// Token: 0x0600B24D RID: 45645 RVA: 0x0041687C File Offset: 0x00414A7C
 internal IEnumerator LONCMFKCCJD(bool BHOGFDENPBF)
 {
     while (PhotonNetwork.JNJJAMNLOHA.AvailableRegions == null)
     {
         if (PhotonNetwork.connectionStateDetailed != ClientState.ConnectingToNameServer && PhotonNetwork.connectionStateDetailed != ClientState.ConnectedToNameServer)
         {
             UnityEngine.Debug.LogError("Call ConnectToNameServer to ping available regions.");
             yield break;
         }
         UnityEngine.Debug.Log(string.Concat(new object[]
         {
             "Waiting for AvailableRegions. State: ",
             PhotonNetwork.connectionStateDetailed,
             " Server: ",
             PhotonNetwork.Server,
             " PhotonNetwork.networkingPeer.AvailableRegions ",
             PhotonNetwork.JNJJAMNLOHA.AvailableRegions != null
         }));
         yield return(new WaitForSeconds(0.25f));
     }
     if (PhotonNetwork.JNJJAMNLOHA.AvailableRegions == null || PhotonNetwork.JNJJAMNLOHA.AvailableRegions.Count == 0)
     {
         UnityEngine.Debug.LogError("No regions available. Are you sure your appid is valid and setup?");
         yield break;
     }
     photonPingManager = new PhotonPingManager();
     enumerator        = PhotonNetwork.JNJJAMNLOHA.AvailableRegions.GetEnumerator();
     try
     {
         while (enumerator.MoveNext())
         {
             Region lpcnahjgafk = enumerator.Current;
             PhotonHandler.SP.StartCoroutine(photonPingManager.PingSocket(lpcnahjgafk));
         }
     }
     finally
     {
         ((IDisposable)enumerator).Dispose();
     }
     while (!photonPingManager.Done)
     {
         yield return(new WaitForSeconds(0.1f));
     }
     bestRegion = photonPingManager.BestRegion;
     PhotonHandler.IFAEAEOAJDL = bestRegion.Code;
     UnityEngine.Debug.Log(string.Concat(new object[]
     {
         "Found best region: '",
         bestRegion.Code,
         "' ping: ",
         bestRegion.Ping,
         ". Calling ConnectToRegionMaster() is: ",
         BHOGFDENPBF
     }));
     if (BHOGFDENPBF)
     {
         PhotonNetwork.JNJJAMNLOHA.ConnectToRegionMaster(bestRegion.Code);
     }
     yield break;
 }
Пример #2
0
    internal IEnumerator PingAvailableRegionsCoroutine(bool connectToBest)
    {
        BestRegionCodeCurrently = CloudRegionCode.none;
        while (PhotonNetwork.networkingPeer.AvailableRegions == null)
        {
            if (PhotonNetwork.connectionStateDetailed != PeerState.ConnectingToNameServer && PhotonNetwork.connectionStateDetailed != PeerState.ConnectedToNameServer)
            {
                Debug.LogError("Call ConnectToNameServer to ping available regions.");
                yield break; // break if we don't connect to the nameserver at all
            }

            Debug.Log("Waiting for AvailableRegions. State: " + PhotonNetwork.connectionStateDetailed + " Server: " + PhotonNetwork.Server + " PhotonNetwork.networkingPeer.AvailableRegions " + (PhotonNetwork.networkingPeer.AvailableRegions != null));
            yield return(new WaitForSeconds(0.25f)); // wait until pinging finished (offline mode won't ping)
        }

        if (PhotonNetwork.networkingPeer.AvailableRegions == null || PhotonNetwork.networkingPeer.AvailableRegions.Count == 0)
        {
            Debug.LogError("No regions available. Are you sure your appid is valid and setup?");
            yield break; // break if we don't get regions at all
        }

        //#if !UNITY_EDITOR && (UNITY_ANDROID || UNITY_IPHONE)
        //#pragma warning disable 0162    // the library variant defines if we should use PUN's SocketUdp variant (at all)
        //if (PhotonPeer.NoSocket)
        //{
        //    if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
        //    {
        //        Debug.Log("PUN disconnects to re-use native sockets for pining servers and to find the best.");
        //    }
        //    PhotonNetwork.Disconnect();
        //}
        //#pragma warning restore 0162
        //#endif

