コード例 #1
0
    public static IEnumerator ConnectAndJoinIE(bool spawnAfterLoad)
    {
        if (spawnAfterLoad)
        {
            SceneManager.sceneLoaded += onLevelWasLoaded;
        }
        if (PhotonNetwork.JoinedRoomOrLobby())
        {
            PhotonNetwork.Disconnect();
        }

        while (PhotonNetwork.JoinedRoomOrLobby())
        {
            yield return(new WaitForEndOfFrame());
        }
        "Connecting...".SendProcessing(true);
        PhotonNetwork.PhotonServerSettings.JoinLobby = false;
        PhotonNetwork.ConnectToRegion(CloudRegionCode.eu, "2020");
        while (!readyToJoinOrCreateRoom)
        {
            yield return(new WaitForEndOfFrame());
        }
        //"Connected to master...".SendProcessing(true);
        RoomOptions roomOptions = new RoomOptions
        {
            IsVisible  = true,
            IsOpen     = true,
            MaxPlayers = 10
        };

        PhotonNetwork.PhotonServerSettings.JoinLobby = true;
        PhotonNetwork.JoinOrCreateRoom("TestServer`The City`abnormal`999999`day``1", roomOptions, TypedLobby.Default);
        //ServerList.instance.gameObject.SetActive(false);
        "Creating a room...".SendProcessing(true);
    }
コード例 #2
0
    /// <summary>
    /// Start the connection process.
    /// - If already connected, we attempt joining target room
    /// - If not yet connected, Connect this application instance to Photon Cloud Network
    /// </summary>
    public void Connect(RoomInfo targetRoom)
    {
        if (!CheckSelectedSkills())
        {
            return;
        }

        CampaignSelectionManager.Instanse.RoomSelector.DisableInteraction();

        launcherPanel.ProgressLabel.enabled = true;
        launcherPanel.ProgressPanel.enabled = true;
        // keep track of the will to join a room, because when we come back from the game
        // we will get a callback that we are connected, so we need to know what to do then
        isNamedConnecting = true;
        targetRoomName    = targetRoom.Name;

        UpdateCustomProperties();

        // We check if we are connected or not, we join if we are , else we initiate the connection to the server.
        if (PhotonNetwork.connected)
        {
            // #Critical: We need at this point to attempt joining a Random Room.
            // If it fails, we'll get notified in OnPhotonRandomJoinFailed() and we'll create one.
            PhotonNetwork.JoinRoom(targetRoom.Name);
        }
        else
        {
            // #Critical, we must first and foremost connect to Photon Online Server.
            //PhotonNetwork.ConnectUsingSettings(GameVersion);
            PhotonNetwork.ConnectToRegion(selectedRegion, GameVersion);
        }
    }
コード例 #3
0
 public void ConnectToMaster()
 {
     if (!PhotonNetwork.connected)
     {
         PhotonNetwork.ConnectToRegion(selectedRegion, GameVersion);
     }
 }
コード例 #4
0
        /// <summary>
        /// Starts initializing and connecting to a game. Depends on the selected network mode.
        /// Sets the current player name prior to connecting to the servers.
        /// </summary>
        public static void StartMatch(NetworkMode mode)
        {
            PhotonNetwork.automaticallySyncScene = true;
            PhotonNetwork.playerName             = PlayerPrefs.GetString(PrefsKeys.playerName);

            switch (mode)
            {
            //connects to a cloud game available on the Photon servers
            case NetworkMode.Online:
                    #if UNITY_WEBGL
                //best region is not supported on WebGL, choose the location where your server is located,
                //or implement an option in your game for players to select their preferred location
                PhotonNetwork.ConnectToRegion(CloudRegionCode.us, appVersion);
                    #else
                PhotonNetwork.PhotonServerSettings.HostType = ServerSettings.HostingOption.BestRegion;
                PhotonNetwork.ConnectToBestCloudServer(appVersion);
                    #endif
                break;

            //search for open LAN games on the current network, otherwise open a new one
            case NetworkMode.LAN:
                PhotonNetwork.ConnectToMaster(PlayerPrefs.GetString(PrefsKeys.serverAddress), 5055, PhotonNetwork.PhotonServerSettings.AppID, appVersion);
                break;

