示例#1
0
    public override void OnFailedToConnectToPhoton(DisconnectCause Cause)
    {
        base.OnFailedToConnectToPhoton(Cause);
        Debug.Log("OnFailedToConnectToPhoton "+Cause);

        // back to main menu or fisrt scene
        Application.LoadLevel(OnDisconnectReturn);
    }
示例#2
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 void OnFailedToConnectToPhoton(DisconnectCause cause)
 {
     StartCoroutine (ReconnectServer ());
 }
		void IPunCallbacks.OnConnectionFail(DisconnectCause cause){}
 public override void OnConnectionFail(DisconnectCause cause)
 {
     Debug.Log("Disconnected due to: " + cause + ". this.previousRoom: " + this.previousRoom);
 }
		public void OnFailedToConnectToPhoton(DisconnectCause cause){
			Publish (this);
		}
 void OnFailedToConnectToPhoton( DisconnectCause cause )
 {
     Debug.Log("Failed to connect: " + cause.ToString());
 }
 void OnFailedToConnectToPhoton( DisconnectCause cause )
 {
     // some error occurred, 'cause' is an enumeration of the error that happened
 }
 public override void OnFailedToConnectToPhoton(DisconnectCause cause)
 {
     OnConnectionFail(cause);
 }
示例#9
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 public override void OnDisconnected(DisconnectCause cause)
 {
     base.OnDisconnected(cause);
     _enterRoomButton.interactable = false;
 }
示例#10
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 public override void OnDisconnected(DisconnectCause cause)
 {
     SceneManager.LoadScene(GlobalValues.NetworkScene);
 }
示例#11
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 public override void OnDisconnected(DisconnectCause cause)
 {
     Debug.Log("DECONNECTE DU SERVEUR");
 }
示例#12
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 public override void OnDisconnected(DisconnectCause cause)
 {
     base.OnDisconnected(cause);
     OnServerStatusChange.Invoke(false);
 }
示例#13
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 public override void OnDisconnected(DisconnectCause cause)
 {
     Debug.Log("Отключен от серврера " + cause.ToString());
 }
 public override void OnFailedToConnectToPhoton(DisconnectCause cause)
 {
     Debug.Log("Failed to connect to Photon: "+cause.ToString());
     if (ConnectedToPhoton != null)
         ConnectedToPhoton.Invoke(false);
 }
示例#15
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文件: Client.cs 项目: gustavAR/Spang
 private void OnDissconnected(DisconnectCause cause)
 {
     this.Stop();
     //Closes the dissconnected connection.
     this.connection.Close();
     //Invokes Dissconnected.
     if (this.Dissconnected != null)
         this.Dissconnected(this, cause);
 }
示例#16
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 public override void OnDisconnected(DisconnectCause cause)
 {
     PhotonNetwork.LocalPlayer.SetScore(0);
     Debug.LogWarningFormat("PUN Basics Tutorial/Launcher: OnDisconnected() was called by PUN with reason {0}", cause);
 }
示例#17
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文件: Server.cs 项目: gustavAR/Spang
        internal void OnDissconnected(IServerConnection connection, DisconnectCause cause)
        {
            DisconnectionEventArgs eventArgs = new DisconnectionEventArgs(connection.ID, cause);

            this.RemoveConnection(connection);

            if (this.Dissconnected != null)
                this.Dissconnected(this, eventArgs);
        }
示例#18
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 public override void OnDisconnected(DisconnectCause cause)
 {
     base.OnDisconnected(cause);
     SceneManager.LoadScene(Keys.SceneNames.MAIN_MENU, LoadSceneMode.Single);
 }
		public void OnConnectionFail(DisconnectCause cause){
			Publish (this);
		}
 public override void OnDisconnected(DisconnectCause cause)
 {
     Debug.Log("OnDisconnected()");
 }
 /// <summary>
 /// Called when something causes the connection to fail (after it was established)
 /// </summary>
 /// <param name="cause">Reason why client failed to connect</param>
 public override void OnConnectionFail(DisconnectCause cause)
 {
     m_disconnectCause = cause;
 }
示例#22
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 // Token: 0x06000638 RID: 1592 RVA: 0x00022B2D File Offset: 0x00020D2D
 public void OnFailedToConnectToPhoton(DisconnectCause cause)
 {
     Debug.Log("SupportLogger OnFailedToConnectToPhoton(" + cause + ").");
     this.LogBasics();
 }
示例#23
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    /// <summary>
    /// compose this message to dispatch the associated global Fsm Event. 
    /// </summary>
    /// <param name='parameters'>
    /// Parameters. TODO: NOT IMPLEMENTED. not sure what to expect from this object.
    /// </param>
    void OnConnectionFail(DisconnectCause cause)
    {
        if (debug) {
            Debug.Log ("PLayMaker Photon proxy:OnConnectionFail " + cause);
        }

        lastDisconnectCause = cause;

