public NetworkingPeer(IPhotonPeerListener listener, string playername, ConnectionProtocol connectionProtocol) : base(listener, connectionProtocol) { #if UNITY_EDITOR || (!UNITY_IPHONE && !UNITY_ANDROID && !UNITY_PS3) Debug.Log("Using C# Socket"); this.SocketImplementation = typeof(SocketUdp); #elif !UNITY_EDITOR && UNITY_PS3 Debug.Log("Using class SocketUdpNativeDllImport"); this.SocketImplementation = typeof(SocketUdpNativeDllImport); #elif !UNITY_EDITOR && UNITY_ANDROID Debug.Log("Using class SocketUdpNativeDynamic"); this.SocketImplementation = typeof(SocketUdpNativeDynamic); #elif !UNITY_EDITOR && UNITY_IPHONE Debug.Log("Using class SocketUdpNativeStatic"); this.SocketImplementation = typeof(SocketUdpNativeStatic); #endif this.Listener = this; // don't set the field directly! the listener is passed on to other classes, which get updated by the property set method this.externalListener = listener; this.PlayerName = playername; this.mLocalActor = new PhotonPlayer(true, -1, this.playername); this.AddNewPlayer(this.mLocalActor.ID, this.mLocalActor); // 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 = global::PeerState.PeerCreated; }
public ChatPeer(IPhotonPeerListener listener, ConnectionProtocol protocol) : base(listener, protocol) { #pragma warning disable 0162 // the library variant defines if we should use PUN's SocketUdp variant (at all) if (PhotonPeer.NoSocket) { #if !UNITY_EDITOR && (UNITY_PS3 || UNITY_ANDROID) UnityEngine.Debug.Log("Using class SocketUdpNativeDynamic"); this.SocketImplementation = typeof(SocketUdpNativeDynamic); #elif !UNITY_EDITOR && UNITY_IPHONE UnityEngine.Debug.Log("Using class SocketUdpNativeStatic"); this.SocketImplementation = typeof(SocketUdpNativeStatic); #elif !UNITY_EDITOR && (UNITY_WINRT) // this automatically uses a separate assembly-file with Win8-style Socket usage (not possible in Editor) #else Type udpSocket = Type.GetType("ExitGames.Client.Photon.SocketUdp, Assembly-CSharp"); this.SocketImplementation = udpSocket; if (udpSocket == null) { UnityEngine.Debug.Log("ChatClient could not find a suitable C# socket class. The Photon3Unity3D.dll only supports native socket plugins."); } #endif if (this.SocketImplementation == null) { UnityEngine.Debug.Log("No socket implementation set for 'NoSocket' assembly. Please contact Exit Games."); } } #pragma warning restore 0162 if (protocol == ConnectionProtocol.WebSocket || protocol == ConnectionProtocol.WebSocketSecure) { UnityEngine.Debug.Log("Using SocketWebTcp"); this.SocketImplementation = Type.GetType("ExitGames.Client.Photon.SocketWebTcp, Assembly-CSharp");//typeof(SocketWebTcp); } }
public ChatPeer(IPhotonPeerListener listener, ConnectionProtocol protocol) : base(listener, protocol) { #if UNITY #pragma warning disable 0162 // the library variant defines if we should use PUN's SocketUdp variant (at all) if (PhotonPeer.NoSocket) { #if !UNITY_EDITOR && (UNITY_PS3 || UNITY_ANDROID) UnityEngine.Debug.Log("Using class SocketUdpNativeDynamic"); this.SocketImplementation = typeof(SocketUdpNativeDynamic); #elif !UNITY_EDITOR && UNITY_IPHONE UnityEngine.Debug.Log("Using class SocketUdpNativeStatic"); this.SocketImplementation = typeof(SocketUdpNativeStatic); #elif !UNITY_EDITOR && (UNITY_WINRT) // this automatically uses a separate assembly-file with Win8-style Socket usage (not possible in Editor) #else Type udpSocket = Type.GetType("ExitGames.Client.Photon.SocketUdp, Assembly-CSharp"); this.SocketImplementation = udpSocket; if (udpSocket == null) { UnityEngine.Debug.Log("ChatClient could not find a suitable C# socket class. The Photon3Unity3D.dll only supports native socket plugins."); } #endif if (this.SocketImplementation == null) { UnityEngine.Debug.Log("No socket implementation set for 'NoSocket' assembly. Please contact Exit Games."); } } #pragma warning restore 0162 if (protocol == ConnectionProtocol.WebSocket || protocol == ConnectionProtocol.WebSocketSecure) { UnityEngine.Debug.Log("Using SocketWebTcp"); this.SocketImplementation = Type.GetType("ExitGames.Client.Photon.SocketWebTcp, Assembly-CSharp");//typeof(SocketWebTcp); } #endif }
public TestClient(IPhotonPeerListener listener) { Listener = listener; PhotonClient = new PhotonPeer(this, ConnectionProtocol.Tcp); ServiceFiber = new PoolFiber(); ExecuteFiber = new PoolFiber(); }
public PhotonPeer(IPhotonPeerListener listener, ConnectionProtocol protocolType) : this(protocolType) { if (listener == null) { throw new Exception("listener cannot be null"); } this.Listener = listener; }