            //enable Photon offline mode to not send any network messages at all
            case NetworkMode.Offline:
                PhotonNetwork.offlineMode = true;
                break;
            }
        }
コード例 #5
0
        public void ConnectToRegion(string region)
        {
            if (debug)
            {
                Debug.Log("PunCockpit:ConnectToRegion(" + region + ")");
            }

            PhotonNetwork.NetworkingClient.AppId = PhotonNetwork.PhotonServerSettings.AppSettings.AppIdRealtime;

            this.ConnectionPanel.gameObject.SetActive(false);
            this.AdvancedConnectionPanel.gameObject.SetActive(false);

            PhotonNetwork.AuthValues        = new AuthenticationValues();
            PhotonNetwork.AuthValues.UserId = this.UserId;

            this.ConnectingLabel.SetActive(true);

            bool _result = PhotonNetwork.ConnectToRegion(region);

            if (GameVersionOverride != string.Empty)
            {
                PhotonNetwork.GameVersion = GameVersionOverride;
            }

            if (debug)
            {
                Debug.Log("PunCockpit:ConnectToRegion(" + region + ") ->" + _result);
            }
        }
コード例 #6
0
        //Connect to photon servers
        void ConnectToPhoton()
        {
            //connect to photon using setting file in project
            PhotonNetwork.ConnectUsingSettings();
            PhotonNetwork.ConnectToRegion("usw");

            //Disable automatic player scene transition
            PhotonNetwork.AutomaticallySyncScene = false;
        }
コード例 #7
0
    // Use this for initialization
    void Start()
    {
        PhotonNetwork.offlineMode = mp_Options.OfflineMode;
        //Set what region this client is using

        //Connect to the cloud using the current game version
        //PhotonNetwork.ConnectUsingSettings(mp_Options.GameVersion);
        PhotonNetwork.ConnectToRegion(mp_Options.ServerRegion, mp_Options.GameVersion);
    }
コード例 #8
0
ファイル: LaunchPhoton_Test.cs プロジェクト: ATL3Y/PhotonTest
    private void Awake( )
    {
        PhotonNetwork.ConnectToRegion(CloudRegionCode.usw, gameVersion);
        PhotonNetwork.automaticallySyncScene = true;

        // Auto join lobby is true by default.  I don't know what this does but I guess we don't need it.
        PhotonNetwork.autoJoinLobby = false;
        PhotonNetwork.logLevel      = PhotonLogLevel.Full;
    }
コード例 #9
0
ファイル: NetworkManager.cs プロジェクト: eliot2/Sunset
    public void Update()
    {
        if (isConnectAllowed && !PhotonNetwork.connected)
        {
            CBUG.Log("Beginning Connection . . .");

            isConnectAllowed = false;
            if (PlayerPrefs.GetInt("Server", 0) == 0)
            {
                PhotonNetwork.ConnectToBestCloudServer(version);
                CBUG.Log("Connecting to Best Region.");
            }
            else
            {
                PhotonNetwork.ConnectToRegion(isEastServer ? CloudRegionCode.us : CloudRegionCode.usw, version);
                CBUG.Log("Connecting to Chosen Region.");
            }

            CBUG.Log("Version Number is: " + version);
            PhotonNetwork.sendRate            = SendRate;
            PhotonNetwork.sendRateOnSerialize = SendRate;
        }

        if (!PhotonNetwork.connectedAndReady && PhotonNetwork.connecting)
        {
            printStatus();
        }

        if (!PhotonNetwork.connected)
        {
            return;
        }
        //if(PhotonNetwork.room != null)
        //    CBUG.Do("TotalRoomPlayersIs: " + PhotonNetwork.room.playerCount);

        if (Time.time - previousUpdateTime > ServerUpdateLoopTime)
        {
            previousUpdateTime = Time.time;
            setServerStats();
        }

        //CBUG.Log("CHAR NUM: " + ID_to_CharNum[1]);

        #region Match Tracking
        if (readyTotal >= PhotonNetwork.playerList.Length && !startTheMatch && !startCountdown)
        {
            startTimer     = CountdownLength;
            startCountdown = true;
            StartCoroutine(GameCountdown());
        }
        if (startCountdown == true && readyTotal < PhotonNetwork.playerList.Length)
        {
            startCountdown = false;
        }
        #endregion
    }
コード例 #10
0
        public override void OnEnter()
        {
            PhotonNetwork.ConnectToRegion((CloudRegionCode)region.Value, gameVersion.Value);