        PhotonPingManager pingManager = new PhotonPingManager();

        foreach (Region region in PhotonNetwork.networkingPeer.AvailableRegions)
        {
            SP.StartCoroutine(pingManager.PingSocket(region));
        }

        while (!pingManager.Done)
        {
            yield return(new WaitForSeconds(0.1f)); // wait until pinging finished (offline mode won't ping)
        }


        Region best = pingManager.BestRegion;

        PhotonHandler.BestRegionCodeCurrently     = best.Code;
        PhotonHandler.BestRegionCodeInPreferences = best.Code;

        Debug.Log("Found best region: " + best.Code + " ping: " + best.Ping + ". Calling ConnectToRegionMaster() is: " + connectToBest);


        if (connectToBest)
        {
            PhotonNetwork.networkingPeer.ConnectToRegionMaster(best.Code);
        }
    }
Пример #3
0
    // Token: 0x06003D00 RID: 15616 RVA: 0x001343E4 File Offset: 0x001327E4
    internal IEnumerator PingAvailableRegionsCoroutine(bool connectToBest)
    {
        while (PhotonNetwork.networkingPeer.AvailableRegions == null)
        {
            if (PhotonNetwork.connectionStateDetailed != ClientState.ConnectingToNameServer && PhotonNetwork.connectionStateDetailed != ClientState.ConnectedToNameServer)
            {
                UnityEngine.Debug.LogError("Call ConnectToNameServer to ping available regions.");
                yield break;
            }
            UnityEngine.Debug.Log(string.Concat(new object[]
            {
                "Waiting for AvailableRegions. State: ",
                PhotonNetwork.connectionStateDetailed,
                " Server: ",
                PhotonNetwork.Server,
                " PhotonNetwork.networkingPeer.AvailableRegions ",
                PhotonNetwork.networkingPeer.AvailableRegions != null
            }));
            yield return(new WaitForSeconds(0.25f));
        }
        if (PhotonNetwork.networkingPeer.AvailableRegions == null || PhotonNetwork.networkingPeer.AvailableRegions.Count == 0)
        {
            UnityEngine.Debug.LogError("No regions available. Are you sure your appid is valid and setup?");
            yield break;
        }
        PhotonPingManager pingManager = new PhotonPingManager();

        foreach (Region region in PhotonNetwork.networkingPeer.AvailableRegions)
        {
            PhotonHandler.SP.StartCoroutine(pingManager.PingSocket(region));
        }
        while (!pingManager.Done)
        {
            yield return(new WaitForSeconds(0.1f));
        }
        Region best = pingManager.BestRegion;

        PhotonHandler.BestRegionCodeInPreferences = best.Code;
        UnityEngine.Debug.Log(string.Concat(new object[]
        {
            "Found best region: '",
            best.Code,
            "' ping: ",
            best.Ping,
            ". Calling ConnectToRegionMaster() is: ",
            connectToBest
        }));
        if (connectToBest)
        {
            PhotonNetwork.networkingPeer.ConnectToRegionMaster(best.Code);
        }
        yield break;
    }
    internal IEnumerator PingAvailableRegionsCoroutine(bool connectToBest)
    {
        BestRegionCodeCurrently = CloudRegionCode.none;
        while (PhotonNetwork.networkingPeer.AvailableRegions == null)
        {
            if (PhotonNetwork.connectionStateDetailed != PeerState.ConnectingToNameServer && PhotonNetwork.connectionStateDetailed != PeerState.ConnectedToNameServer)
            {
                Debug.LogError("Call ConnectToNameServer to ping available regions.");
                yield break; // break if we don't connect to the nameserver at all
            }

