/Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs
https://github.com/Reinisch/Darkest-Dungeon-Unity · C# · 4649 lines · 3336 code · 735 blank · 578 comment · 887 complexity · 33c00de226e937f6cd28680101909926 MD5 · raw file
- // --------------------------------------------------------------------------------------------------------------------
- // <copyright file="NetworkingPeer.cs" company="Exit Games GmbH">
- // Part of: Photon Unity Networking (PUN)
- // </copyright>
- // --------------------------------------------------------------------------------------------------------------------
- using ExitGames.Client.Photon;
- using System;
- using System.Collections;
- using System.Collections.Generic;
- using System.Reflection;
- using UnityEngine;
- using Hashtable = ExitGames.Client.Photon.Hashtable;
- using SupportClassPun = ExitGames.Client.Photon.SupportClass;
- #region Enums
- /// <summary>
- /// Detailed connection / networking peer state.
- /// PUN implements a loadbalancing and authentication workflow "behind the scenes", so
- /// some states will automatically advance to some follow up state. Those states are
- /// commented with "(will-change)".
- /// </summary>
- /// \ingroup publicApi
- public enum ClientState
- {
- /// <summary>Not running. Only set before initialization and first use.</summary>
- Uninitialized,
- /// <summary>Created and available to connect.</summary>
- PeerCreated,
- /// <summary>Not used at the moment.</summary>
- Queued,
- /// <summary>The application is authenticated. PUN usually joins the lobby now.</summary>
- /// <remarks>(will-change) Unless AutoJoinLobby is false.</remarks>
- Authenticated,
- /// <summary>Client is in the lobby of the Master Server and gets room listings.</summary>
- /// <remarks>Use Join, Create or JoinRandom to get into a room to play.</remarks>
- JoinedLobby,
- /// <summary>Disconnecting.</summary>
- /// <remarks>(will-change)</remarks>
- DisconnectingFromMasterserver,
- /// <summary>Connecting to game server (to join/create a room and play).</summary>
- /// <remarks>(will-change)</remarks>
- ConnectingToGameserver,
- /// <summary>Similar to Connected state but on game server. Still in process to join/create room.</summary>
- /// <remarks>(will-change)</remarks>
- ConnectedToGameserver,
- /// <summary>In process to join/create room (on game server).</summary>
- /// <remarks>(will-change)</remarks>
- Joining,
- /// <summary>Final state of a room join/create sequence. This client can now exchange events / call RPCs with other clients.</summary>
- Joined,
- /// <summary>Leaving a room.</summary>
- /// <remarks>(will-change)</remarks>
- Leaving,
- /// <summary>Workflow is leaving the game server and will re-connect to the master server.</summary>
- /// <remarks>(will-change)</remarks>
- DisconnectingFromGameserver,
- /// <summary>Workflow is connected to master server and will establish encryption and authenticate your app.</summary>
- /// <remarks>(will-change)</remarks>
- ConnectingToMasterserver,
- /// <summary>Same Queued but coming from game server.</summary>
- /// <remarks>(will-change)</remarks>
- QueuedComingFromGameserver,
- /// <summary>PUN is disconnecting. This leads to Disconnected.</summary>
- /// <remarks>(will-change)</remarks>
- Disconnecting,
- /// <summary>No connection is setup, ready to connect. Similar to PeerCreated.</summary>
- Disconnected,
- /// <summary>Final state for connecting to master without joining the lobby (AutoJoinLobby is false).</summary>
- ConnectedToMaster,
- /// <summary>Client connects to the NameServer. This process includes low level connecting and setting up encryption. When done, state becomes ConnectedToNameServer.</summary>
- ConnectingToNameServer,
- /// <summary>Client is connected to the NameServer and established enctryption already. You should call OpGetRegions or ConnectToRegionMaster.</summary>
- ConnectedToNameServer,
- /// <summary>When disconnecting from a Photon NameServer.</summary>
- /// <remarks>(will-change)</remarks>
- DisconnectingFromNameServer,
- /// <summary>When connecting to a Photon Server, this state is intermediate before you can call any operations.</summary>
- /// <remarks>(will-change)</remarks>
- Authenticating
- }
- /// <summary>
- /// Internal state, how this peer gets into a particular room (joining it or creating it).