            // reset authentication failure properties.
            PlayMakerPhotonProxy.lastAuthenticationDebugMessage = string.Empty;
            PlayMakerPhotonProxy.lastAuthenticationFailed       = false;

            Finish();
        }
コード例 #11
0
 /// <summary>
 /// Switch connection type
 /// </summary>
 /// <param name="type"></param>
 void Connect()
 {
     if (string.IsNullOrEmpty(PhotonNetwork.PhotonServerSettings.AppID))
     {
         Debug.LogWarning("You need your appID, read the documentation for more info!");
         return;
     }
     //Connect to select region
     PhotonNetwork.ConnectToRegion(ServerHost, GameVersion);
 }
コード例 #12
0
 public void JoinRegion()
 {
     if (!(PlayerPrefs.HasKey("region")))
     {
         GetComponent <UIManager>().OpenCanvas(3);
     }
     else
     {
         if (PhotonNetwork.connectedAndReady)
         {
             PhotonNetwork.Disconnect();
         }
         string _regionCode = PlayerPrefs.GetString("region");
         if (_regionCode == "au")
         {
             PhotonNetwork.ConnectToRegion(CloudRegionCode.au, GameName + GameVersion);
             PhotonNetwork.OverrideBestCloudServer(CloudRegionCode.au);
         }
         else if (_regionCode == "asia")
         {
             PhotonNetwork.ConnectToRegion(CloudRegionCode.asia, GameName + GameVersion);
             PhotonNetwork.OverrideBestCloudServer(CloudRegionCode.au);
         }
         else if (_regionCode == "eu")
         {
             PhotonNetwork.ConnectToRegion(CloudRegionCode.eu, GameName + GameVersion);
             PhotonNetwork.OverrideBestCloudServer(CloudRegionCode.eu);
         }
         else if (_regionCode == "cae")
         {
             PhotonNetwork.ConnectToRegion(CloudRegionCode.cae, GameName + GameVersion);
             PhotonNetwork.OverrideBestCloudServer(CloudRegionCode.cae);
         }
         else if (_regionCode == "jp")
         {
             PhotonNetwork.ConnectToRegion(CloudRegionCode.jp, GameName + GameVersion);
             PhotonNetwork.OverrideBestCloudServer(CloudRegionCode.jp);
         }
         else if (_regionCode == "sa")
         {
             PhotonNetwork.ConnectToRegion(CloudRegionCode.sa, GameName + GameVersion);
             PhotonNetwork.OverrideBestCloudServer(CloudRegionCode.sa);
         }
         else if (_regionCode == "us")
         {
             PhotonNetwork.ConnectToRegion(CloudRegionCode.us, GameName + GameVersion);
             PhotonNetwork.OverrideBestCloudServer(CloudRegionCode.us);
         }
         else if (_regionCode == "usw")
         {
             PhotonNetwork.ConnectToRegion(CloudRegionCode.usw, GameName + GameVersion);
             PhotonNetwork.OverrideBestCloudServer(CloudRegionCode.usw);
         }
     }
 }
コード例 #13
0
 public static void ConnectToMaster()
 {
     if (PhotonNetwork.NetworkClientState != ClientState.Disconnected)
     {
         PhotonNetwork.ConnectUsingSettings();
         PhotonNetwork.ConnectToRegion("eu");
     }
     else
     {
         Debug.LogWarning("Already connected!");
     }
 }
コード例 #14
0
    private void InitializationAllObjects()
    {
        StartCoroutine(CheckInternetConnection());

        versionNum = Application.version;

        PhotonNetwork.AutomaticallySyncScene = true;
        PhotonNetwork.NickName    = "Person" + Random.Range(0, 100).ToString();
        PhotonNetwork.GameVersion = versionNum;
        PhotonNetwork.ConnectUsingSettings();
        PhotonNetwork.ConnectToRegion("ru");
    }
コード例 #15
0
 public override void OnDisconnected(DisconnectCause cause)
 {
     XDebug.Log("On Disconnected " + cause.ToString(), XDebug.Mask.GameManager, XDebug.Color.Red);
     if (NetworkData.Instance.UserChoiceRegion != null)
     {
         PhotonNetwork.ConnectToRegion(NetworkData.Instance.UserChoiceRegion);
     }
     else
     {
         PhotonNetwork.ConnectUsingSettings();
     }
 }
コード例 #16
0
    public void ConnectToRegion(CloudRegionCode code)
    {
        if (PhotonNetwork.connected)
        {
            PhotonNetwork.Disconnect();
        }

