Пример #1
0
    private void Awake()
    {
        ExitGames.Client.Photon.ConnectionProtocol connectProtocol = ExitGames.Client.Photon.ConnectionProtocol.Udp;
        chatClient            = new ChatClient(this, connectProtocol);
        chatClient.ChatRegion = "Asia"; //anywhere else than US and europe

        ExitGames.Client.Photon.Chat.AuthenticationValues authValues = new ExitGames.Client.Photon.Chat.AuthenticationValues();
        authValues.UserId   = "uniqueUserNameHere";
        authValues.AuthType = ExitGames.Client.Photon.Chat.CustomAuthenticationType.None;

        chatClient.Connect("3a6c9000-dce8-4bc3-a4f9-c38378ace551", versionName, authValues);
    }
Пример #2
0
    private void Connect()
    {
        Debug.Log("GAMECHAT: Connect");
        if (string.IsNullOrEmpty(PhotonNetwork.PhotonServerSettings.ChatAppID))
        {
            print("No ChatAppID provided");
            return;
        }

        chatChannel = PhotonNetwork.room.Name + "CHANNEL";                      /*************  append room name *****************/
        Debug.Log("GAMECHAT: About to connect to chat");

        ExitGames.Client.Photon.ConnectionProtocol connectProtocol = ExitGames.Client.Photon.ConnectionProtocol.Udp;
        chatClient            = new ChatClient(this, connectProtocol);
        chatClient.ChatRegion = "Cae";
        ExitGames.Client.Photon.Chat.AuthenticationValues authValues = new ExitGames.Client.Photon.Chat.AuthenticationValues();
        authValues.UserId   = usernameText;
        authValues.AuthType = ExitGames.Client.Photon.Chat.CustomAuthenticationType.None;
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.ChatAppID, "0.0.1", authValues);
        Debug.Log("GAMECHAT: Connected");
    }
Пример #3
0
    /// <summary>
    /// Méthode qui modifie le preset de connection. Avec IP Port Socket.
    /// </summary>
    /// <param name="value"></param>
    public void onNewConnectionPreset(int value)
    {
        MS_adress             = ConnectionsPreset[value].protocolAdress;
        AdressInput.text      = MS_adress;
        MS_port               = ConnectionsPreset[value].protocolDefaultPort;
        PortInput.text        = MS_port.ToString();
        MS_WebCloudConnection = ConnectionsPreset[value].useWebCloudConnection;
        MS_ConnVersion        = ConnectionsPreset[value].connectionVersion;
        ConnVersionInput.text = MS_ConnVersion.ToString();
        MS_protocol           = ConnectionsPreset[value].protocolConn;
        switch (MS_protocol)
        {
        case ExitGames.Client.Photon.ConnectionProtocol.Udp:
            ProtocolDropdown.value = 0;
            break;

        case ExitGames.Client.Photon.ConnectionProtocol.Tcp:
            ProtocolDropdown.value = 1;
            break;

        case ExitGames.Client.Photon.ConnectionProtocol.WebSocket:
            ProtocolDropdown.value = 2;
            break;

        case ExitGames.Client.Photon.ConnectionProtocol.WebSocketSecure:
            ProtocolDropdown.value = 3;
            break;
        }
        if (MS_WebCloudConnection)
        {
            print("<color=blue>Preset = ConnectToRegion : " + MS_ConnVersion + " </color>");
        }
        else
        {
            print("<color=blue>Preset = ConnectToMaster : " + MS_adress + ":" + MS_port + " " + MS_ConnVersion + " " + MS_protocol.ToString() + " </color>");
        }
    }
Пример #4
0
    public void SetMS_protocol(int value)
    {
        try {
            switch (value)
            {
            case 0:
                MS_protocol = ExitGames.Client.Photon.ConnectionProtocol.Udp;
                break;

            case 1:
                MS_protocol = ExitGames.Client.Photon.ConnectionProtocol.Tcp;
                break;

            case 2:
                MS_protocol = ExitGames.Client.Photon.ConnectionProtocol.WebSocket;
                break;

            case 3:
                MS_protocol = ExitGames.Client.Photon.ConnectionProtocol.WebSocketSecure;
                break;
            }
        }
        catch { }
    }
Пример #5
0
 ///////////////////////////////////////////////////////////////////////////////////////
 ///
 ///////////////////////////////////////////////////////////////////////////////////////
 public ClientPeer(ExitGames.Client.Photon.IPhotonPeerListener listener, ExitGames.Client.Photon.ConnectionProtocol protocolType)
     : base(listener, protocolType)
 {
 }