        PlayMakerFSM.BroadcastEvent ("PHOTON / CONNECTION FAIL");
    }
示例#24
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 public override void OnDisconnected(DisconnectCause cause)
 {
     isConnecting = false;
 }
示例#25
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 public override void OnConnectionFail(DisconnectCause cause)
 {
     base.OnConnectionFail (cause);
     logger.Log (cause);
     onLeftLobbyEvent.Invoke ();
 }
示例#26
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 public override void OnDisconnected(DisconnectCause cause)
 {
     m_ProgressLabel.text = string.Format("PUN Launcher: OnDisconnected() was called by PUN with reason {0}", cause);
     Debug.LogWarningFormat("PUN Basics Tutorial/Launcher: OnDisconnected() was called by PUN with reason {0}", cause);
 }
示例#27
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	void OnConnectionFail( DisconnectCause cause )
	{
		if( isHost == true )
		{
			return;
		}
		
		Debug.LogWarning( "OnConnectionFail: " + cause );
	}
示例#28
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 public override void OnDisconnected(DisconnectCause cause)
 {
     progressLabel.SetActive(false);
     controlPanel.SetActive(true);
     Debug.LogWarningFormat("PUN Basics Tutorial/Launcher: OnDisconnected() was called by PUN with reason {0}", cause);
 }
 /// <summary>
 /// Called when something causes the connection to fail (after it was established), followed by a call to OnDisconnectedFromPhoton().
 /// </summary>
 /// <remarks>
 /// If the server could not be reached in the first place, OnFailedToConnectToPhoton is called instead.
 /// The reason for the error is provided as DisconnectCause.
 /// </remarks>
 public virtual void OnConnectionFail(DisconnectCause cause)
 {
 }
示例#30
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 public override void OnDisconnected(DisconnectCause cause)
 {
     Debug.Log("Disconnect to server");
 }
示例#31
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    // the following methods are implemented to give you some context. re-implement them as needed.

    public virtual void OnFailedToConnectToPhoton(DisconnectCause cause)
    {
        Debug.LogError("Cause: " + cause);
    }
示例#32
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 public override void OnConnectionFail(DisconnectCause cause)
 {
     this.DisconnectedPanel.gameObject.SetActive(true);
 }
 void OnFailedToConnectToPhoton( DisconnectCause cause )
 {
     // some error occurred, store it to be displayed
     error = cause.ToString();
 }
示例#34
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 // 마스터 서버 접속 실패시 자동 실행
 public override void OnDisconnected(DisconnectCause cause)
 {
     joinButton.interactable = false;
     connectionInfoText.text = "오프라인 : 마스터 서버와 연결되지 않음\n접속 재시도 중...";
     PhotonNetwork.ConnectUsingSettings();
 }
    /// <summary>
    /// Callback used when connection to Photon servers fail.
    /// </summary>
    /// <param name="cause">The connection fail cause.</param>
    public virtual void OnFailedToConnectToPhoton(DisconnectCause cause)
    {
        Debug.LogError("Failed to connect to Photon Server. Cause: " + cause);

        connectionErrorFeedback.SetActive(true);
    }
示例#36
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 public override void OnConnectionFail(DisconnectCause cause)
 {
     Debug.Log("Disconnected due to: " + cause + ". this.previousRoom: " + this.previousRoom);
 }
 /// <summary>
 /// Called if a connect call to the Photon server failed before the connection was established, followed by a call
 /// to OnDisconnectedFromPhoton().
 /// </summary>
 /// <remarks>This is called when no connection could be established at all.
 /// It differs from OnConnectionFail, which is called when an existing connection fails.</remarks>
 /// <param name="cause">Cause of disconnect.</param>
 public override void OnFailedToConnectToPhoton(DisconnectCause cause)
 {
     _QuitGame();
 }
示例#38
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 /// <summary>
 /// Called after disconnecting from the Photon server.
 /// </summary>
 public override void OnDisconnected(DisconnectCause cause)
 {
     LogFeedback("<Color=Red>OnDisconnected</Color> " + cause);
     Debug.LogError("PUN Basics Tutorial/Launcher:Disconnected");
 }
示例#39
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 void OnDisconnect(DisconnectCause disconnectCause)
 {
     if (disconnectCause == DisconnectCause.None) {
         return;
     }
     ErrorPanel.Show("Disonnected", () => {
         CurrentState = EntryState.MainEntry;
     });
 }
示例#40
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 public override void OnDisconnected(DisconnectCause cause)
 {
     Debug.Log("disconect from master " + cause);
     UnityEngine.SceneManagement.SceneManager.LoadScene("MainMenu");
 }
示例#41
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    //========================================================================
    public virtual void OnFailedToConnectToPhoton(DisconnectCause cause)
    {
        // Declare Variables
        //------------------------------------------------------

        m_oHomeController.SetDisableButtons(false);
        Debug.LogError("Cause: " + cause);

