Environment.TickCount%1000);
int requestedViewId = transferViewToUserID[0];
int newOwnerId = transferViewToUserID[1];
PhotonView pv = PhotonView.Find(requestedViewId);
if (pv != null)
{
pv.OwnerShipWasTransfered = true;
pv.ownerId = newOwnerId;
}
break;
}
case EventCode.GameList:
{
this.mGameList = new Dictionary<string, RoomInfo>();
Hashtable games = (Hashtable)photonEvent[ParameterCode.GameList];
foreach (var gameKey in games.Keys)
{
string gameName = (string)gameKey;
this.mGameList[gameName] = new RoomInfo(gameName, (Hashtable)games[gameKey]);
}
mGameListCopy = new RoomInfo[mGameList.Count];
mGameList.Values.CopyTo(mGameListCopy, 0);
SendMonoMessage(PhotonNetworkingMessage.OnReceivedRoomListUpdate);
break;
}
case EventCode.GameListUpdate:
{
Hashtable games = (Hashtable)photonEvent[ParameterCode.GameList];
foreach (var roomKey in games.Keys)
{
string gameName = (string)roomKey;
RoomInfo game = new RoomInfo(gameName, (Hashtable)games[roomKey]);
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:
// not used anymore
break;
case EventCode.AppStats:
// Debug.LogInfo("Received stats!");
this.PlayersInRoomsCount = (int)photonEvent[ParameterCode.PeerCount];
this.PlayersOnMasterCount = (int)photonEvent[ParameterCode.MasterPeerCount];
this.RoomsCount = (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.LocalPlayer.ID == actorNr;
this.AddNewPlayer(actorNr, new PhotonPlayer(isLocal, actorNr, actorProperties));
this.ResetPhotonViewsOnSerialize(); // This sets the correct OnSerializeState for Reliable OnSerialize
}
else
{
originatingPlayer.InternalCacheProperties(actorProperties);
originatingPlayer.IsInactive = false;
}
if (actorNr == this.LocalPlayer.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];
this.UpdatedActorList(actorsInRoom);
// joinWithCreateOnDemand can turn an OpJoin into creating the room. Then actorNumber is 1 and callback: OnCreatedRoom()
if (this.lastJoinType == JoinType.JoinOrCreateRoom && this.LocalPlayer.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, photonEvent);
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
// Debug.Log("Ev RPC from: " + originatingPlayer);
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;
byte initialDataIndex = 10;
int headerLength = 1;
if (serializeData.ContainsKey((byte)1))
{
remoteLevelPrefix = (short)serializeData[(byte)1];
headerLength = 2;
}
for (byte s = initialDataIndex; s - initialDataIndex < serializeData.Count - headerLength; s++)
{
this.OnSerializeRead(serializeData[s] as object[], 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.LocalPlayer.ID));
PhotonView pvToDestroy = null;
if (this.photonViewList.TryGetValue(instantiationId, out pvToDestroy))
{
this.RemoveInstantiatedGO(pvToDestroy.gameObject, true);
}
else
{
if (this.DebugOut >= DebugLevel.ERROR) Debug.LogError("Ev Destroy Failed. Could not find PhotonView with instantiationId " + instantiationId + ". Sent by actorNr: " + actorNr);
}
break;
case PunEvent.AssignMaster:
evData = (Hashtable)photonEvent[ParameterCode.Data];
int newMaster = (int)evData[(byte)1];
this.SetMasterClient(newMaster, false);
break;
case EventCode.LobbyStats:
//Debug.Log("LobbyStats EV: " + photonEvent.ToStringFull());
string[] names = photonEvent[ParameterCode.LobbyName] as string[];
byte[] types = photonEvent[ParameterCode.LobbyType] as byte[];
int[] peers = photonEvent[ParameterCode.PeerCount] as int[];
int[] rooms = photonEvent[ParameterCode.GameCount] as int[];
this.LobbyStatistics.Clear();
for (int i = 0; i < names.Length; i++)
{
TypedLobbyInfo info = new TypedLobbyInfo();
info.Name = names[i];
info.Type = (LobbyType)types[i];
info.PlayerCount = peers[i];
info.RoomCount = rooms[i];
this.LobbyStatistics.Add(info);
}
SendMonoMessage(PhotonNetworkingMessage.OnLobbyStatisticsUpdate);
break;
case EventCode.ErrorInfo:
if (PhotonNetwork.OnEventCall != null)
{
object content = photonEvent[ParameterCode.Data];
PhotonNetwork.OnEventCall(photonEvent.Code, content, actorNr);
}
else
{
Debug.LogWarning("Warning: Unhandled Event ErrorInfo (251). Set PhotonNetwork.OnEventCall to the method PUN should call for this event.");
}
break;
case EventCode.AuthEvent:
if (this.AuthValues == null)
{
this.AuthValues = new AuthenticationValues();
}
