public override void OnFailedToConnectToPhoton(DisconnectCause Cause) { base.OnFailedToConnectToPhoton(Cause); Debug.Log("OnFailedToConnectToPhoton "+Cause); // back to main menu or fisrt scene Application.LoadLevel(OnDisconnectReturn); }
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); }
public override void OnDisconnected(DisconnectCause cause) { base.OnDisconnected(cause); _enterRoomButton.interactable = false; }
public override void OnDisconnected(DisconnectCause cause) { SceneManager.LoadScene(GlobalValues.NetworkScene); }
public override void OnDisconnected(DisconnectCause cause) { Debug.Log("DECONNECTE DU SERVEUR"); }
public override void OnDisconnected(DisconnectCause cause) { base.OnDisconnected(cause); OnServerStatusChange.Invoke(false); }
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); }
private void OnDissconnected(DisconnectCause cause) { this.Stop(); //Closes the dissconnected connection. this.connection.Close(); //Invokes Dissconnected. if (this.Dissconnected != null) this.Dissconnected(this, cause); }
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); }
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); }
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; }
// Token: 0x06000638 RID: 1592 RVA: 0x00022B2D File Offset: 0x00020D2D public void OnFailedToConnectToPhoton(DisconnectCause cause) { Debug.Log("SupportLogger OnFailedToConnectToPhoton(" + cause + ")."); this.LogBasics(); }
/// <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"); }
public override void OnDisconnected(DisconnectCause cause) { isConnecting = false; }
public override void OnConnectionFail(DisconnectCause cause) { base.OnConnectionFail (cause); logger.Log (cause); onLeftLobbyEvent.Invoke (); }
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); }
void OnConnectionFail( DisconnectCause cause ) { if( isHost == true ) { return; } Debug.LogWarning( "OnConnectionFail: " + cause ); }
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) { }
public override void OnDisconnected(DisconnectCause cause) { Debug.Log("Disconnect to server"); }
// 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 OnConnectionFail(DisconnectCause cause) { this.DisconnectedPanel.gameObject.SetActive(true); }
void OnFailedToConnectToPhoton( DisconnectCause cause ) { // some error occurred, store it to be displayed error = cause.ToString(); }
// 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); }
/// <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(); }
/// <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"); }
void OnDisconnect(DisconnectCause disconnectCause) { if (disconnectCause == DisconnectCause.None) { return; } ErrorPanel.Show("Disonnected", () => { CurrentState = EntryState.MainEntry; }); }
public override void OnDisconnected(DisconnectCause cause) { Debug.Log("disconect from master " + cause); UnityEngine.SceneManagement.SceneManager.LoadScene("MainMenu"); }
//======================================================================== 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; }
public override void OnDisconnected(DisconnectCause cause) { Debug.Log("OnFailedToConnectToPhoton. StatusCode: " + cause.ToString() + " ServerAddress: " + PhotonNetwork.ServerAddress); }
void OnFailedToConnectToPhoton(DisconnectCause cause) { Debug.LogError("Failed to connect to Photon: " + cause); }
public override void OnDisconnected(DisconnectCause cause) { isConnecting = false; controlPanel.SetActive(true); Debug.LogError("Disconnected. Please check your Internet connection."); }
/// <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"); }
// 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(); }
public override void OnDisconnected(DisconnectCause cause) { Debug.LogWarningFormat("PUN Basics Tutorial/Launcher: OnDisconnected() was called by PUN with reason {0}", cause); }
public override void OnFailedToConnectToPhoton(DisconnectCause cause) { base.OnFailedToConnectToPhoton (cause); logger.Log (cause); onLeftLobbyEvent.Invoke (); }
private void CreatePlayer() { disconnectError = DisconnectCause.None; Instantiate(Resources.Load("PlayerUI")); PhotonNetwork.Instantiate("HeroController", transform.position, Quaternion.identity); }
void OnFailedToConnectToPhoton( DisconnectCause cause ) { if( isHost == true ) { return; } Debug.LogWarning( "OnFailedToConnectToPhoton: " + cause ); }
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) { }
//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()); }