            Debug.Log("Waiting for AvailableRegions. State: " + PhotonNetwork.connectionStateDetailed + " Server: " + PhotonNetwork.Server + " PhotonNetwork.networkingPeer.AvailableRegions " + (PhotonNetwork.networkingPeer.AvailableRegions != null));
            yield return(new WaitForSeconds(0.25f)); // wait until pinging finished (offline mode won't ping)
        }

        if (PhotonNetwork.networkingPeer.AvailableRegions == null || PhotonNetwork.networkingPeer.AvailableRegions.Count == 0)
        {
            Debug.LogError("No regions available. Are you sure your appid is valid and setup?");
            yield break; // break if we don't get regions at all
        }

        PhotonPingManager pingManager = new PhotonPingManager();

        foreach (Region region in PhotonNetwork.networkingPeer.AvailableRegions)
        {
            SP.StartCoroutine(pingManager.PingSocket(region));
        }

        while (!pingManager.Done)
        {
            yield return(new WaitForSeconds(0.1f)); // wait until pinging finished (offline mode won't ping)
        }


        Region best = pingManager.BestRegion;

        PhotonHandler.BestRegionCodeCurrently     = best.Code;
        PhotonHandler.BestRegionCodeInPreferences = best.Code;

        Debug.Log("Found best region: " + best.Code + " ping: " + best.Ping + ". Calling ConnectToRegionMaster() is: " + connectToBest);


        if (connectToBest)
        {
            PhotonNetwork.networkingPeer.ConnectToRegionMaster(best.Code);
        }
    }
Пример #5
0
 internal IEnumerator PingAvailableRegionsCoroutine(bool connectToBest)
 {
     PhotonHandler.BestRegionCodeCurrently = CloudRegionCode.none;
     while (PhotonNetwork.networkingPeer.AvailableRegions == null)
     {
         if (PhotonNetwork.connectionStateDetailed != PeerStates.ConnectingToNameServer && PhotonNetwork.connectionStateDetailed != PeerStates.ConnectedToNameServer)
         {
             UnityEngine.Debug.LogError("Call ConnectToNameServer to ping available regions.");
             yield break;
         }
         UnityEngine.Debug.Log("Waiting for AvailableRegions. State: " + PhotonNetwork.connectionStateDetailed + " Server: " + PhotonNetwork.Server + " PhotonNetwork.networkingPeer.AvailableRegions " + (PhotonNetwork.networkingPeer.AvailableRegions != null));
         yield return((object)new WaitForSeconds(0.25f));
     }
     if (PhotonNetwork.networkingPeer.AvailableRegions == null || PhotonNetwork.networkingPeer.AvailableRegions.Count == 0)
     {
         UnityEngine.Debug.LogError("No regions available. Are you sure your appid is valid and setup?");
     }
     else
     {
         PhotonPingManager         pingManager = new PhotonPingManager();
         List <Region> .Enumerator enumerator  = PhotonNetwork.networkingPeer.AvailableRegions.GetEnumerator();
         try
         {
             while (enumerator.MoveNext())
             {
                 Region region = enumerator.Current;
                 PhotonHandler.SP.StartCoroutine(pingManager.PingSocket(region));
             }
         }
         finally
         {
             ((IDisposable)enumerator).Dispose();
         }
         while (!pingManager.Done)
         {
             yield return((object)new WaitForSeconds(0.1f));
         }
         Region best = pingManager.BestRegion;
         PhotonHandler.BestRegionCodeCurrently     = best.Code;
         PhotonHandler.BestRegionCodeInPreferences = best.Code;
         UnityEngine.Debug.Log("Found best region: " + best.Code + " ping: " + best.Ping + ". Calling ConnectToRegionMaster() is: " + connectToBest);
         if (connectToBest)
         {
             PhotonNetwork.networkingPeer.ConnectToRegionMaster(best.Code);
         }
     }
 }
Пример #6
0
    internal IEnumerator PingAvailableRegionsCoroutine(bool connectToBest)
    {
        BestRegionCodeCurrently = CloudRegionCode.none;
        while (PhotonNetwork.networkingPeer.AvailableRegions == null)
        {
            if (PhotonNetwork.connectionStateDetailed != PeerState.ConnectingToNameServer && PhotonNetwork.connectionStateDetailed != PeerState.ConnectedToNameServer)
            {
                Debug.LogError("Call ConnectToNameServer to ping available regions.");
                yield break; // break if we don't connect to the nameserver at all
            }