this.AuthValues.Token = photonEvent[ParameterCode.Secret] as string;
this.tokenCache = this.AuthValues.Token;
break;
default:
if (photonEvent.Code < 200)
{
if (PhotonNetwork.OnEventCall != null)
{
object content = photonEvent[ParameterCode.Data];
PhotonNetwork.OnEventCall(photonEvent.Code, content, actorNr);
}
else
{
Debug.LogWarning("Warning: Unhandled event " + photonEvent + ". Set PhotonNetwork.OnEventCall.");
}
}
break;
}
//this.externalListener.OnEvent(photonEvent);
}
public void OnMessage(object messages)
{
// not used here
}
#endregion
private void SetupEncryption(Dictionary<byte, object> encryptionData)
{
// this should not be called when authentication is done per server. this mode does not support the required "key-exchange via token"
if (this.AuthMode == AuthModeOption.Auth)
{
if (DebugOut == DebugLevel.ERROR)
{
UnityEngine.Debug.LogWarning("SetupEncryption() called but ignored. Not XB1 compiled. EncryptionData: " + encryptionData.ToStringFull());
return;
}
}
// for AuthOnce and AuthOnceWss, we can keep the same secret across machines (for the session, basically)
if (DebugOut == DebugLevel.INFO)
{
UnityEngine.Debug.Log("SetupEncryption() got called. "+encryptionData.ToStringFull());
}
var mode = (EncryptionMode)(byte)encryptionData[EncryptionDataParameters.Mode];
switch (mode)
{
case EncryptionMode.PayloadEncryption:
byte[] secret = (byte[])encryptionData[EncryptionDataParameters.Secret1];
this.InitPayloadEncryption(secret);
break;
case EncryptionMode.DatagramEncryption:
{
byte[] secret1 = (byte[])encryptionData[EncryptionDataParameters.Secret1];
byte[] secret2 = (byte[])encryptionData[EncryptionDataParameters.Secret2];
this.InitDatagramEncryption(secret1, secret2);
}
break;
default:
throw new ArgumentOutOfRangeException();
}
}
protected internal void UpdatedActorList(int[] actorsInRoom)
{
for (int i = 0; i < actorsInRoom.Length; i++)
{
int actorNrToCheck = actorsInRoom[i];
if (this.LocalPlayer.ID != actorNrToCheck && !this.mActors.ContainsKey(actorNrToCheck))
{
this.AddNewPlayer(actorNrToCheck, new PhotonPlayer(false, actorNrToCheck, string.Empty));
}
}
}
private void SendVacantViewIds()
{
Debug.Log("SendVacantViewIds()");
List<int> vacantViews = new List<int>();
foreach (PhotonView view in this.photonViewList.Values)
{
if (!view.isOwnerActive)
{
vacantViews.Add(view.viewID);
}
}
Debug.Log("Sending vacant view IDs. Length: " + vacantViews.Count);
//this.OpRaiseEvent(PunEvent.VacantViewIds, true, vacantViews.ToArray());
this.OpRaiseEvent(PunEvent.VacantViewIds, vacantViews.ToArray(), true, null);
}
public static void SendMonoMessage(PhotonNetworkingMessage methodString, params object[] parameters)
{
HashSet<GameObject> objectsToCall;
if (PhotonNetwork.SendMonoMessageTargets != null)
{
objectsToCall = PhotonNetwork.SendMonoMessageTargets;
}
else
{
objectsToCall = PhotonNetwork.FindGameObjectsWithComponent(PhotonNetwork.SendMonoMessageTargetType);
}
string methodName = methodString.ToString();
object callParameter = (parameters != null && parameters.Length == 1) ? parameters[0] : parameters;
foreach (GameObject gameObject in objectsToCall)
{
if (gameObject!=null)
{
gameObject.SendMessage(methodName, callParameter, SendMessageOptions.DontRequireReceiver);
}
}
}
// PHOTONVIEW/RPC related
/// <summary>
/// Executes a received RPC event
/// </summary>
protected internal void ExecuteRpc(Hashtable rpcData, PhotonPlayer sender)
{
if (rpcData == null || !rpcData.ContainsKey((byte)0))
{
Debug.LogError("Malformed RPC; this should never occur. Content: " + SupportClassPun.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.LocalPlayer.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.") + " By: " + sender.ID);
}
else
{
Debug.LogWarning("Received RPC \"" + inMethodName + "\" for viewID " + netViewID + " but this PhotonView does not exist! Was remote PV." + (ownerSent ? " Owner called." : " Remote called.") + " By: " + sender.ID + " Maybe GO was destroyed but RPC not cleaned up.");
}
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 (string.IsNullOrEmpty(inMethodName))
{
Debug.LogError("Malformed RPC; this should never occur. Content: " + SupportClassPun.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;
if (!PhotonNetwork.UseRpcMonoBehaviourCache || photonNetview.RpcMonoBehaviours == null || photonNetview.RpcMonoBehaviours.Length == 0)