- /// </summary>
- internal enum JoinType
- {
- /// <summary>This client creates a room, gets into it (no need to join) and can set room properties.</summary>
- CreateRoom,
- /// <summary>The room existed already and we join into it (not setting room properties).</summary>
- JoinRoom,
- /// <summary>Done on Master Server and (if successful) followed by a Join on Game Server.</summary>
- JoinRandomRoom,
- /// <summary>Client is either joining or creating a room. On Master- and Game-Server.</summary>
- JoinOrCreateRoom
- }
- /// <summary>
- /// Summarizes the cause for a disconnect. Used in: OnConnectionFail and OnFailedToConnectToPhoton.
- /// </summary>
- /// <remarks>Extracted from the status codes from ExitGames.Client.Photon.StatusCode.</remarks>
- /// <seealso cref="PhotonNetworkingMessage"/>
- /// \ingroup publicApi
- public enum DisconnectCause
- {
- /// <summary>Server actively disconnected this client.
- /// Possible cause: The server's user limit was hit and client was forced to disconnect (on connect).</summary>
- DisconnectByServerUserLimit = StatusCode.DisconnectByServerUserLimit,
- /// <summary>Connection could not be established.
- /// Possible cause: Local server not running.</summary>
- ExceptionOnConnect = StatusCode.ExceptionOnConnect,
- /// <summary>Timeout disconnect by server (which decided an ACK was missing for too long).</summary>
- DisconnectByServerTimeout = StatusCode.DisconnectByServer,
- /// <summary>Server actively disconnected this client.
- /// Possible cause: Server's send buffer full (too much data for client).</summary>
- DisconnectByServerLogic = StatusCode.DisconnectByServerLogic,
- /// <summary>Some exception caused the connection to close.</summary>
- Exception = StatusCode.Exception,
- /// <summary>(32767) The Photon Cloud rejected the sent AppId. Check your Dashboard and make sure the AppId you use is complete and correct.</summary>
- InvalidAuthentication = ErrorCode.InvalidAuthentication,
- /// <summary>(32757) Authorization on the Photon Cloud failed because the concurrent users (CCU) limit of the app's subscription is reached.</summary>
- MaxCcuReached = ErrorCode.MaxCcuReached,
- /// <summary>(32756) Authorization on the Photon Cloud failed because the app's subscription does not allow to use a particular region's server.</summary>
- InvalidRegion = ErrorCode.InvalidRegion,
- /// <summary>The security settings for client or server don't allow a connection (see remarks).</summary>
- /// <remarks>
- /// A common cause for this is that browser clients read a "crossdomain" file from the server.
- /// If that file is unavailable or not configured to let the client connect, this exception is thrown.
- /// Photon usually provides this crossdomain file for Unity.
- /// If it fails, read:
- /// http://doc.exitgames.com/photon-server/PolicyApp
- /// </remarks>
- SecurityExceptionOnConnect = StatusCode.SecurityExceptionOnConnect,
- /// <summary>Timeout disconnect by client (which decided an ACK was missing for too long).</summary>
- DisconnectByClientTimeout = StatusCode.TimeoutDisconnect,
- /// <summary>Exception in the receive-loop.
- /// Possible cause: Socket failure.</summary>
- InternalReceiveException = StatusCode.ExceptionOnReceive,
- /// <summary>(32753) The Authentication ticket expired. Handle this by connecting again (which includes an authenticate to get a fresh ticket).</summary>
- AuthenticationTicketExpired = 32753,
- }
- /// <summary>Available server (types) for internally used field: server.</summary>
- /// <remarks>Photon uses 3 different roles of servers: Name Server, Master Server and Game Server.</remarks>
- public enum ServerConnection
- {
- /// <summary>This server is where matchmaking gets done and where clients can get lists of rooms in lobbies.</summary>
- MasterServer,
- /// <summary>This server handles a number of rooms to execute and relay the messages between players (in a room).</summary>
- GameServer,
- /// <summary>This server is used initially to get the address (IP) of a Master Server for a specific region. Not used for Photon OnPremise (self hosted).</summary>
- NameServer
- }
- #endregion
- /// <summary>
- /// Implements Photon LoadBalancing used in PUN.
- /// This class is used internally by PhotonNetwork and not intended as public API.