            Debug.Log("Waiting for AvailableRegions. State: " + PhotonNetwork.connectionStateDetailed + " Server: " + PhotonNetwork.Server + " PhotonNetwork.networkingPeer.AvailableRegions " + (PhotonNetwork.networkingPeer.AvailableRegions != null));
            yield return new WaitForSeconds(0.25f); // wait until pinging finished (offline mode won't ping)
        }

        if (PhotonNetwork.networkingPeer.AvailableRegions == null || PhotonNetwork.networkingPeer.AvailableRegions.Count == 0)
        {
            Debug.LogError("No regions available. Are you sure your appid is valid and setup?");
            yield break; // break if we don't get regions at all
        }

        //#if !UNITY_EDITOR && (UNITY_ANDROID || UNITY_IPHONE)
        //#pragma warning disable 0162    // the library variant defines if we should use PUN's SocketUdp variant (at all)
        //if (PhotonPeer.NoSocket)
        //{
        //    if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
        //    {
        //        Debug.Log("PUN disconnects to re-use native sockets for pining servers and to find the best.");
        //    }
        //    PhotonNetwork.Disconnect();
        //}
        //#pragma warning restore 0162
        //#endif

        PhotonPingManager pingManager = new PhotonPingManager();
        foreach (Region region in PhotonNetwork.networkingPeer.AvailableRegions)
        {
            SP.StartCoroutine(pingManager.PingSocket(region));
        }

        while (!pingManager.Done)
        {
            yield return new WaitForSeconds(0.1f); // wait until pinging finished (offline mode won't ping)
        }


        Region best = pingManager.BestRegion;
        PhotonHandler.BestRegionCodeCurrently = best.Code;
        PhotonHandler.BestRegionCodeInPreferences = best.Code;

        Debug.Log("Found best region: " + best.Code + " ping: " + best.Ping + ". Calling ConnectToRegionMaster() is: " + connectToBest);


        if (connectToBest)
        {
            PhotonNetwork.networkingPeer.ConnectToRegionMaster(best.Code);
        }
    }
Пример #7
0
    internal IEnumerator PingAvailableRegionsCoroutine(bool connectToBest)
    {
        BestRegionCodeCurrently = CloudRegionCode.none;
        while (PhotonNetwork.networkingPeer.AvailableRegions == null)
        {
            if (PhotonNetwork.connectionStateDetailed != ClientState.ConnectingToNameServer && PhotonNetwork.connectionStateDetailed != ClientState.ConnectedToNameServer)
            {
                Debug.LogError("Call ConnectToNameServer to ping available regions.");
                yield break; // break if we don't connect to the nameserver at all
            }

            Debug.Log("Waiting for AvailableRegions. State: " + PhotonNetwork.connectionStateDetailed + " Server: " + PhotonNetwork.Server + " PhotonNetwork.networkingPeer.AvailableRegions " + (PhotonNetwork.networkingPeer.AvailableRegions != null));
            yield return new WaitForSeconds(0.25f); // wait until pinging finished (offline mode won't ping)
        }

        if (PhotonNetwork.networkingPeer.AvailableRegions == null || PhotonNetwork.networkingPeer.AvailableRegions.Count == 0)
        {
            Debug.LogError("No regions available. Are you sure your appid is valid and setup?");
            yield break; // break if we don't get regions at all
        }

        PhotonPingManager pingManager = new PhotonPingManager();
        foreach (Region region in PhotonNetwork.networkingPeer.AvailableRegions)
        {
            SP.StartCoroutine(pingManager.PingSocket(region));
        }

        while (!pingManager.Done)
        {
            yield return new WaitForSeconds(0.1f); // wait until pinging finished (offline mode won't ping)
        }


        Region best = pingManager.BestRegion;
        PhotonHandler.BestRegionCodeCurrently = best.Code;
        PhotonHandler.BestRegionCodeInPreferences = best.Code;