        PhotonNetwork.offlineMode = false;
        connecting = true;
        PhotonNetwork.ConnectToRegion(code, version);
        PhotonNetwork.sendRate            = 30;
        PhotonNetwork.sendRateOnSerialize = 30;
    }
コード例 #17
0
 public virtual void ConnectToRegion()
 {
     isConnectOffline = false;
     PhotonNetwork.automaticallySyncScene        = true;
     PhotonNetwork.autoJoinLobby                 = false;
     PhotonNetwork.PhotonServerSettings.HostType = ServerSettings.HostingOption.PhotonCloud;
     PhotonNetwork.offlineMode = false;
     PhotonNetwork.ConnectToRegion(region, gameVersion);
     if (onConnectingToMaster != null)
     {
         onConnectingToMaster.Invoke();
     }
 }
コード例 #18
0
    public void OnNewJoin()
    {
        newJoin = true;
        var region = Regions.GetRegionShortName(currentServer.text);

        if (PhotonNetwork.IsConnected)
        {
            PhotonNetwork.Disconnect();
        }
        currentServer.text = "Connecting...";
        PhotonNetwork.ConnectToRegion(region);
        notice.WaitToConnect();
    }
コード例 #19
0
ファイル: bl_Lobby.cs プロジェクト: BlackZIjian/DestroyFps
    /// <summary>
    ///
    /// </summary>
    /// <param name="id"></param>
    public void ChangeServerCloud(int id)
    {
        if (PhotonNetwork.connected)
        {
            PhotonNetwork.Disconnect();
            Debug.LogWarning("Try again, because still not disconnect");
            return;
        }
        if (PhotonNetwork.PhotonServerSettings.AppID != string.Empty)
        {
            switch (id)
            {
            case 0:
                PhotonNetwork.ConnectToRegion(CloudRegionCode.us, AppVersion);
                break;

            case 1:
                PhotonNetwork.ConnectToRegion(CloudRegionCode.asia, AppVersion);
                break;

            case 2:
                PhotonNetwork.ConnectToRegion(CloudRegionCode.au, AppVersion);
                break;

            case 3:
                PhotonNetwork.ConnectToRegion(CloudRegionCode.eu, AppVersion);
                break;

            case 4:
                PhotonNetwork.ConnectToRegion(CloudRegionCode.jp, AppVersion);
                break;

            case 5:
                PhotonNetwork.ConnectToRegion(CloudRegionCode.cae, AppVersion);
                break;

            case 6:
                PhotonNetwork.ConnectToRegion(CloudRegionCode.sa, AppVersion);
                break;

            case 7:
                PhotonNetwork.ConnectToRegion(CloudRegionCode.usw, AppVersion);
                break;
            }
        }
        else
        {
            Debug.LogWarning("Need your AppId for changer server, please add it in inspector");
        }
    }
コード例 #20
0
ファイル: ServerRegion.cs プロジェクト: Arrhythmia/AoTTG-2
        public void JoinRegion(string region)
        {
            var cloudRegion = (CloudRegionCode)Enum.Parse(typeof(CloudRegionCode), region.ToLower());

            if (PhotonNetwork.ConnectToRegion(cloudRegion, "2020"))
            {
                // Succeeded
                Navigate(typeof(ServerList));
            }
            else
            {
                // Rip
            }
        }
コード例 #21
0
 public void ChangeServer(int region)
 {
     if (PhotonNetwork.connected)
     {
         PhotonNetwork.Disconnect();
         WaitForConnectToNew = true;
         ServerHost          = bl_CoopUtils.IntToRegionCode(region);
         Debug.LogWarning("Wait for the current server disconnect and reconnect to new.");
         return;
     }
     //If disconect, connect again to the select region
     PhotonNetwork.ConnectToRegion(bl_CoopUtils.IntToRegionCode(region), GameVersion);
     ServerHost          = bl_CoopUtils.IntToRegionCode(region);
     WaitForConnectToNew = false;
     this.GetComponent <bl_LobbyUI>().ChangeWindow(6);
 }
コード例 #22
0
        public override void OnEnter()
        {
            // reset authentication failure properties.
            PlayMakerPhotonProxy.lastAuthenticationDebugMessage = string.Empty;
            PlayMakerPhotonProxy.lastAuthenticationFailed       = false;

            bool _result = PhotonNetwork.ConnectToRegion(region.Value);

            if (!result.IsNone)
            {
                result.Value = _result;
            }

