void Update() { if (_lbc != null) { _lbc.Service(); } if (RegionsList != null) { if (this.ModalWindow.gameObject.activeInHierarchy) { if (PunCockpit.Instance.debug) { Debug.Log("PunCockpit:OnRegionsPinged"); } this.RegionListView.OnRegionListUpdate(RegionsList); } _lbc = null; RegionListLoadingFeedback.text = string.Empty; RegionsList = null; } }
void update() { if (loadBalancingClient != null) { loadBalancingClient.Service(); } }
/// <summary> /// Sends and receives messages by calling <see cref="LoadBalancingClient.Service"/> on the Photon client. /// <see cref="PhotonRoomConnection.Update"/> must be called on the connection while in-game. /// </summary> public virtual void Update() { if (State != ConnectionState.Disconnected && _photonClient.State != ClientState.Joined) { _photonClient.Service(); } }
void Update() { if (loadBalancingClient != null) { loadBalancingClient.Service(); // easy but ineffective. should be refined to using dispatch every frame and sendoutgoing on demand } }
void Update() { if (client != null) { client.Service(); } }
protected virtual IEnumerator DoUpdate(bool returned = false) { if (Provider == Providers.Photon && _client != null) { _client.Service(); _client2.Service(); } else { _connection?.Update(); _connection2?.Update(); } if (!returned) { if (_connection is MockConnection) { yield return(null); } else { yield return(new WaitForSeconds(0.05f)); } } }
private void Update() { LoadBalancingClient client = DataObj.lbc; if (client != null) { client.Service(); } }
public void Update() { LoadBalancingClient client = this.lbc; if (client != null) { client.Service(); Text uiText = this.StateUiText; string state = client.State.ToString(); if (uiText != null && !uiText.text.Equals(state)) { uiText.text = "State: " + state; } } }
public void UpdateService() { _loadBalancingClient.Service(); }
//public void SendMessage(byte eventCode, object data, bool reliable = false) { // SendMessage(eventCode, data, reliable, RaiseEventOptions.Default); //} public void Update() { client.Service(); }
private void DispatcherTimer_Tick(object sender, EventArgs e) { loadBalancingClient.Service(); }