        Debug.Log("Found best region: " + best.Code + " ping: " + best.Ping + ". Calling ConnectToRegionMaster() is: " + connectToBest);


        if (connectToBest)
        {
            PhotonNetwork.networkingPeer.ConnectToRegionMaster(best.Code);
        }
    }
Пример #8
0
        public bool MoveNext()
        {
            uint num = (uint)this.SPC;

            this.SPC = -1;
            switch (num)
            {
            case 0:
                PhotonHandler.BestRegionCodeCurrently = CloudRegionCode.none;
                break;

            case 1:
                break;

            case 2:
                goto Label_01A4;

            default:
                goto Label_0266;
            }
            if (PhotonNetwork.networkingPeer.AvailableRegions == null)
            {
                if ((PhotonNetwork.connectionStatesDetailed != PeerStates.ConnectingToNameServer) && (PhotonNetwork.connectionStatesDetailed != PeerStates.ConnectedToNameServer))
                {
                    UnityEngine.Debug.LogError("Call ConnectToNameServer to ping available regions.");
                    goto Label_0266;
                }
                UnityEngine.Debug.Log(string.Concat(new object[] { "Waiting for AvailableRegions. states: ", PhotonNetwork.connectionStatesDetailed, " Server: ", PhotonNetwork.Server, " PhotonNetwork.networkingPeer.AvailableRegions ", PhotonNetwork.networkingPeer.AvailableRegions != null }));
                this.Scurrent = new WaitForSeconds(0.25f);
                this.SPC      = 1;
                goto Label_0268;
            }
            if ((PhotonNetwork.networkingPeer.AvailableRegions == null) || (PhotonNetwork.networkingPeer.AvailableRegions.Count == 0))
            {
                UnityEngine.Debug.LogError("No regions available. Are you sure your appid is valid and setup?");
                goto Label_0266;
            }
            this.pingManager__0 = new PhotonPingManager();
            this.Ss_89__1       = PhotonNetwork.networkingPeer.AvailableRegions.GetEnumerator();
            try
            {
                while (this.Ss_89__1.MoveNext())
                {
                    this.region__2 = this.Ss_89__1.Current;
                    PhotonHandler.SP.StartCoroutine(this.pingManager__0.PingSocket(this.region__2));
                }
            }
            finally
            {
                this.Ss_89__1.Dispose();
            }
Label_01A4:
            while (!this.pingManager__0.Done)
            {
                this.Scurrent = new WaitForSeconds(0.1f);
                this.SPC      = 2;
                goto Label_0268;
            }
            this.best__3 = this.pingManager__0.BestRegion;
            PhotonHandler.BestRegionCodeCurrently     = this.best__3.Code;
            PhotonHandler.BestRegionCodeInPreferences = this.best__3.Code;
            UnityEngine.Debug.Log(string.Concat(new object[] { "Found best region: ", this.best__3.Code, " ping: ", this.best__3.Ping, ". Calling ConnectToRegionMaster() is: ", this.connectToBest }));
            if (this.connectToBest)
            {
                PhotonNetwork.networkingPeer.ConnectToRegionMaster(this.best__3.Code);
            }
            this.SPC = -1;
Label_0266:
            return(false);

Label_0268:
            return(true);
        }
Пример #9
0
        public bool MoveNext()
        {
            uint num = (uint)this.SPC;

            this.SPC = -1;
            switch (num)
            {
            case 0:
                this.region.Ping = PhotonPingManager.Attempts * PhotonPingManager.MaxMilliseconsPerPing;
                this.f__this.PingsRunning++;
                if (PhotonHandler.PingImplementation != typeof(PingNativeDynamic))
                {
                    this.ping__0 = (PhotonPing)Activator.CreateInstance(PhotonHandler.PingImplementation);
                    break;
                }
                UnityEngine.Debug.Log("Using constructor for new PingNativeDynamic()");
                this.ping__0 = new PingNativeDynamic();
                break;

            case 1:
                return(GotoOne());   //goto Label_01B9;