{
photonNetview.RefreshRpcMonoBehaviourCache();
}
for (int componentsIndex = 0; componentsIndex < photonNetview.RpcMonoBehaviours.Length; componentsIndex++)
{
MonoBehaviour monob = photonNetview.RpcMonoBehaviours[componentsIndex];
if (monob == null)
{
Debug.LogError("ERROR You have missing MonoBehaviours on your gameobjects!");
continue;
}
Type type = monob.GetType();
// Get [PunRPC] methods from cache
List<MethodInfo> cachedRPCMethods = null;
bool methodsOfTypeInCache = this.monoRPCMethodsCache.TryGetValue(type, out cachedRPCMethods);
if (!methodsOfTypeInCache)
{
List<MethodInfo> entries = SupportClassPun.GetMethods(type, typeof(PunRPC));
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.Equals(inMethodName))
{
foundMethods++;
ParameterInfo[] pArray = mInfo.GetCachedParemeters();
if (pArray.Length == argTypes.Length)
{
// Normal, PhotonNetworkMessage left out
if (this.CheckTypeMatch(pArray, argTypes))
{
receivers++;
object result = mInfo.Invoke((object)monob, inMethodParameters);
if (PhotonNetwork.StartRpcsAsCoroutine && 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 (PhotonNetwork.StartRpcsAsCoroutine && 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 (PhotonNetwork.StartRpcsAsCoroutine && 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 [PunRPC](C#) or @PunRPC(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++)
{
#if NETFX_CORE
TypeInfo methodParamTI = methodParameters[index].ParameterType.GetTypeInfo();
TypeInfo callParamTI = callParameterTypes[index].GetTypeInfo();
if (callParameterTypes[index] != null && !methodParamTI.IsAssignableFrom(callParamTI) && !(callParamTI.IsEnum && System.Enum.GetUnderlyingType(methodParamTI.AsType()).GetTypeInfo().IsAssignableFrom(callParamTI)))
{
return false;
}
#else
Type type = methodParameters[index].ParameterType;
if (callParameterTypes[index] != null && !type.IsAssignableFrom(callParameterTypes[index]) && !(type.IsEnum && System.Enum.GetUnderlyingType(type).IsAssignableFrom(callParameterTypes[index])))
{
return false;
}
#endif
}
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] = PhotonNetwork.ServerTimestamp;
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
}
if (ObjectPool != null)
{
GameObject go = ObjectPool.Instantiate(prefabName, position, rotation);
PhotonView[] photonViews = go.GetPhotonViewsInChildren();
if (photonViews.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 < photonViews.Length; i++)
{
photonViews[i].didAwake = false;
photonViews[i].viewID = 0;
photonViews[i].prefix = objLevelPrefix;
photonViews[i].instantiationId = instantiationId;
photonViews[i].isRuntimeInstantiated = true;
photonViews[i].instantiationDataField = incomingInstantiationData;
photonViews[i].didAwake = true;
photonViews[i].viewID = viewsIDs[i]; // with didAwake true and viewID == 0, this will also register the view
}
// Send OnPhotonInstantiate callback to newly created GO.
// GO will be enabled when instantiated from Prefab and it does not matter if the script is enabled or disabled.
go.SendMessage(OnPhotonInstantiateString, new PhotonMessageInfo(photonPlayer, serverTime, null), SendMessageOptions.DontRequireReceiver);
return go;
}
else
{
// 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;
resourcePVs[i].isRuntimeInstantiated = true;
}
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;
resourcePVs[i].isRuntimeInstantiated = false;
}
this.RemoveInstantiationData(instantiationId);
// Send OnPhotonInstantiate callback to newly created GO.
// GO will be enabled when instantiated from Prefab and it does not matter if the script is enabled or disabled.
go.SendMessage(OnPhotonInstantiateString, new PhotonMessageInfo(photonPlayer, serverTime, null), SendMessageOptions.DontRequireReceiver);
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);
}
/// <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
HashSet<GameObject> playersGameObjects = new HashSet<GameObject>();
foreach (PhotonView view in this.photonViewList.Values)
{
if (view!=null && view.CreatorActorNr == playerId)
{
playersGameObjects.Add(view.gameObject);
}
}
// 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);
}
// with ownership transfer, some objects might lose their owner.