- /// </summary>
- internal class NetworkingPeer : LoadBalancingPeer, IPhotonPeerListener
- {
- /// <summary>Combination of GameVersion+"_"+PunVersion. Separates players per app by version.</summary>
- protected internal string AppVersion
- {
- get { return string.Format("{0}_{1}", PhotonNetwork.gameVersion, PhotonNetwork.versionPUN); }
- }
- /// <summary>Contains the AppId for the Photon Cloud (ignored by Photon Servers).</summary>
- protected internal string AppId;
- /// <summary>
- /// A user's authentication values used during connect for Custom Authentication with Photon (and a custom service/community).
- /// Set these before calling Connect if you want custom authentication.
- /// </summary>
- public AuthenticationValues AuthValues { get; set; }
- /// <summary>Internally used cache for the server's token. Identifies a user/session and can be used to rejoin.</summary>
- private string tokenCache;
- /// <summary>Enables the new Authentication workflow</summary>
- public AuthModeOption AuthMode = AuthModeOption.Auth;
- /// <summary>Defines how the communication gets encrypted.</summary>
- public EncryptionMode EncryptionMode = EncryptionMode.PayloadEncryption;
- ///<summary>Simplifies getting the token for connect/init requests, if this feature is enabled.</summary>
- private string TokenForInit
- {
- get
- {
- if (this.AuthMode == AuthModeOption.Auth)
- {
- return null;
- }
- return (this.AuthValues != null) ? this.AuthValues.Token : null;
- }
- }
- /// <summary>True if this client uses a NameServer to get the Master Server address.</summary>
- public bool IsUsingNameServer { get; protected internal set; }
- /// <summary>Name Server Host Name for Photon Cloud. Without port and without any prefix.</summary>
- #if !UNITY_EDITOR && UNITY_SWITCH
- public const string NameServerHost = "nameserver-eu.cloudapp.net";//set to "ns.exitgames.com" after Nintendo has fixed the traffic manager bug in their dns-resolver for which this is a workaround
- #else
- public const string NameServerHost = "ns.exitgames.com";
- #endif
- /// <summary>Name Server for HTTP connections to the Photon Cloud. Includes prefix and port.</summary>
- public const string NameServerHttp = "http://ns.exitgamescloud.com:80/photon/n";
- /// <summary>Name Server port per protocol (the UDP port is different than TCP, etc).</summary>
- private static readonly Dictionary<ConnectionProtocol, int> ProtocolToNameServerPort = new Dictionary<ConnectionProtocol, int>() { { ConnectionProtocol.Udp, 5058 }, { ConnectionProtocol.Tcp, 4533 }, { ConnectionProtocol.WebSocket, 9093 }, { ConnectionProtocol.WebSocketSecure, 19093 } }; //, { ConnectionProtocol.RHttp, 6063 } };
- /// <summary>Name Server Address for Photon Cloud (based on current protocol). You can use the default values and usually won't have to set this value.</summary>
- public string NameServerAddress { get { return this.GetNameServerAddress(); } }
- /// <summary>Your Master Server address. In PhotonCloud, call ConnectToRegionMaster() to find your Master Server.</summary>
- /// <remarks>
- /// In the Photon Cloud, explicit definition of a Master Server Address is not best practice.
- /// The Photon Cloud has a "Name Server" which redirects clients to a specific Master Server (per Region and AppId).
- /// </remarks>
- public string MasterServerAddress { get; protected internal set; }
- /// <summary>The game server's address for a particular room. In use temporarily, as assigned by master.</summary>
- public string GameServerAddress { get; protected internal set; }
- /// <summary>The server this client is currently connected or connecting to.</summary>
- /// <remarks>
- /// Each server (NameServer, MasterServer, GameServer) allow some operations and reject others.