        //------------------------------------------------------
    }
 /// <summary>
 /// 포톤 연결 끊겼을때
 /// </summary>
 /// <param name="cause"></param>
 public override void OnDisconnected(DisconnectCause cause)
 {
     Debug.Log("연결 끊김");
     Debug.Log("마스터 서버 다시연결중....");
     Connect();
 }
 /// <summary>
 /// Called if a connect call to the Photon server failed before the connection
 /// was established, followed by a call to OnDisconnectedFromPhoton
 /// </summary>
 /// <param name="cause">Reason why client failed to connect</param>
 public override void OnFailedToConnectToPhoton(DisconnectCause cause)
 {
     m_disconnectCause = cause;
 }
示例#44
0
 public override void OnDisconnected(DisconnectCause cause)
 {
     Debug.Log("OnFailedToConnectToPhoton. StatusCode: " + cause.ToString() + " ServerAddress: " + PhotonNetwork.ServerAddress);
 }
示例#45
0
 void OnFailedToConnectToPhoton(DisconnectCause cause)
 {
     Debug.LogError("Failed to connect to Photon: " + cause);
 }
示例#46
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 public override void OnDisconnected(DisconnectCause cause)
 {
     isConnecting = false;
     controlPanel.SetActive(true);
     Debug.LogError("Disconnected. Please check your Internet connection.");
 }
示例#47
0
    /// <summary>
    /// compose this message to dispatch the associated global Fsm Event. 
    /// </summary>
    /// <param name='parameters'>
    /// Parameters. TODO: NOT IMPLEMENTED. not sure what to expect from this object.
    /// </param>
    void OnFailedToConnectToPhoton(DisconnectCause cause)
    {
        if (debug) {
            Debug.Log ("PLayMaker Photon proxy:OnFailedToConnectToPhoton " + cause);
        }

        lastDisconnectCause = cause;

        PlayMakerFSM.BroadcastEvent ("PHOTON / FAILED TO CONNECT TO PHOTON");
    }
示例#48
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    // the following methods are implemented to give you some context. re-implement them as needed.

    public virtual void OnFailedToConnectToPhoton(DisconnectCause cause)
    {
        CBUG.Error("Failed to Connect!");
        CBUG.Error("Cause: " + cause);
        M.GoBack();
    }
 // the following methods are implemented to give you some context. re-implement them as needed.
 public virtual void OnFailedToConnectToPhoton(DisconnectCause cause)
 {
     Debug.LogError("Cause: " + cause);
 }
 public override void OnDisconnected(DisconnectCause cause)
 {
     Debug.LogWarningFormat("PUN Basics Tutorial/Launcher: OnDisconnected() was called by PUN with reason {0}", cause);
 }
示例#51
0
 public override void OnFailedToConnectToPhoton(DisconnectCause cause)
 {
     base.OnFailedToConnectToPhoton (cause);
     logger.Log (cause);
     onLeftLobbyEvent.Invoke ();
 }
示例#52
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 private void CreatePlayer()
 {
     disconnectError = DisconnectCause.None;
     Instantiate(Resources.Load("PlayerUI"));
     PhotonNetwork.Instantiate("HeroController", transform.position, Quaternion.identity);
 }
示例#53
0
	void OnFailedToConnectToPhoton( DisconnectCause cause )
	{
		if( isHost == true )
		{
			return;
		}
		
		Debug.LogWarning( "OnFailedToConnectToPhoton: " + cause );
	}
示例#54
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 public override void OnDisconnected(DisconnectCause cause)
 {
     base.OnDisconnected(cause);
     disconnectError = cause;
     SceneManager.LoadScene(0);
 }
		void IPunCallbacks.OnFailedToConnectToPhoton(DisconnectCause cause){}
        /// <summary>
        /// 已中斷連線
        /// </summary>
        /// <param name="cause"></param>
        public override void OnDisconnected(DisconnectCause cause)
        {
            string mes = "";

            switch (cause)
            {
            case DisconnectCause.None:
                mes = "沒有追踪到錯誤";
                break;

            case DisconnectCause.ExceptionOnConnect:
                mes = "OnStatusChanged:服務器不可用或地址錯誤。 確保提供了端口並且服務器已啟動。";
                break;