// in that case, the creator becomes the owner again. every client can apply this. done below.
foreach (PhotonView view in this.photonViewList.Values)
{
if (view.ownerId == playerId)
{
view.ownerId = view.CreatorActorNr;
//Debug.Log("Creator is: " + view.ownerId);
}
}
}
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>
protected internal 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>(true);
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 creatorId = viewZero.CreatorActorNr; // creatorId of obj is needed to delete EvInstantiate (only if it's from that user)
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)
{
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, creatorId, viewZero.isRuntimeInstantiated); // server cleaning
}
// 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);
}
if (this.ObjectPool != null)
{
PhotonView[] photonViews = go.GetPhotonViewsInChildren();
for (int i = 0; i < photonViews.Length; i++)
{
photonViews[i].viewID = 0; // marks the PV as not being in use currently.
}
this.ObjectPool.Destroy(go);
}
else
{
GameObject.Destroy(go);
}
}
/// <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 creatorId, bool isRuntimeInstantiated)
{
Hashtable removeFilter = new Hashtable();
removeFilter[(byte)7] = instantiateId;
RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.RemoveFromRoomCache, TargetActors = new int[] { creatorId } };
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;
options = null;
if (!isRuntimeInstantiated)
{
// if the view got loaded with the scene, the EvDestroy must be cached (there is no Instantiate-msg which we can remove)
// reason: joining players will load the obj and have to destroy it (too)
options = new RaiseEventOptions();
options.CachingOption = EventCaching.AddToRoomCacheGlobal;
Debug.Log("Destroying GO as global. ID: " + instantiateId);
}
this.OpRaiseEvent(PunEvent.Destroy, evData, true, options);
}
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);
}
internal protected void RequestOwnership(int viewID, int fromOwner)
{
Debug.Log("RequestOwnership(): " + viewID + " from: " + fromOwner + " Time: " + Environment.TickCount % 1000);
//PhotonNetwork.networkingPeer.OpRaiseEvent(PunEvent.OwnershipRequest, true, new int[] { viewID, fromOwner }, 0, EventCaching.DoNotCache, null, ReceiverGroup.All, 0);
this.OpRaiseEvent(PunEvent.OwnershipRequest, new int[] {viewID, fromOwner}, true, new RaiseEventOptions() { Receivers = ReceiverGroup.All }); // All sends to all via server (including self)
}
internal protected void TransferOwnership(int viewID, int playerID)
{
Debug.Log("TransferOwnership() view " + viewID + " to: " + playerID + " Time: " + Environment.TickCount % 1000);
//PhotonNetwork.networkingPeer.OpRaiseEvent(PunEvent.OwnershipTransfer, true, new int[] {viewID, playerID}, 0, EventCaching.DoNotCache, null, ReceiverGroup.All, 0);
this.OpRaiseEvent(PunEvent.OwnershipTransfer, new int[] { viewID, playerID }, true, new RaiseEventOptions() { Receivers = ReceiverGroup.All }); // All sends to all via server (including self)
}
public bool LocalCleanPhotonView(PhotonView view)
{
view.removedFromLocalViewList = true;
return 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[];
for (int i = 0; i < views.Length; i++)
{
PhotonView view = views[i];
if (view.viewID == viewID)
{
if (view.didAwake)
{
Debug.LogWarning("Had to lookup view that wasn't in photonViewList: " + view);
}
return view;
}
}
}
return result;
}
public void RegisterPhotonView(PhotonView netView)
{
if (!Application.isPlaying)
{
this.photonViewList = new Dictionary<int, PhotonView>();
return;
}
if (netView.viewID == 0)
{
// don't register views with ID 0 (not initialized). they register when a ID is assigned later on
Debug.Log("PhotonView register is ignored, because viewID is 0. No id assigned yet to: " + netView);
return;
}
PhotonView listedView = null;
bool isViewListed = this.photonViewList.TryGetValue(netView.viewID, out listedView);
if (isViewListed)
{
// if some other view is in the list already, we got a problem. it might be undestructible. print out error
if (netView != listedView)
{
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, listedView));
}
else
{
return;
}
this.RemoveInstantiatedGO(listedView.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.LocalPlayer.ID && !LocalPlayer.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 (PhotonView view in this.photonViewList.Values)
{
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;
//}
}
/// 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, PhotonPlayer player, bool encrypt, 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: " + target + " or 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 NETWORKVIEWS&PLAYERS
