Esempio n. 1
0
    IEnumerator PingRegion(CloudServerRegion region)
    {
        // JP can't be pinged at the moment, so we skip it!
        if (region == CloudServerRegion.Japan)
        {
            yield break;
        }

        string hostname = ServerSettings.FindServerAddressForRegion(region);
        string regionIp = ResolveHost(hostname);

        if (string.IsNullOrEmpty(regionIp))
        {
            Debug.LogError("Could not resolve host: " + hostname);
            yield break;
        }

        int   averagePing = 0;
        int   tries       = 3;
        int   skipped     = 0;
        float timeout     = 0.500f; // 500 milliseconds is our max, after this we assume a timeout.

        for (int i = 0; i < tries; i++)
        {
            float startTime = Time.time;
            Ping  ping      = new Ping(regionIp);
            while (!ping.isDone && Time.time < startTime + timeout)
            {
                // Timeout after 500ms: sometimes Unity ping never returns
                yield return(0);
            }
            if (ping.time == -1)
            {
                if (skipped > 5)
                {
                    averagePing += (int)(timeout * 1000) * tries;
                    break;
                }
                else
                {
                    i -= 1; //Sometimes Unity ping doesnt return, we therefor retry a few times..
                    skipped++;
                    continue;
                }
            }

            averagePing += ping.time;
        }

        int regionAverage = averagePing / tries;

        //Debug.LogWarning (hostname + ": " + average + "ms");

        if (regionAverage < lowestRegionAverage || lowestRegionAverage == -1)
        {
            lowestRegionAverage = regionAverage;
            SetRegion(region);
        }
    }
    IEnumerator PingRegion(CloudServerRegion region)
    {
        // JP can't be pinged at the moment, so we skip it!
        if (region == CloudServerRegion.Japan)
        {
            yield break;
        }

        string hostname = ServerSettings.FindServerAddressForRegion(region);
        string regionIp = ResolveHost(hostname);

        if (string.IsNullOrEmpty(regionIp))
        { 
            Debug.LogError("Could not resolve host: " + hostname);
            yield break;
        }

        int averagePing = 0;
        int tries = 3;
        int skipped = 0;
        float timeout = 0.500f; // 500 milliseconds is our max, after this we assume a timeout.
        for (int i = 0; i < tries; i++)
        {
            float startTime = Time.time;
            Ping ping = new Ping(regionIp);
            while (!ping.isDone && Time.time < startTime + timeout)
            { 
                // Timeout after 500ms: sometimes Unity ping never returns
                yield return 0;
            }
            if (ping.time == -1)
            {
                if (skipped > 5)
                {
                    averagePing += (int)(timeout * 1000) * tries;
                    break;
                }
                else
                {
                    i -= 1; //Sometimes Unity ping doesnt return, we therefor retry a few times..
                    skipped++;
                    continue;
                }
            }

            averagePing += ping.time;
        }

        int regionAverage = averagePing / tries;
        //Debug.LogWarning (hostname + ": " + average + "ms");

        if (regionAverage < lowestRegionAverage || lowestRegionAverage == -1)
        {
            lowestRegionAverage = regionAverage;
            SetRegion(region);
        }
    }
Esempio n. 3
0
    /// <summary>
    /// Pings a server several times to get an average RTT. If that's lower than the current best, the region becomes closestRegion.
    /// </summary>
    /// <param name="region"></param>
    /// <returns></returns>
    IEnumerator PingRegion(CloudServerRegion region)
    {
        string hostname = ServerSettings.FindServerAddressForRegion(region);
        string regionIp = ResolveHost(hostname);

        if (string.IsNullOrEmpty(regionIp))
        {
            Debug.LogError("Could not resolve host: " + hostname);
            yield break;
        }

        int   pingSum = 0;
        int   tries   = 3;
        int   skipped = 0;
        float timeout = 0.700f; // 700 milliseconds is our max, after this we assume a timeout.

        for (int i = 0; i < tries; i++)
        {
            float startTime = Time.time;
            Ping  ping      = new Ping(regionIp);
            while (!ping.isDone && Time.time < startTime + timeout)
            {
                // sometimes Unity ping never returns, so we use a timeout here
                yield return(0);
            }
            if (ping.time == -1)
            {
                if (skipped > 5)
                {
                    pingSum += (int)(timeout * 1000) * tries;
                    break;
                }
                else
                {
                    i -= 1; //Sometimes Unity ping doesnt return, we therefor retry a few times..
                    skipped++;
                    continue;
                }
            }

            pingSum += ping.time;
        }

        int pingAverage = pingSum / tries;

        //Debug.LogWarning (hostname + ": " + regionAverage + "ms");
        if (pingAverage < lowestRegionAverage || lowestRegionAverage == -1)
        {
            lowestRegionAverage = pingAverage;
            SaveAndSetRegion(region.ToString());
        }
    }
Esempio n. 4
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    void Awake()
    {
        SP = this;