            Fsm.Event(_result ? willProceed : willNotProceed);

            Finish();
        }
コード例 #23
0
    public bool CreateNamedRoom(string roomName)
    {
        isNamedConnecting = true;
        targetRoomName    = roomName;

        UpdateCustomProperties();

        if (!PhotonNetwork.connected)
        {
            launcherPanel.ProgressLabel.text = "Can't create room! No connection!";
            return(PhotonNetwork.ConnectToRegion(selectedRegion, GameVersion));
        }

        return(PhotonNetwork.CreateRoom(roomName, new RoomOptions {
            MaxPlayers = MaxPlayersPerRoom
        }, null));
    }
コード例 #24
0
 // Start is called before the first frame update
 void Start()
 {
     //print("Connecting to server...");
     if (!PhotonNetwork.IsConnected)
     {
         PhotonNetwork.AutomaticallySyncScene = true;
         //PhotonNetwork.SendRate = 20; // 20 on default per second
         //PhotonNetwork.SerializationRate = 5; // 10 on default per second (the bigger the value , the bigger lag)
         //AuthenticationValues authValues = new AuthenticationValues("0"); -> treba biti unique
         //PhotonNetwork.AuthValues = authValues;
         PhotonNetwork.GameVersion = "0.0.1"; // da se igra ne brejka ako se razlicite verzije spajaju, tu nece bit toga
         PhotonNetwork.NickName    = MasterManager.GameSettings.Nickname;
         PhotonNetwork.GameVersion = MasterManager.GameSettings.GameVersion;
         PhotonNetwork.ConnectUsingSettings();
         PhotonNetwork.ConnectToRegion("0");
     }
 }
コード例 #25
0
ファイル: ChallengeActor.cs プロジェクト: akil03/bx
 public void DisconnectedFromPhoton()
 {
     if (challengeMode.value)
     {
         if (challenge.data != null)
         {
             PhotonNetwork.ConnectToRegion(challenge.data.message.ToCloudRegionCode(), Application.version);
         }
         else
         {
             PhotonNetwork.ConnectToRegion(server.value.ToCloudRegionCode(), Application.version);
         }
     }
     else
     {
         challenge.data = null;
     }
 }
コード例 #26
0
ファイル: MNG_Multiplayer.cs プロジェクト: seazth/overlaw
 /// <summary>
 /// Méthode de tentative de connexion au serveur de Photon.
 /// </summary>
 public void tryLoggingtoMaster()
 {
     if (!PhotonNetwork.connected)
     {
         if (MS_WebCloudConnection)
         {
             print("<color=green>Trying ConnectToRegion EU : " + MS_ConnVersion + " </color>");
             PhotonNetwork.ConnectToRegion(CloudRegionCode.eu, MS_ConnVersion);
         }
         else
         {
             print("PhotonNetwork.gameVersion: " + PhotonNetwork.gameVersion);
             print("PhotonNetwork.versionPUN: " + PhotonNetwork.versionPUN);
             print("<color=green>Trying ConnectToMaster : " + MS_adress + ":" + MS_port + " " + MS_ConnVersion + " " + MS_protocol.ToString() + " </color>");
             PhotonNetwork.SwitchToProtocol(MS_protocol);
             PhotonNetwork.ConnectToMaster(MS_adress, MS_port, MS_appid, MS_ConnVersion);
         }
     }
 }
コード例 #27
0
    public static IEnumerator ConnectAndJoinIE(bool spawnAfterLoad)
    {
        if (spawnAfterLoad)
        {
            SceneManager.sceneLoaded += onLevelWasLoadedSpawn;
        }
        SceneManager.sceneLoaded += OnSceneLoaded;
        if (PhotonNetwork.JoinedRoomOrLobby())
        {
            PhotonNetwork.Disconnect();
        }