if (view.prefix > 0)
{
rpcEvent[(byte)1] = (short)view.prefix;
}
rpcEvent[(byte)2] = PhotonNetwork.ServerTimestamp;
// 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 sent to target player, this overrides the target
if (player != null)
{
if (this.LocalPlayer.ID == player.ID)
{
this.ExecuteRpc(rpcEvent, player);
}
else
{
RaiseEventOptions options = new RaiseEventOptions() { TargetActors = new int[] { player.ID }, Encrypt = encrypt };
this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
}
return;
}
// send to a specific set of players
if (target == PhotonTargets.All)
{
RaiseEventOptions options = new RaiseEventOptions() { InterestGroup = (byte)view.group, Encrypt = encrypt };
this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
// Execute local
this.ExecuteRpc(rpcEvent, this.LocalPlayer);
}
else if (target == PhotonTargets.Others)
{
RaiseEventOptions options = new RaiseEventOptions() { InterestGroup = (byte)view.group, Encrypt = encrypt };
this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
}
else if (target == PhotonTargets.AllBuffered)
{
RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.AddToRoomCache, Encrypt = encrypt };
this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
// Execute local
this.ExecuteRpc(rpcEvent, this.LocalPlayer);
}
else if (target == PhotonTargets.OthersBuffered)
{
RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.AddToRoomCache, Encrypt = encrypt };
this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
}
else if (target == PhotonTargets.MasterClient)
{
if (this.mMasterClientId == this.LocalPlayer.ID)
{
this.ExecuteRpc(rpcEvent, this.LocalPlayer);
}
else
{
RaiseEventOptions options = new RaiseEventOptions() { Receivers = ReceiverGroup.MasterClient, Encrypt = encrypt };
this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
}
}
else if (target == PhotonTargets.AllViaServer)
{
RaiseEventOptions options = new RaiseEventOptions() { InterestGroup = (byte)view.group, Receivers = ReceiverGroup.All, Encrypt = encrypt };
this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
if (PhotonNetwork.offlineMode)
{
this.ExecuteRpc(rpcEvent, this.LocalPlayer);
}
}
else if (target == PhotonTargets.AllBufferedViaServer)
{
RaiseEventOptions options = new RaiseEventOptions() { InterestGroup = (byte)view.group, Receivers = ReceiverGroup.All, CachingOption = EventCaching.AddToRoomCache, Encrypt = encrypt };
this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
if (PhotonNetwork.offlineMode)
{
this.ExecuteRpc(rpcEvent, this.LocalPlayer);
}
}
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);
}
}
}
public void SetReceivingEnabled(int[] enableGroups, int[] disableGroups)
{
List<byte> enableList = new List<byte>();
List<byte> disableList = new List<byte>();
if (enableGroups != null)
{
for (int index = 0; index < enableGroups.Length; index++)
{
int i = enableGroups[index];
if (i <= 0)
{
Debug.LogError("Error: PhotonNetwork.SetReceivingEnabled was called with an illegal group number: " + i + ". The group number should be at least 1.");
continue;
}
if (!this.allowedReceivingGroups.Contains(i))
{
this.allowedReceivingGroups.Add(i);
enableList.Add((byte)i);
}
}
}
if (disableGroups != null)
{
for (int index = 0; index < disableGroups.Length; index++)
{
int i = disableGroups[index];
if (i <= 0)
{
Debug.LogError("Error: PhotonNetwork.SetReceivingEnabled was called with an illegal group number: " + i + ". The group number should be at least 1.");
continue;
}
if (enableList.Contains((byte)i))
{
Debug.LogError("Error: PhotonNetwork.SetReceivingEnabled disableGroups contains a group that is also in the enableGroups: " + i + ".");
continue;
}
if (this.allowedReceivingGroups.Contains(i))
{
this.allowedReceivingGroups.Remove(i);
disableList.Add((byte)i);
}
}
}
this.OpChangeGroups(disableList.Count > 0 ? disableList.ToArray() : null, enableList.Count > 0 ? enableList.ToArray() : null); //Passing a 0 sized array != passing 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 SetSendingEnabled(int[] enableGroups, int[] disableGroups)
{
if(enableGroups!=null){
foreach(int i in enableGroups){
if(this.blockSendingGroups.Contains(i))
this.blockSendingGroups.Remove(i);
}
}
if(disableGroups!=null){
foreach(int i in disableGroups){
if(!this.blockSendingGroups.Contains(i))
this.blockSendingGroups.Add(i);
}
}
}
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.");
}
}
/// <summary>
/// Defines how many OnPhotonSerialize()-calls might get summarized in one message.
/// </summary>
/// <remarks>
/// A low number increases overhead, a high number might mean fragmentation.