- /// </remarks>
- protected internal ServerConnection Server { get; private set; }
- public ClientState State { get; internal set; }
- public bool IsInitialConnect = false;
- public bool insideLobby = false;
- public TypedLobby lobby { get; set; }
- private bool requestLobbyStatistics
- {
- get { return PhotonNetwork.EnableLobbyStatistics && this.Server == ServerConnection.MasterServer; }
- }
- protected internal List<TypedLobbyInfo> LobbyStatistics = new List<TypedLobbyInfo>();
- public Dictionary<string, RoomInfo> mGameList = new Dictionary<string, RoomInfo>();
- public RoomInfo[] mGameListCopy = new RoomInfo[0];
- private string playername = "";
- public string PlayerName
- {
- get
- {
- return this.playername;
- }
- set
- {
- if (string.IsNullOrEmpty(value) || value.Equals(this.playername))
- {
- return;
- }
- if (this.LocalPlayer != null)
- {
- this.LocalPlayer.NickName = value;
- }
- this.playername = value;
- if (this.CurrentRoom != null)
- {
- // Only when in a room
- this.SendPlayerName();
- }
- }
- }
- // "public" access to the current game - is null unless a room is joined on a gameserver
- // isLocalClientInside becomes true when op join result is positive on GameServer
- private bool mPlayernameHasToBeUpdated;
- public Room CurrentRoom
- {
- get
- {
- if (this.currentRoom != null && this.currentRoom.IsLocalClientInside)
- {
- return this.currentRoom;
- }
- return null;
- }
- private set { this.currentRoom = value; }
- }
- private Room currentRoom;
- public PhotonPlayer LocalPlayer { get; internal set; }
- /// <summary>Statistic value available on master server: Players on master (looking for games).</summary>
- public int PlayersOnMasterCount { get; internal set; }
- /// <summary>Statistic value available on master server: Players in rooms (playing).</summary>
- public int PlayersInRoomsCount { get; internal set; }
- /// <summary>Statistic value available on master server: Rooms currently created.</summary>
- public int RoomsCount { get; internal set; }
- /// <summary>Internally used to decide if a room must be created or joined on game server.</summary>
- private JoinType lastJoinType;
- protected internal EnterRoomParams enterRoomParamsCache;
- /// <summary>Internally used to trigger OpAuthenticate when encryption was established after a connect.</summary>
- private bool didAuthenticate;
- /// <summary>Contains the list of names of friends to look up their state on the server.</summary>
- private string[] friendListRequested;
- /// <summary>
- /// Age of friend list info (in milliseconds). It's 0 until a friend list is fetched.
- /// </summary>
- protected internal int FriendListAge { get { return (this.isFetchingFriendList || this.friendListTimestamp == 0) ? 0 : Environment.TickCount - this.friendListTimestamp; } }
- private int friendListTimestamp;
- /// <summary>Internal flag to know if the client currently fetches a friend list.</summary>
- private bool isFetchingFriendList;
- /// <summary>Internally used to check if a "Secret" is available to use. Sent by Photon Cloud servers, it simplifies authentication when switching servers.</summary>
- public bool IsAuthorizeSecretAvailable
- {
- get
- {
- return this.AuthValues != null && !String.IsNullOrEmpty(this.AuthValues.Token);
- }
- }
- /// <summary>A list of region names for the Photon Cloud. Set by the result of OpGetRegions().</summary>
- /// <remarks>Put a "case OperationCode.GetRegions:" into your OnOperationResponse method to notice when the result is available.</remarks>
- public List<Region> AvailableRegions { get; protected internal set; }
- /// <summary>The cloud region this client connects to. Set by ConnectToRegionMaster().</summary>
- public CloudRegionCode CloudRegion { get; protected internal set; }
- public Dictionary<int, PhotonPlayer> mActors = new Dictionary<int, PhotonPlayer>();
- public PhotonPlayer[] mOtherPlayerListCopy = new PhotonPlayer[0];
- public PhotonPlayer[] mPlayerListCopy = new PhotonPlayer[0];
- public int mMasterClientId
- {
- get
- {
- if (PhotonNetwork.offlineMode) return this.LocalPlayer.ID;
- return (this.CurrentRoom == null) ? 0 : this.CurrentRoom.MasterClientId;
- }
- private set
- {
- if (this.CurrentRoom != null)
- {
- this.CurrentRoom.MasterClientId = value;
- }
- }
- }
- public bool hasSwitchedMC = false;
- private HashSet<byte> allowedReceivingGroups = new HashSet<byte>();
- private HashSet<byte> blockSendingGroups = new HashSet<byte>();