        while (PhotonNetwork.JoinedRoomOrLobby())
        {
            yield return(new WaitForEndOfFrame());
        }
        "Connecting...".SendProcessing(true);
        PhotonNetwork.PhotonServerSettings.JoinLobby = false;
        PhotonNetwork.ConnectToRegion(CloudRegionCode.eu, "2020");
        while (!readyToJoinOrCreateRoom)
        {
            yield return(new WaitForEndOfFrame());
        }
        PhotonNetwork.PhotonServerSettings.JoinLobby = false;
        var roomOptions = new RoomOptions
        {
            IsVisible            = true,
            IsOpen               = true,
            MaxPlayers           = 10,
            CustomRoomProperties = new ExitGames.Client.Photon.Hashtable
            {
                { "name", "TestDev" },
                { "level", "The City - Classic" },
                { "gamemode", "Titans" }
            },
            CustomRoomPropertiesForLobby = new[] { "name", "level", "gamemode" }
        };

        PhotonNetwork.PhotonServerSettings.JoinLobby = true;
        PhotonNetwork.CreateRoom(Guid.NewGuid().ToString(), roomOptions, TypedLobby.Default);

        "Creating a room...".SendProcessing(true);
    }
コード例 #28
0
        // EXECUTABLE: ----------------------------------------------------------------------------

        public override bool InstantExecute(GameObject target, IAction[] actions, int index, params object[] parameters)
        {
            if (!string.IsNullOrEmpty(gameVersion.GetValue(target)))
            {
                PhotonNetwork.GameVersion = gameVersion.GetValue(target);
            }

            bool result = false;

            switch (method)
            {
            case ConnectType.UsingSettings: result = PhotonNetwork.ConnectUsingSettings(); break;

            case ConnectType.Region: result = PhotonNetwork.ConnectToRegion(GetRegionCode(region)); break;

            case ConnectType.BestCloudServer: result = PhotonNetwork.ConnectToBestCloudServer(); break;
            }
            return(result);
        }
コード例 #29
0
 /// <summary>
 /// use PhotonNetwork.ConnectToRegion, returns fullname of Region
 /// </summary>
 /// <param name="region"></param>
 public static string ConnectToRegion(Region region)
 {
     if (!PhotonNetwork.IsConnected)
     {
         if (region != Region.ind)
         {
             PhotonNetwork.ConnectToRegion(region.ToString());
         }
         else
         {
             PhotonNetwork.ConnectToRegion("in");
         }
         if (PhotonNetwork.IsConnectedAndReady)
         {
             Debug.Log(":D");
             Photon.Pun.PhotonNetwork.JoinLobby();
         }
     }
     return(RegionName[(int)region]);
 }
コード例 #30
0
    public void ChangeServerCloud(int id)
    {
        if (PhotonNetwork.IsConnected && FirstConnectionMade)
        {
            serverchangeRequested = true;
            ChangeWindow(3);
#if LOCALIZATION
            LoadingScreenText.text = bl_Localization.Instance.GetText(40);
#else
            LoadingScreenText.text = bl_GameTexts.ConnectingToGameServer;
#endif
            StartCoroutine(ShowLoadingScreen());
            MenusUI[1].SetActive(false);
            PendingRegion = id;
            Invoke("DelayDisconnect", 0.2f);
            return;
        }
        if (!string.IsNullOrEmpty(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdRealtime))
        {
            if (!FirstConnectionMade)
            {
                PendingRegion         = id;
                serverchangeRequested = true;
                return;
            }
            serverchangeRequested = false;
            SeverRegionCode code = SeverRegionCode.usw;
            if (id > 3)
            {
                id++;
            }
            code = (SeverRegionCode)id;
            PhotonNetwork.NetworkingClient.AppId = PhotonNetwork.PhotonServerSettings.AppSettings.AppIdRealtime;
            PhotonNetwork.ConnectToRegion(code.ToString());
            PlayerPrefs.SetString(PropertiesKeys.PreferredRegion, code.ToString());
        }
        else
        {
            Debug.LogWarning("Need your AppId for change server, please add it in PhotonServerSettings");
        }
    }