/// </remarks>
public static int ObjectsInOneUpdate = 10;
// this is called by Update() and in Unity that means it's single threaded.
public void RunViewUpdate()
{
if (!PhotonNetwork.connected || PhotonNetwork.offlineMode || this.mActors == null)
{
return;
}
// no need to send OnSerialize messages while being alone (these are not buffered anyway)
if (this.mActors.Count <= 1)
{
#if !PHOTON_DEVELOP
return;
#endif
}
/* Format of the data hashtable:
* Hasthable dataPergroup*
* [(byte)0] = PhotonNetwork.ServerTimestamp;
* [(byte)1] = currentLevelPrefix; OPTIONAL!
*
* [(byte)10] = data 1
* [(byte)11] = data 2 ...
*
* We only combine updates for XY objects into one RaiseEvent to avoid fragmentation
*/
int countOfUpdatesToSend = 0;
// we got updates to send. every group is send it's own message and unreliable and reliable are split as well
RaiseEventOptions options = new RaiseEventOptions();
#if PHOTON_DEVELOP
options.Receivers = ReceiverGroup.All;
#endif
foreach (PhotonView view in this.photonViewList.Values)
{
// a client only sends updates for active, synchronized PhotonViews that are under it's control (isMine)
if (view.synchronization == ViewSynchronization.Off || view.isMine == false || view.gameObject.activeInHierarchy == false)
{
continue;
}
if (this.blockSendingGroups.Contains(view.group))
{
continue; // Block sending on this group
}
// call the PhotonView's serialize method(s)
object[] evData = this.OnSerializeWrite(view);
if (evData == null)
{
continue;
}
if (view.synchronization == ViewSynchronization.ReliableDeltaCompressed || view.mixedModeIsReliable)
{
Hashtable groupHashtable = null;
bool found = this.dataPerGroupReliable.TryGetValue(view.group, out groupHashtable);
if (!found)
{
groupHashtable = new Hashtable(NetworkingPeer.ObjectsInOneUpdate);
this.dataPerGroupReliable[view.group] = groupHashtable;
}
groupHashtable.Add((byte)(groupHashtable.Count+10), evData);
countOfUpdatesToSend++;
// if any group has XY elements, we should send it right away (to avoid bigger messages which need fragmentation and reliable transfer).
if (groupHashtable.Count >= NetworkingPeer.ObjectsInOneUpdate)
{
countOfUpdatesToSend -= groupHashtable.Count;
options.InterestGroup = (byte)view.group;
groupHashtable[(byte)0] = PhotonNetwork.ServerTimestamp;
if (this.currentLevelPrefix >= 0)
{
groupHashtable[(byte)1] = this.currentLevelPrefix;
}
this.OpRaiseEvent(PunEvent.SendSerializeReliable, groupHashtable, true, options);
//Debug.Log("SendSerializeReliable (10) " + PhotonNetwork.networkingPeer.ByteCountLastOperation);
groupHashtable.Clear();
}
}
else
{
Hashtable groupHashtable = null;
bool found = this.dataPerGroupUnreliable.TryGetValue(view.group, out groupHashtable);
if (!found)
{
groupHashtable = new Hashtable(NetworkingPeer.ObjectsInOneUpdate);
this.dataPerGroupUnreliable[view.group] = groupHashtable;
}
groupHashtable.Add((byte)(groupHashtable.Count+10), evData);
countOfUpdatesToSend++;
// if any group has XY elements, we should send it right away (to avoid bigger messages which need fragmentation and reliable transfer).