- protected internal Dictionary<int, PhotonView> photonViewList = new Dictionary<int, PhotonView>(); //TODO: make private again
- private readonly PhotonStream readStream = new PhotonStream(false, null); // only used in OnSerializeRead()
- private readonly PhotonStream pStream = new PhotonStream(true, null); // only used in OnSerializeWrite()
- private readonly Dictionary<int, Hashtable> dataPerGroupReliable = new Dictionary<int, Hashtable>(); // only used in RunViewUpdate()
- private readonly Dictionary<int, Hashtable> dataPerGroupUnreliable = new Dictionary<int, Hashtable>(); // only used in RunViewUpdate()
- protected internal short currentLevelPrefix = 0;
- /// <summary>Internally used to flag if the message queue was disabled by a "scene sync" situation (to re-enable it).</summary>
- protected internal bool loadingLevelAndPausedNetwork = false;
- /// <summary>For automatic scene syncing, the loaded scene is put into a room property. This is the name of said prop.</summary>
- protected internal const string CurrentSceneProperty = "curScn";
- public static bool UsePrefabCache = true;
- internal IPunPrefabPool ObjectPool;
- public static Dictionary<string, GameObject> PrefabCache = new Dictionary<string, GameObject>();
- private Dictionary<Type, List<MethodInfo>> monoRPCMethodsCache = new Dictionary<Type, List<MethodInfo>>();
- private readonly Dictionary<string, int> rpcShortcuts; // lookup "table" for the index (shortcut) of an RPC name
- /// <summary>Caches PhotonNetworkingMessage.OnPhotonInstantiate.ToString(), because DoInstantiate calls it often (and ToString() on the enum is astonishingly expensive).</summary>
- private static readonly string OnPhotonInstantiateString = PhotonNetworkingMessage.OnPhotonInstantiate.ToString();
- // Connection setup caching for reconnection
- private string cachedServerAddress;
- private string cachedApplicationName;
- private ServerConnection cachedProtocolType;
- // TODO: CAS must be implemented for OfflineMode
- public NetworkingPeer(string playername, ConnectionProtocol connectionProtocol) : base(connectionProtocol)
- {
- this.Listener = this;
- this.LimitOfUnreliableCommands = 40;
- this.lobby = TypedLobby.Default;
- this.PlayerName = playername;
- this.LocalPlayer = new PhotonPlayer(true, -1, this.playername);
- this.AddNewPlayer(this.LocalPlayer.ID, this.LocalPlayer);
- // RPC shortcut lookup creation (from list of RPCs, which is updated by Editor scripts)
- rpcShortcuts = new Dictionary<string, int>(PhotonNetwork.PhotonServerSettings.RpcList.Count);
- for (int index = 0; index < PhotonNetwork.PhotonServerSettings.RpcList.Count; index++)
- {
- var name = PhotonNetwork.PhotonServerSettings.RpcList[index];
- rpcShortcuts[name] = index;
- }
- this.State = ClientState.PeerCreated;
- }
- /// <summary>
- /// Gets the NameServer Address (with prefix and port), based on the set protocol (this.UsedProtocol).
- /// </summary>
- /// <returns>NameServer Address (with prefix and port).</returns>
- private string GetNameServerAddress()
- {
- #if RHTTP
- if (currentProtocol == ConnectionProtocol.RHttp)
- {
- return NameServerHttp;
- }
- #endif
- ConnectionProtocol currentProtocol = this.TransportProtocol;
- int protocolPort = 0;
- ProtocolToNameServerPort.TryGetValue(currentProtocol, out protocolPort);
- string protocolPrefix = string.Empty;
- if (currentProtocol == ConnectionProtocol.WebSocket)
- {
- protocolPrefix = "ws://";
- }
- else if (currentProtocol == ConnectionProtocol.WebSocketSecure)
- {
- protocolPrefix = "wss://";
- }
- string result = string.Format("{0}{1}:{2}", protocolPrefix, NameServerHost, protocolPort);
- //Debug.Log("NameServer: " + result);
- return result;
- }
- #region Operations and Connection Methods
- public override bool Connect(string serverAddress, string applicationName)
- {
- Debug.LogError("Avoid using this directly. Thanks.");
- return false;
- }
- /// <summary>Can be used to reconnect to the master server after a disconnect.</summary>
- /// <remarks>Common use case: Press the Lock Button on a iOS device and you get disconnected immediately.</remarks>
- public bool ReconnectToMaster()
- {
- if (this.AuthValues == null)
- {
- Debug.LogWarning("ReconnectToMaster() with AuthValues == null is not correct!");
- this.AuthValues = new AuthenticationValues();
- }
- this.AuthValues.Token = this.tokenCache;
- return this.Connect(this.MasterServerAddress, ServerConnection.MasterServer);
- }
- /// <summary>
- /// Can be used to return to a room quickly, by directly reconnecting to a game server to rejoin a room.