        // load settings and ping only if none available
        if (PlayerPrefs.GetString(playerPrefsKey, "") != "")
        {
            string reg = PlayerPrefs.GetString(playerPrefsKey, "");
            closestRegion = (CloudServerRegion)Enum.Parse(typeof(CloudServerRegion), reg, true);
            return;
        }
        StartCoroutine(PingAllRegions());
    }
    void Awake()
    {
        SP = this;

        // load settings and ping only if none available
        if (PlayerPrefs.GetString(playerPrefsKey, "") != "")
        {
            string reg = PlayerPrefs.GetString(playerPrefsKey, "");
            closestRegion = (CloudServerRegion)Enum.Parse(typeof(CloudServerRegion), reg, true);
            return;
        }
        StartCoroutine(PingAllRegions());
    }
Esempio n. 6
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 public static void OverrideRegion(CloudServerRegion region)
 {
     SaveAndSetRegion(region.ToString());
 }
    /// <summary>
    /// Pings a server several times to get an average RTT. If that's lower than the current best, the region becomes closestRegion.
    /// </summary>
    /// <param name="region"></param>
    /// <returns></returns>
    IEnumerator PingRegion(CloudServerRegion region)
    {
        string hostname = ServerSettings.FindServerAddressForRegion(region);
        string regionIp = ResolveHost(hostname);

        if (string.IsNullOrEmpty(regionIp))
        {
            Debug.LogError("Could not resolve host: " + hostname);
            yield break;
        }

        int pingSum = 0;
        int tries = 3;
        int skipped = 0;
        float timeout = 0.700f; // 700 milliseconds is our max, after this we assume a timeout.
        for (int i = 0; i < tries; i++)
        {
            float startTime = Time.time;
            Ping ping = new Ping(regionIp);
            while (!ping.isDone && Time.time < startTime + timeout)
            {
                // sometimes Unity ping never returns, so we use a timeout here
                yield return 0;
            }
            if (ping.time == -1)
            {
                if (skipped > 5)
                {
                    pingSum += (int)(timeout * 1000) * tries;
                    break;
                }
                else
                {
                    i -= 1; //Sometimes Unity ping doesnt return, we therefor retry a few times..
                    skipped++;
                    continue;
                }
            }

            pingSum += ping.time;
        }

        int pingAverage = pingSum / tries;
        //Debug.LogWarning (hostname + ": " + regionAverage + "ms");
        if (pingAverage < lowestRegionAverage || lowestRegionAverage == -1)
        {
            lowestRegionAverage = pingAverage;
            SaveAndSetRegion(region.ToString());
        }
    }
Esempio n. 9
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 public static string FindServerAddressForRegion(CloudServerRegion regionIndex)
 {
     return ServerSettings.DefaultCloudServerUrl.Replace("app-eu", ServerSettings.CloudServerRegionPrefixes[(int)regionIndex]);
 }
Esempio n. 10
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 public static void OverrideRegion(CloudServerRegion region)
 {
     SetRegion(region);
 }
Esempio n. 11
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 public static void OverrideRegion(CloudServerRegion region)
 {
     SaveAndSetRegion(region.ToString());
 }
Esempio n. 12
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    /// <summary>
    /// Tries to convert a region shortcut to a value of CloudServerRegion enum. Defaults to CloudServerRegion.US, if that fails.
    /// </summary>
    /// <returns>If conversion is successful.</returns>
    public static bool TryParseCloudServerRegion(string regionShortcut, out CloudServerRegion region)
    {
        region = CloudServerRegion.US;
        try
        {
            region = (CloudServerRegion)Enum.Parse(typeof(CloudServerRegion), regionShortcut, true);
        }
        catch
        {
            return false;
        }

        return true;
    }
Esempio n. 13
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 private static void SetRegion(CloudServerRegion region)
 {
     closestRegion = region;
     PlayerPrefs.SetString(playerPrefsKey, region.ToString());
 }
Esempio n. 14
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 public static void OverrideRegion(CloudServerRegion region)
 {
     SetRegion(region);
 }
 public static string FindServerAddressForRegion(CloudServerRegion regionIndex)
 {
     return(ServerSettings.DefaultCloudServerUrl.Replace("app-eu", ServerSettings.CloudServerRegionPrefixes[(int)regionIndex]));
 }
Esempio n. 16
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 /// <summary>
 /// Overwrites the region that is used for  ConnectToBestCloudServer(string gameVersion)
 /// This will overwrite the result that was gotten by pinging all cloud servers. 
 /// </summary>
 /// <remarks>
 /// Use this to allow your users to specify their region manually.
 /// </remarks>	
 public static void OverrideBestCloudServer(CloudServerRegion region)
 {
     PingCloudRegions.OverrideRegion(region);
 }
Esempio n. 17
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 private static void SetRegion(CloudServerRegion region)
 {
     closestRegion = region;
     PlayerPrefs.SetString(playerPrefsKey, region.ToString());
 }