public void onDisConnected(IPhotonPeerListener peer) { this.Invoke((MethodInvoker) delegate() { lock (this) { lblStatus.Text = "Disconnected"; btnJoin.Enabled = true; txtName.ReadOnly = false; txtChat.ReadOnly = true; btnChat.Enabled = false; } }); }
public void onConnected(IPhotonPeerListener peer) { this.Invoke((MethodInvoker) delegate() { lock (this) { lblStatus.Text = "Connected"; btnJoin.Enabled = false; txtName.ReadOnly = true; txtChat.ReadOnly = false; btnChat.Enabled = true; client.OpCustom((byte)OperationCode.JOIN_CHAT, new Dictionary <byte, object> { { (byte)Data.DATA1, txtName.Text } }, true, null); } }); }
public NetworkingPeer(IPhotonPeerListener listener, string playername, ConnectionProtocol connectionProtocol) : base(listener, connectionProtocol) { this.Listener = this; // don't set the field directly! the listener is passed on to other classes, which get updated by the property set method this.externalListener = listener; this.PlayerName = playername; this.mLocalActor = new PhotonPlayer(true, -1, this.playername); this.AddNewPlayer(this.mLocalActor.ID, this.mLocalActor); // 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 = global::PeerState.PeerCreated; }
internal HttpBase3(IPhotonPeerListener listener) : this() { this.Listener = listener; }
public ChatPeer(IPhotonPeerListener listener, ConnectionProtocol protocol) : base(listener, protocol) { }
public LiteLobbyPeer(IPhotonPeerListener listener, bool useTcp) : base(listener, useTcp) { }
// Token: 0x0600C332 RID: 49970 RVA: 0x0046F6BC File Offset: 0x0046D8BC public ChatPeer(IPhotonPeerListener listener, ConnectionProtocol protocol) : base(listener, protocol) { }
/// <summary> /// Initializes a new instance of the <see cref="PhotonPeer"/> class. /// </summary> /// <param name="listener"> /// The listener. /// </param> /// <param name="useTcp"> /// The use tcp. /// </param> public PhotonPeer(IPhotonPeerListener listener, bool useTcp) : base(listener, useTcp ? ConnectionProtocol.Tcp : ConnectionProtocol.Udp) { this.ChannelCount = Settings.ChannelCount; }
/// <summary> /// Creates a LitePeer instance to communicate with Photon with your selection of protocol. /// We recommend UDP. /// </summary> /// <param name="listener">Your IPhotonPeerListener implementation.</param> /// <param name="protocolType">Protocol to use to connect to Photon.</param> public LitePeer(IPhotonPeerListener listener, ConnectionProtocol protocolType) : base(listener, protocolType) { }
/// <summary> /// Initializes a new instance of the <see cref="PhotonPeer"/> class. /// </summary> /// <param name="listener"> /// The listener. /// </param> public PhotonPeer(IPhotonPeerListener listener) : base(listener) { this.ChannelCount = Settings.ChannelCount; }
internal TPeer(IPhotonPeerListener listener) : this() { this.Listener = listener; }
/// <summary> /// Initializes a new instance of the <see cref="PhotonPeer"/> class. /// </summary> /// <param name="listener"> /// The listener. /// </param> /// <param name="useTcp"> /// The use tcp. /// </param> public PhotonPeer(IPhotonPeerListener listener, bool useTcp) : base(listener, useTcp) { this.ChannelCount = Settings.ChannelCount; }
// Token: 0x06003BB4 RID: 15284 RVA: 0x0012C3CE File Offset: 0x0012A7CE public LoadBalancingPeer(IPhotonPeerListener listener, ConnectionProtocol protocolType) : this(protocolType) { base.Listener = listener; }
public LiteLobbyPeer(IPhotonPeerListener listener) : base(listener) { }
public LitePeer(IPhotonPeerListener listener, ConnectionProtocol protocolType) : base(listener, protocolType) { }
} // Dummy constructor public ChatPeer(IPhotonPeerListener listener, ConnectionProtocol protocol) { } // 0x0000000182055070-0x0000000182055120
public LitePeer(IPhotonPeerListener listener) : base(listener, ConnectionProtocol.Udp) { }
public PhotonPeer(IPhotonPeerListener listener, bool useTcp) : this(listener, useTcp ? ConnectionProtocol.Tcp : ConnectionProtocol.Udp) { }
/// <summary> /// Creates a LitePeer instance to connect and communicate with a Photon server.<para></para> /// Uses UDP as protocol (except in the Silverlight library). /// </summary> /// <param name="listener">Your IPhotonPeerListener implementation.</param> public LitePeer(IPhotonPeerListener listener) : base(listener, ConnectionProtocol.Udp) { }
public ChatPeer(IPhotonPeerListener listener, ConnectionProtocol protocol) { base.\u002Ector(listener, protocol); this.ConfigUnitySockets(); }
public PhotonPeer(IPhotonPeerListener listener, ConnectionProtocol protocolType) : this(protocolType) { this.Listener = listener; }