            //break;

            case 2:
                GotoTwo();    //goto Label_0268;
                break;

            case 3:
                this.SPC = -1;
                goto Label_02B3;

            default:
                goto Label_02B3;
            }
            this.rttSum__1          = 0f;
            this.replyCount__2      = 0;
            this.cleanIpOfRegion__3 = this.region.HostAndPort;
            this.indexOfColon__4    = this.cleanIpOfRegion__3.LastIndexOf(':');
            if (this.indexOfColon__4 > 1)
            {
                this.cleanIpOfRegion__3 = this.cleanIpOfRegion__3.Substring(0, this.indexOfColon__4);
            }
            this.cleanIpOfRegion__3 = PhotonPingManager.ResolveHost(this.cleanIpOfRegion__3);
            this.i__5 = 0;
            while (this.i__5 < PhotonPingManager.Attempts)
            {
                this.overtime__6 = false;
                this.sw__7       = new Stopwatch();
                this.sw__7.Start();
                try
                {
                    this.ping__0.StartPing(this.cleanIpOfRegion__3);
                }
                catch (Exception exception)
                {
                    this.e__8 = exception;
                    UnityEngine.Debug.Log("catched: " + this.e__8);
                    this.f__this.PingsRunning--;
                    break;
                }

                /*Label_01B9:
                 *  while (!this.ping__0.Done())
                 *  {
                 *      if (this.sw__7.ElapsedMilliseconds >= PhotonPingManager.MaxMilliseconsPerPing)
                 *      {
                 *          this.overtime__6 = true;
                 *          break;
                 *      }
                 *      this.Scurrent = 0;
                 *      this.SPC = 1;
                 *      goto Label_02B5;
                 *  }
                 *  this.rtt__9 = (int) this.sw__7.ElapsedMilliseconds;
                 *  if ((!PhotonPingManager.IgnoreInitialAttempt || (this.i__5 != 0)) && (this.ping__0.Successful && !this.overtime__6))
                 *  {
                 *      this.rttSum__1 += this.rtt__9;
                 *      this.replyCount__2++;
                 *      this.region.Ping = (int) (this.rttSum__1 / ((float) this.replyCount__2));
                 *  }
                 *  this.Scurrent = new WaitForSeconds(0.1f);
                 *  this.SPC = 2;*/
                //goto Label_02B5;
                //Label_0268:
                //this.i__5++;
            }
            this.f__this.PingsRunning--;
            this.Scurrent = null;
            this.SPC      = 3;
            goto Label_02B5;
Label_02B3:
            return(false);

Label_02B5:
            return(true);
        }
Пример #10
0
    // Token: 0x06003DFA RID: 15866 RVA: 0x00138614 File Offset: 0x00136A14
    public IEnumerator PingSocket(Region region)
    {
        region.Ping = PhotonPingManager.Attempts * PhotonPingManager.MaxMilliseconsPerPing;
        this.PingsRunning++;
        PhotonPing ping;

        if (PhotonHandler.PingImplementation == typeof(PingNativeDynamic))
        {
            UnityEngine.Debug.Log("Using constructor for new PingNativeDynamic()");
            ping = new PingNativeDynamic();
        }
        else if (PhotonHandler.PingImplementation == typeof(PingMono))
        {
            ping = new PingMono();
        }
        else
        {
            ping = (PhotonPing)Activator.CreateInstance(PhotonHandler.PingImplementation);
        }
        float  rttSum        = 0f;
        int    replyCount    = 0;
        string regionAddress = region.HostAndPort;
        int    indexOfColon  = regionAddress.LastIndexOf(':');

        if (indexOfColon > 1)
        {
            regionAddress = regionAddress.Substring(0, indexOfColon);
        }
        regionAddress = PhotonPingManager.ResolveHost(regionAddress);
        for (int i = 0; i < PhotonPingManager.Attempts; i++)
        {
            bool      overtime = false;
            Stopwatch sw       = new Stopwatch();
            sw.Start();
            try
            {
                ping.StartPing(regionAddress);
            }
            catch (Exception arg)
            {
                UnityEngine.Debug.Log("catched: " + arg);
                this.PingsRunning--;
                break;
            }
            while (!ping.Done())
            {
                if (sw.ElapsedMilliseconds >= (long)PhotonPingManager.MaxMilliseconsPerPing)
                {
                    overtime = true;
                    break;
                }
                yield return(0);
            }
            int rtt = (int)sw.ElapsedMilliseconds;
            if (!PhotonPingManager.IgnoreInitialAttempt || i != 0)
            {
                if (ping.Successful && !overtime)
                {
                    rttSum += (float)rtt;
                    replyCount++;
                    region.Ping = (int)(rttSum / (float)replyCount);
                }
            }
            yield return(new WaitForSeconds(0.1f));
        }
        this.PingsRunning--;
        yield return(null);