- /// </summary>
- /// <returns>False, if the conditions are not met. Then, this client does not attempt the ReconnectAndRejoin.</returns>
- public bool ReconnectAndRejoin()
- {
- if (this.AuthValues == null)
- {
- Debug.LogWarning("ReconnectAndRejoin() with AuthValues == null is not correct!");
- this.AuthValues = new AuthenticationValues();
- }
- this.AuthValues.Token = this.tokenCache;
- if (!string.IsNullOrEmpty(this.GameServerAddress) && this.enterRoomParamsCache != null)
- {
- this.lastJoinType = JoinType.JoinRoom;
- this.enterRoomParamsCache.RejoinOnly = true;
- return this.Connect(this.GameServerAddress, ServerConnection.GameServer);
- }
- return false;
- }
- public bool Connect(string serverAddress, ServerConnection type)
- {
- if (PhotonHandler.AppQuits)
- {
- Debug.LogWarning("Ignoring Connect() because app gets closed. If this is an error, check PhotonHandler.AppQuits.");
- return false;
- }
- if (this.State == ClientState.Disconnecting)
- {
- Debug.LogError("Connect() failed. Can't connect while disconnecting (still). Current state: " + PhotonNetwork.connectionStateDetailed);
- return false;
- }
- cachedProtocolType = type;
- cachedServerAddress = serverAddress;
- cachedApplicationName = string.Empty;
- this.SetupProtocol(type);
- // connect might fail, if the DNS name can't be resolved or if no network connection is available
- bool connecting = base.Connect(serverAddress, "", this.TokenForInit);
- if (connecting)
- {
- switch (type)
- {
- case ServerConnection.NameServer:
- State = ClientState.ConnectingToNameServer;
- break;
- case ServerConnection.MasterServer:
- State = ClientState.ConnectingToMasterserver;
- break;
- case ServerConnection.GameServer:
- State = ClientState.ConnectingToGameserver;
- break;
- }
- }
- return connecting;
- }
- bool _isReconnecting;
- /// <summary>
- /// Reconnect this instance. Uses the exact same settings as the developer used to connect using cached properties ( serverAddress, ApplicationName and Protocol Type)
- /// This is used for switching from UDP to TCP on udp connection timeout.
- /// </summary>
- bool Reconnect()
- {
- _isReconnecting = true;
- PhotonNetwork.SwitchToProtocol(PhotonNetwork.PhotonServerSettings.Protocol);
- this.SetupProtocol(cachedProtocolType);
- bool connecting = base.Connect(cachedServerAddress, cachedApplicationName, this.TokenForInit);
- if (connecting)
- {
- switch (cachedProtocolType)
- {
- case ServerConnection.NameServer:
- State = ClientState.ConnectingToNameServer;
- break;
- case ServerConnection.MasterServer:
- State = ClientState.ConnectingToMasterserver;
- break;
- case ServerConnection.GameServer:
- State = ClientState.ConnectingToGameserver;
- break;
- }
- }
- return connecting;
- }
- /// <summary>
- /// Connects to the NameServer for Photon Cloud, where a region-list can be fetched.
- /// </summary>
- /// <see cref="OpGetRegions"/>
- /// <returns>If the workflow was started or failed right away.</returns>
- public bool ConnectToNameServer()
- {
- if (PhotonHandler.AppQuits)
- {
- Debug.LogWarning("Ignoring Connect() because app gets closed. If this is an error, check PhotonHandler.AppQuits.");
- return false;
- }
- this.IsUsingNameServer = true;
- this.CloudRegion = CloudRegionCode.none;
- if (this.State == ClientState.ConnectedToNameServer)
- {
- return true;
- }
- this.SetupProtocol(ServerConnection.NameServer);
- cachedProtocolType = ServerConnection.NameServer;
- cachedServerAddress = this.NameServerAddress;
- cachedApplicationName = "ns";
- if (!base.Connect(this.NameServerAddress, "ns", this.TokenForInit))
- {
- return false;
- }
- this.State = ClientState.ConnectingToNameServer;
- return true;
- }
- /// <summary>
- /// Connects you to a specific region's Master Server, using the Name Server to find the IP.