if (groupHashtable.Count >= NetworkingPeer.ObjectsInOneUpdate)
{
countOfUpdatesToSend -= groupHashtable.Count;
options.InterestGroup = (byte)view.group;
groupHashtable[(byte)0] = PhotonNetwork.ServerTimestamp;
if (this.currentLevelPrefix >= 0)
{
groupHashtable[(byte)1] = this.currentLevelPrefix;
}
this.OpRaiseEvent(PunEvent.SendSerialize, groupHashtable, false, options);
groupHashtable.Clear();
//Debug.Log("SendSerializeUnreliable (10) " + PhotonNetwork.networkingPeer.ByteCountLastOperation);
}
}
} // all views serialized
// if we didn't produce anything to send, don't do it
if (countOfUpdatesToSend == 0)
{
return;
}
foreach (int groupId in this.dataPerGroupReliable.Keys)
{
options.InterestGroup = (byte)groupId;
Hashtable groupHashtable = this.dataPerGroupReliable[groupId];
if (groupHashtable.Count == 0)
{
continue;
}
groupHashtable[(byte)0] = PhotonNetwork.ServerTimestamp;
if (this.currentLevelPrefix >= 0)
{
groupHashtable[(byte)1] = this.currentLevelPrefix;
}
this.OpRaiseEvent(PunEvent.SendSerializeReliable, groupHashtable, true, options);
groupHashtable.Clear();
}
foreach (int groupId in this.dataPerGroupUnreliable.Keys)
{
options.InterestGroup = (byte)groupId;
Hashtable groupHashtable = this.dataPerGroupUnreliable[groupId];
if (groupHashtable.Count == 0)
{
continue;
}
groupHashtable[(byte)0] = PhotonNetwork.ServerTimestamp;
if (this.currentLevelPrefix >= 0)
{
groupHashtable[(byte)1] = this.currentLevelPrefix;
}
this.OpRaiseEvent(PunEvent.SendSerialize, groupHashtable, false, options);
groupHashtable.Clear();
}
}
// calls OnPhotonSerializeView (through ExecuteOnSerialize)
// the content created here is consumed by receivers in: ReadOnSerialize
private object[] OnSerializeWrite(PhotonView view)
{
if (view.synchronization == ViewSynchronization.Off)
{
return null;
}
// each view creates a list of values that should be sent
PhotonMessageInfo info = new PhotonMessageInfo(this.LocalPlayer, PhotonNetwork.ServerTimestamp, view);
this.pStream.ResetWriteStream();
this.pStream.SendNext((int)view.viewID);
this.pStream.SendNext(false);
this.pStream.SendNext(null);
view.SerializeView(this.pStream, info);
// check if there are actual values to be sent (after the "header" of viewId, (bool)compressed and (int[])nullValues)
if (this.pStream.Count <= SyncFirstValue)
{
return null;
}
if (view.synchronization == ViewSynchronization.Unreliable)
{
return this.pStream.ToArray();
}
// ViewSynchronization: Off, Unreliable, UnreliableOnChange, ReliableDeltaCompressed
object[] currentValues = this.pStream.ToArray();
if (view.synchronization == ViewSynchronization.UnreliableOnChange)
{
if (AlmostEquals(currentValues, view.lastOnSerializeDataSent))
{
if (view.mixedModeIsReliable)
{
return null;
}
view.mixedModeIsReliable = true;
view.lastOnSerializeDataSent = currentValues;
}
else
{
view.mixedModeIsReliable = false;
view.lastOnSerializeDataSent = currentValues;
}
return currentValues;
}
if (view.synchronization == ViewSynchronization.ReliableDeltaCompressed)
{
// compress content of data set (by comparing to view.lastOnSerializeDataSent)
// the "original" dataArray is NOT modified by DeltaCompressionWrite
object[] dataToSend = this.DeltaCompressionWrite(view.lastOnSerializeDataSent, currentValues);
// cache the values that were written this time (not the compressed values)
view.lastOnSerializeDataSent = currentValues;
return dataToSend;
}
return null;
}
/// <summary>
/// Reads updates created by OnSerializeWrite
/// </summary>
private void OnSerializeRead(object[] data, PhotonPlayer sender, int networkTime, short correctPrefix)
{
// read view ID from key (byte)0: a int-array (PUN 1.17++)
int viewID = (int)data[SyncViewId];
// debug:
//LogObjectArray(data);
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)
{
object[] uncompressed = this.DeltaCompressionRead(view.lastOnSerializeDataReceived, data);
//LogObjectArray(uncompressed,"uncompressed ");
if (uncompressed == null)
{
// 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 values (uncompressed) for delta-compression usage
view.lastOnSerializeDataReceived = uncompressed;
data = uncompressed;
}
// This is when joining late to assign ownership to the sender
// this has nothing to do with reading the actual synchronization update.
// We don't do anything is OwnerShip Was Touched, which means we got the infos already. We only possibly act if ownership was never transfered.
// We do override OwnerShipWasTransfered if owner is the masterClient.
if (sender.ID != view.ownerId && (!view.OwnerShipWasTransfered || view.ownerId == 0) && view.currentMasterID == -1 )
{
// obviously the owner changed and we didn't yet notice.