        yield break;
    }
Пример #11
0
        public bool MoveNext()
        {
            uint num = (uint)this.SPC;

            this.SPC = -1;
            switch (num)
            {
            case 0:
                this.region.Ping = PhotonPingManager.Attempts * PhotonPingManager.MaxMilliseconsPerPing;
                this.fthis.PingsRunning++;
                if (PhotonHandler.PingImplementation != typeof(PingNativeDynamic))
                {
                    this.ping0 = (PhotonPing)Activator.CreateInstance(PhotonHandler.PingImplementation);
                    break;
                }
                UnityEngine.Debug.Log("Using constructor for new PingNativeDynamic()");
                this.ping0 = new PingNativeDynamic();
                break;

            case 1:
            //goto Label_01B9;

            case 2:
            //goto Label_0265;

            case 3:
                this.SPC = -1;
                goto Label_02B0;

            default:
                goto Label_02B0;
            }
            this.rttSum1          = 0f;
            this.replyCount2      = 0;
            this.cleanIpOfRegion3 = this.region.HostAndPort;
            this.indexOfColon4    = this.cleanIpOfRegion3.LastIndexOf(':');
            if (this.indexOfColon4 > 1)
            {
                this.cleanIpOfRegion3 = this.cleanIpOfRegion3.Substring(0, this.indexOfColon4);
            }
            this.cleanIpOfRegion3 = PhotonPingManager.ResolveHost(this.cleanIpOfRegion3);
            this.i5 = 0;
            while (this.i5 < PhotonPingManager.Attempts)
            {
                this.overtime6 = false;
                this.sw7       = new Stopwatch();
                this.sw7.Start();
                try
                {
                    this.ping0.StartPing(this.cleanIpOfRegion3);
                }
                catch (Exception exception)
                {
                    this.e8 = exception;
                    UnityEngine.Debug.Log("catched: " + this.e8);
                    this.fthis.PingsRunning--;
                    break;
                }
Label_01B9:
                while (!this.ping0.Done())
                {
                    if (this.sw7.ElapsedMilliseconds >= PhotonPingManager.MaxMilliseconsPerPing)
                    {
                        this.overtime6 = true;
                        break;
                    }
                    this.Scurrent = 0;
                    this.SPC      = 1;
                    goto Label_02B2;
                }
                this.rtt9 = (int)this.sw7.ElapsedMilliseconds;
                if ((!PhotonPingManager.IgnoreInitialAttempt || (this.i5 != 0)) && (this.ping0.Successful && !this.overtime6))
                {
                    this.rttSum1 += this.rtt9;
                    this.replyCount2++;
                    this.region.Ping = (int)(this.rttSum1 / ((float)this.replyCount2));
                }
                this.Scurrent = new WaitForSeconds(0.1f);
                this.SPC      = 2;
                goto Label_02B2;
Label_0265:
                this.i5++;
            }
            this.fthis.PingsRunning--;
            this.Scurrent = null;
            this.SPC      = 3;
            goto Label_02B2;
Label_02B0:
            return(false);

Label_02B2:
            return(true);
        }
Пример #12
0
    // Token: 0x06000413 RID: 1043 RVA: 0x0001A321 File Offset: 0x00018521
    internal IEnumerator PingAvailableRegionsCoroutine(bool connectToBest)
    {
        while (PhotonNetwork.networkingPeer.AvailableRegions == null)
        {
            if (PhotonNetwork.connectionStateDetailed != ClientState.ConnectingToNameServer && PhotonNetwork.connectionStateDetailed != ClientState.ConnectedToNameServer)
            {
                Debug.LogError("Call ConnectToNameServer to ping available regions.");
                yield break;
            }
            Debug.Log(string.Concat(new object[]
            {
                "Waiting for AvailableRegions. State: ",
                PhotonNetwork.connectionStateDetailed,
                " Server: ",
                PhotonNetwork.Server,
                " PhotonNetwork.networkingPeer.AvailableRegions ",
                (PhotonNetwork.networkingPeer.AvailableRegions != null).ToString()
            }));
            yield return(new WaitForSeconds(0.25f));
        }
        if (PhotonNetwork.networkingPeer.AvailableRegions == null || PhotonNetwork.networkingPeer.AvailableRegions.Count == 0)
        {
            Debug.LogError("No regions available. Are you sure your appid is valid and setup?");
            yield break;
        }
        PhotonPingManager pingManager = new PhotonPingManager();

