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;
 }