//Debug.Log("Adjusting owner to sender of updates. From: " + view.ownerId + " to: " + sender.ID);
view.ownerId = sender.ID;
}
this.readStream.SetReadStream(data, 3);
PhotonMessageInfo info = new PhotonMessageInfo(sender, networkTime, view);
view.DeserializeView(this.readStream, info);
}
// compresses currentContent by using NULL as value if currentContent equals previousContent
// skips initial indexes, as defined by SyncFirstValue
// to conserve memory, the previousContent is re-used as buffer for the result! duplicate the values before using this, if needed
// returns null, if nothing must be sent (current content might be null, which also returns null)
// SyncFirstValue should be the index of the first actual data-value (3 in PUN's case, as 0=viewId, 1=(bool)compressed, 2=(int[])values that are now null)
public const int SyncViewId = 0;
public const int SyncCompressed = 1;
public const int SyncNullValues = 2;
public const int SyncFirstValue = 3;
private object[] DeltaCompressionWrite(object[] previousContent, object[] currentContent)
{
if (currentContent == null || previousContent == null || previousContent.Length != currentContent.Length)
{
return currentContent; // the current data needs to be sent (which might be null)
}
if (currentContent.Length <= SyncFirstValue)
{
return null; // this send doesn't contain values (except the "headers"), so it's not being sent
}
object[] compressedContent = previousContent; // the previous content is no longer needed, once we compared the values!
compressedContent[SyncCompressed] = false;
int compressedValues = 0;
Queue<int> valuesThatAreChangedToNull = null;
for (int index = SyncFirstValue; index < currentContent.Length; index++)
{
object newObj = currentContent[index];
object oldObj = previousContent[index];
if (this.AlmostEquals(newObj, oldObj))
{
// compress (by using null, instead of value, which is same as before)
compressedValues++;
compressedContent[index] = null;
}
else
{
compressedContent[index] = newObj;
// 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)
{
if (valuesThatAreChangedToNull == null)
{
valuesThatAreChangedToNull = new Queue<int>(currentContent.Length);
}
valuesThatAreChangedToNull.Enqueue(index);
}
}
}
// Only send the list of compressed fields if we actually compressed 1 or more fields.
if (compressedValues > 0)
{
if (compressedValues == currentContent.Length - SyncFirstValue)
{
// all values are compressed to null, we have nothing to send
return null;
}
compressedContent[SyncCompressed] = true;
if (valuesThatAreChangedToNull != null)
{
compressedContent[SyncNullValues] = valuesThatAreChangedToNull.ToArray(); // data that is actually null (not just cause we didn't want to send it)
}
}
compressedContent[SyncViewId] = currentContent[SyncViewId];
return compressedContent; // some data was compressed but we need to send something
}
private object[] DeltaCompressionRead(object[] lastOnSerializeDataReceived, object[] incomingData)
{
if ((bool)incomingData[SyncCompressed] == false)
{
// index 1 marks "compressed" as being true.
return incomingData;
}
// Compression was applied (as data[1] == true)
// we need a previous "full" list of values to restore values that are null in this msg. else, ignore this
if (lastOnSerializeDataReceived == null)
{
return null;
}
int[] indexesThatAreChangedToNull = incomingData[(byte)2] as int[];
for (int index = SyncFirstValue; index < incomingData.Length; index++)
{
if (indexesThatAreChangedToNull != null && indexesThatAreChangedToNull.Contains(index))
{
continue; // if a value was set to null in this update, we don't need to fetch it from an earlier update
}
if (incomingData[index] == null)
{
// we replace null values in this received msg unless a index is in the "changed to null" list
object lastValue = lastOnSerializeDataReceived[index];
incomingData[index] = lastValue;
}
}
return incomingData;
}
// startIndex should be the index of the first actual data-value (3 in PUN's case, as 0=viewId, 1=(bool)compressed, 2=(int[])values that are now null)
// returns the incomingData with modified content. any object being null (means: value unchanged) gets replaced with a previously sent value. incomingData is being modified
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.AlmostEquals(newObj, oldObj))
{
return false;
}
}
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 AlmostEquals(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 = SupportClassPun.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 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 (SceneManagerHelper.ActiveSceneBuildIndex != (int)sceneId)
PhotonNetwork.LoadLevel((int)sceneId);
}
else if (sceneId is string)
{
if (SceneManagerHelper.ActiveSceneName != (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 && SceneManagerHelper.ActiveSceneBuildIndex == (int)levelIdInProps)
{
return;
}
if (levelIdInProps is string && SceneManagerHelper.ActiveSceneName != null && SceneManagerHelper.ActiveSceneName.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.AppId = appId.Trim();
if (!string.IsNullOrEmpty(gameVersion))
{
PhotonNetwork.gameVersion = gameVersion.Trim();
}
}
public bool WebRpc(string uriPath, object parameters)
{
Dictionary<byte, object> opParameters = new Dictionary<byte, object>();
opParameters.Add(ParameterCode.UriPath, uriPath);
opParameters.Add(ParameterCode.WebRpcParameters, parameters);
return this.OpCustom(OperationCode.WebRpc, opParameters, true);
}
}