            case DisconnectCause.DnsExceptionOnConnect:
                mes = "OnStatusChanged:主機名的Dns解析失敗。 捕獲此異常並記錄為錯誤級別。";
                break;

            case DisconnectCause.ServerAddressInvalid:
                mes = "OnStatusChanged:服務器地址被非法解析為IPv4。 非法地址將是例如 192.168.1.300。 IPAddress.TryParse()可以通過,但我們的檢查無法通過。";
                break;

            case DisconnectCause.Exception:
                mes = "OnStatusChanged:一些內部異常導致套接字代碼失敗。 如果您嘗試在本地連接但服務器不可用,則可能會發生這種情況。 如有疑問,請聯繫退出遊戲。";
                break;

            case DisconnectCause.ServerTimeout:
                mes = "OnStatusChanged:由於超時(缺少客戶端的確認),服務器斷開了此客戶端的連接。";
                break;

            case DisconnectCause.ClientTimeout:
                mes = "OnStatusChanged:此客戶端檢測到未及時收到服務器的響應。";
                break;

            case DisconnectCause.DisconnectByServerLogic:
                mes = "OnStatusChanged:服務器已斷開該客戶端與會議室邏輯(C#代碼)內的連接。";
                break;

            case DisconnectCause.DisconnectByServerReasonUnknown:
                mes = "OnStatusChanged:服務器出於未知原因斷開了此客戶端的連接。";
                break;

            case DisconnectCause.InvalidAuthentication:
                mes = "OnOperationResponse:在光子云中使用無效的AppId進行身份驗證。 更新您的訂閱或聯繫退出遊戲。";
                break;

            case DisconnectCause.CustomAuthenticationFailed:
                mes = "OnOperationResponse:在Photon Cloud中使用無效的客戶端值或Cloud Dashboard中的自定義身份驗證設置進行身份驗證。";
                break;

            case DisconnectCause.AuthenticationTicketExpired:
                mes = "身份驗證票證應提供對任何Photon Cloud服務器的訪問權限,而無需進行其他身份驗證服務調用。 但是,票證已過期。";
                break;

            case DisconnectCause.MaxCcuReached:
                mes = "OnOperationResponse:使用不帶CCU突發的Photon Cloud訂閱時,身份驗證(臨時)失敗。 更新您的訂閱。";
                break;

            case DisconnectCause.InvalidRegion:
                mes = "OnOperationResponse:在應用程序的Photon Cloud訂閱鎖定到某個(其他)區域時進行身份驗證。 更新您的訂閱或主服務器地址。";
                break;

            case DisconnectCause.OperationNotAllowedInCurrentState:
                mes = "OnOperationResponse:該客戶端當前不可用的操作(通常未經授權)。 僅針對op Authenticate進行跟踪。";
                break;

            case DisconnectCause.DisconnectByClientLogic:
                mes = "OnStatusChanged:客戶端從邏輯內斷開連接(C#代碼)。";
                break;

            case DisconnectCause.DisconnectByOperationLimit:
                mes = "客戶端調用操作過於頻繁,並且由於點擊了OperationLimit而斷開了連接。 這也會觸發客戶端斷開連接。\n(為了保護服務器,某些操作有限制。 當OperationResponse因ErrorCode.OperationLimitReached失敗時,客戶端將斷開連接。)";
                break;

            case DisconnectCause.DisconnectByDisconnectMessage:
                mes = "客戶端從服務器收到“斷開連接消息”。 檢查調試日誌以獲取詳細信息。";
                break;
            }
            Debug.Log(string.Format("Photon.Realtime.IConnectionCallbacks - OnDisconnected()<已中斷連線,  enum DisconnectCause斷線原因 : {0} - \n{1}>", cause, mes));
        }
 /// <summary>
 /// Called if a connect call to the Photon server failed before the connection was established, followed by a call to OnDisconnectedFromPhoton().
 /// </summary>
 /// <remarks>
 /// This is called when no connection could be established at all.
 /// It differs from OnConnectionFail, which is called when an existing connection fails.
 /// </remarks>
 public virtual void OnFailedToConnectToPhoton(DisconnectCause cause)
 {
 }
示例#58
0
 //On failed to connect to Photon, reconnect to server.
 void OnFailedToConnectToPhoton(DisconnectCause cause)
 {
     StartCoroutine(ReconnectServer());
 }
 public void OnFailedToConnectToPhoton(DisconnectCause cause)
 {
     Debug.Log("SupportLogger OnFailedToConnectToPhoton("+cause+").");
     this.LogBasics();
 }
	void OnConnectionFail(DisconnectCause cause)
	{
		Debug.LogError(cause.ToString());
	}