        using (List <Region> .Enumerator enumerator = PhotonNetwork.networkingPeer.AvailableRegions.GetEnumerator())
        {
            while (enumerator.MoveNext())
            {
                Region region = enumerator.Current;
                PhotonHandler.SP.StartCoroutine(pingManager.PingSocket(region));
            }
            goto IL_16E;
        }
IL_14E:
        yield return(new WaitForSeconds(0.1f));

IL_16E:
        if (pingManager.Done)
        {
            Region bestRegion = pingManager.BestRegion;
            PhotonHandler.BestRegionCodeInPreferences = bestRegion.Code;
            Debug.Log(string.Concat(new object[]
            {
                "Found best region: '",
                bestRegion.Code,
                "' ping: ",
                bestRegion.Ping,
                ". Calling ConnectToRegionMaster() is: ",
                connectToBest.ToString()
            }));
            if (connectToBest)
            {
                PhotonNetwork.networkingPeer.ConnectToRegionMaster(bestRegion.Code, null);
            }
            yield break;
        }
        goto IL_14E;
    }
Пример #13
0
    // Token: 0x0600050B RID: 1291 RVA: 0x0001DC5F File Offset: 0x0001BE5F
    public IEnumerator PingSocket(Region region)
    {
        region.Ping = PhotonPingManager.Attempts * PhotonPingManager.MaxMilliseconsPerPing;
        this.PingsRunning++;
        PhotonPing ping = null;

        if (PhotonHandler.PingImplementation == typeof(PingMono))
        {
            ping = new PingMono();
        }
        if (ping == null)
        {
            ping = (PhotonPing)Activator.CreateInstance(PhotonHandler.PingImplementation);
        }
        float  rttSum        = 0f;
        int    replyCount    = 0;
        string regionAddress = region.HostAndPort;
        int    num           = regionAddress.LastIndexOf(':');

        if (num > 1)
        {
            regionAddress = regionAddress.Substring(0, num);
        }
        int num2 = regionAddress.IndexOf("wss://");

        if (num2 > -1)
        {
            regionAddress = regionAddress.Substring(num2 + "wss://".Length);
        }
        regionAddress = PhotonPingManager.ResolveHost(regionAddress);
        int i = 0;

        while (i < PhotonPingManager.Attempts)
        {
            bool      overtime = false;
            Stopwatch sw       = new Stopwatch();
            sw.Start();
            try
            {
                ping.StartPing(regionAddress);
                goto IL_1BC;
            }
            catch (Exception arg)
            {
                Debug.Log("catched: " + arg);
                this.PingsRunning--;
                break;
            }
            goto IL_184;
IL_1C9:
            int num3 = (int)sw.ElapsedMilliseconds;
            int num4;
            if ((!PhotonPingManager.IgnoreInitialAttempt || i != 0) && ping.Successful && !overtime)
            {
                rttSum     += (float)num3;
                num4        = replyCount;
                replyCount  = num4 + 1;
                region.Ping = (int)(rttSum / (float)replyCount);
            }
            yield return(new WaitForSeconds(0.1f));

            sw   = null;
            num4 = i;
            i    = num4 + 1;
            continue;
IL_184:
            if (sw.ElapsedMilliseconds >= (long)PhotonPingManager.MaxMilliseconsPerPing)
            {
                overtime = true;
                goto IL_1C9;
            }
            yield return(0);

IL_1BC:
            if (ping.Done())
            {
                goto IL_1C9;
            }
            goto IL_184;
        }
        ping.Dispose();
        this.PingsRunning--;
        yield return(null);

        yield break;
    }