public void SetNetworkTrafficState(NetworkTrafficState state) { if (IsConnected()) { ServerPeer.NetworkTrafficState = state; } }
public PhotonPeer(PeerConnectionInformation serverConnectionInformation, ConnectionProtocol connectionProtocol, DebugLevel debugLevel, ICoroutinesExecutor coroutinesExecuter) { NetworkTrafficState = NetworkTrafficState.Flowing; this.serverConnectionInformation = serverConnectionInformation; RawPeer = new ExitGames.Client.Photon.PhotonPeer(this, connectionProtocol) { ChannelCount = 4 }; #if UNITY_WEBGL || UNITY_XBOXONE || WEBSOCKET if (connectionProtocol == ConnectionProtocol.WebSocket || connectionProtocol == ConnectionProtocol.WebSocketSecure) { var websocketType = typeof(SocketWebTcpCoroutine); RawPeer.SocketImplementationConfig[ConnectionProtocol.WebSocket] = websocketType; } #endif RawPeer.DebugOut = debugLevel; coroutinesExecuter.StartCoroutine(UpdateEngine()); eventsBuffer = new Queue <RawMessageData>(10); operationResponsesBuffer = new Queue <Tuple <RawMessageResponseData, short> >(10); optionsBuffer = new Queue <BufferOption>(10); }
public void SetNetworkTrafficState(NetworkTrafficState state) { NetworkTrafficState = state; }
public void SetNetworkTrafficState(NetworkTrafficState state) { outboundServerPeer.NetworkTrafficState = state; }