internal void DnsAndConnect() { IPAddress iPAddress = null; AddressFamily addressFamily; try { iPAddress = IPhotonSocket.GetIpAddress(base.ServerAddress); if (iPAddress == null) { throw new ArgumentException("Invalid IPAddress. Address: " + base.ServerAddress); } object obj = this.syncer; lock (obj) { if (base.State != PhotonSocketState.Disconnecting && base.State != 0) { this.sock = new Socket(iPAddress.AddressFamily, SocketType.Dgram, ProtocolType.Udp); this.sock.Connect(iPAddress, base.ServerPort); base.AddressResolvedAsIpv6 = base.IsIpv6SimpleCheck(iPAddress); base.State = PhotonSocketState.Connected; base.peerBase.OnConnect(); goto end_IL_003d; } return; end_IL_003d :; } } catch (SecurityException ex) { if (base.ReportDebugOfLevel(DebugLevel.ERROR)) { IPhotonPeerListener listener = base.Listener; string[] obj2 = new string[6] { "Connect() to '", base.ServerAddress, "' (", null, null, null }; object obj3; if (iPAddress != null) { addressFamily = iPAddress.AddressFamily; obj3 = addressFamily.ToString(); } else { obj3 = ""; } obj2[3] = (string)obj3; obj2[4] = ") failed: "; obj2[5] = ex.ToString(); listener.DebugReturn(DebugLevel.ERROR, string.Concat(obj2)); } base.HandleException(StatusCode.SecurityExceptionOnConnect); return; } catch (Exception ex2) { if (base.ReportDebugOfLevel(DebugLevel.ERROR)) { IPhotonPeerListener listener2 = base.Listener; string[] obj4 = new string[6] { "Connect() to '", base.ServerAddress, "' (", null, null, null }; object obj5; if (iPAddress != null) { addressFamily = iPAddress.AddressFamily; obj5 = addressFamily.ToString(); } else { obj5 = ""; } obj4[3] = (string)obj5; obj4[4] = ") failed: "; obj4[5] = ex2.ToString(); listener2.DebugReturn(DebugLevel.ERROR, string.Concat(obj4)); } base.HandleException(StatusCode.ExceptionOnConnect); return; } Thread thread = new Thread(this.ReceiveLoop); thread.IsBackground = true; thread.Start(); }
public ChatPeer(IPhotonPeerListener listener, ConnectionProtocol protocol) : base(listener, protocol) { this.ConfigUnitySockets(); }
public PhotonPeer(IPhotonPeerListener listener) : this(listener, ConnectionProtocol.Udp) { }
public LoadBalancingPeer(IPhotonPeerListener listener, ConnectionProtocol protocolType) { base.\u002Ector(listener, protocolType); }
public NetworkingPeer(IPhotonPeerListener listener, string playername, ConnectionProtocol connectionProtocol) : base(listener, connectionProtocol) { #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 !UNITY_EDITOR && (UNITY_PS3 || UNITY_ANDROID) Debug.Log("Using class SocketUdpNativeDynamic"); this.SocketImplementation = typeof(SocketUdpNativeDynamic); PhotonHandler.PingImplementation = typeof(PingNativeDynamic); #elif !UNITY_EDITOR && UNITY_IPHONE Debug.Log("Using class SocketUdpNativeStatic"); this.SocketImplementation = 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.SocketImplementation = typeof (SocketUdp); PhotonHandler.PingImplementation = typeof(PingMonoEditor); #endif if (this.SocketImplementation == null) { Debug.Log("No socket implementation set for 'NoSocket' assembly. Please contact Exit Games."); } } #pragma warning restore 0162 if (PhotonHandler.PingImplementation == null) { PhotonHandler.PingImplementation = typeof(PingMono); } this.Listener = this; this.lobby = TypedLobby.Default; this.LimitOfUnreliableCommands = 40; // don't set the field directly! the listener is passed on to other classes, which get updated by the property set method this.externalListener = listener; this.PlayerName = playername; this.mLocalActor = new PhotonPlayer(true, -1, this.playername); this.AddNewPlayer(this.mLocalActor.ID, this.mLocalActor); // 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 = global::PeerState.PeerCreated; }
public LoadbalancingPeer(IPhotonPeerListener listener, ConnectionProtocol protocolType) : base(listener, protocolType) { }
/// <summary> /// Creates a Peer with default connection protocol (UDP). /// </summary> public LoadBalancingPeer(IPhotonPeerListener listener, ConnectionProtocol protocolType) : base(listener, protocolType) { }
public NetworkingPeer(IPhotonPeerListener listener, string playername, ConnectionProtocol connectionProtocol) : base(listener, connectionProtocol) { this.Listener = this; // don't set the field directly! the listener is passed on to other classes, which get updated by the property set method this.externalListener = listener; this.PlayerName = playername; this.mLocalActor = new PhotonPlayer(true, -1, this.playername); this.AddNewPlayer(this.mLocalActor.ID, this.mLocalActor); this.State = global::PeerState.PeerCreated; }