- /// </summary>
- /// <returns>If the operation could be sent. If false, no operation was sent.</returns>
- public bool ConnectToRegionMaster(CloudRegionCode region)
- {
- if (PhotonHandler.AppQuits)
- {
- Debug.LogWarning("Ignoring Connect() because app gets closed. If this is an error, check PhotonHandler.AppQuits.");
- return false;
- }
- this.IsUsingNameServer = true;
- this.CloudRegion = region;
- if (this.State == ClientState.ConnectedToNameServer)
- {
- return this.CallAuthenticate();
- }
- cachedProtocolType = ServerConnection.NameServer;
- cachedServerAddress = this.NameServerAddress;
- cachedApplicationName = "ns";
- this.SetupProtocol(ServerConnection.NameServer);
- if (!base.Connect(this.NameServerAddress, "ns", this.TokenForInit))
- {
- return false;
- }
- this.State = ClientState.ConnectingToNameServer;
- return true;
- }
- // this sets up the protocol to us, depending on auth-mode and or export.
- protected internal void SetupProtocol(ServerConnection serverType)
- {
- ConnectionProtocol protocolOverride = this.TransportProtocol;
- #if UNITY_XBOXONE
- this.AuthMode = AuthModeOption.Auth;
- if (this.AuthValues == null)
- {
- this.AuthValues = new AuthenticationValues();
- UnityEngine.Debug.LogError("UNITY_XBOXONE builds must set AuthValues. Set this before calling any Connect method. Refer to the online docs for guidance.");
- throw new Exception("UNITY_XBOXONE builds must set AuthValues.");
- }
- if (this.AuthValues.AuthPostData == null)
- {
- UnityEngine.Debug.LogError("UNITY_XBOXONE builds must use Photon's XBox Authentication and set the XSTS token by calling: PhotonNetwork.AuthValues.SetAuthPostData(xstsToken). Refer to the online docs for guidance.");
- Debug.Break();
- throw new Exception("UNITY_XBOXONE builds must use Photon's XBox Authentication.");
- }
- if (this.AuthValues.AuthType != CustomAuthenticationType.Xbox)
- {
- UnityEngine.Debug.LogWarning("UNITY_XBOXONE builds must use AuthValues.AuthType \"CustomAuthenticationType.Xbox\". PUN sets this value now. Refer to the online docs to avoid this warning.");
- this.AuthValues.AuthType = CustomAuthenticationType.Xbox;
- }
- if (this.TransportProtocol != ConnectionProtocol.WebSocketSecure)
- {
- UnityEngine.Debug.LogWarning("UNITY_XBOXONE builds must use WSS (Secure WebSockets) as Transport Protocol. Changing to WSS from your selection: " + this.TransportProtocol);
- this.TransportProtocol = ConnectionProtocol.WebSocketSecure;
- }
- #endif
- if (this.AuthMode == AuthModeOption.AuthOnceWss)
- {
- if (serverType != ServerConnection.NameServer)
- {
- if (PhotonNetwork.logLevel >= PhotonLogLevel.ErrorsOnly)
- {
- Debug.LogWarning("Using PhotonServerSettings.Protocol when leaving the NameServer (AuthMode is AuthOnceWss): " + PhotonNetwork.PhotonServerSettings.Protocol);
- }
- protocolOverride = PhotonNetwork.PhotonServerSettings.Protocol;
- }
- else
- {
- if (PhotonNetwork.logLevel >= PhotonLogLevel.ErrorsOnly)
- {
- Debug.LogWarning("Using WebSocket to connect NameServer (AuthMode is AuthOnceWss).");
- }
- protocolOverride = ConnectionProtocol.WebSocketSecure;
- }
- }
- Type socketTcp = null;
- #if UNITY_XBOXONE
- socketTcp = Type.GetType("ExitGames.Client.Photon.SocketWebTcpNativeDynamic, Assembly-CSharp", false);
- if (socketTcp == null)
- {
- socketTcp = Type.GetType("ExitGames.Client.Photon.SocketWebTcpNativeDynamic, Assembly-CSharp-firstpass", false);
- }
- #else
- // to support WebGL export in Unity, we find and assign the SocketWebTcp class (if it's in the project).
- // alternatively class SocketWebTcp might be in the Photon3Unity3D.dll
- socketTcp = Type.GetType("ExitGames.Client.Photon.SocketWebTcp, Assembly-CSharp", false);
- if (socketTcp == null)
- {
- socketTcp = Type.GetType("ExitGames.Client.Photon.SocketWebTcp, Assembly-CSharp-firstpass", false);
- }
- #endif
- if (socketTcp != null)
- {
- this.SocketImplementationConfig[ConnectionProtocol.WebSocket] = socketTcp;
- this.SocketImplementationConfig[ConnectionProtocol.WebSocketSecure] = socketTcp;
- }
- #if UNITY_WEBGL
- if (this.TransportProtocol != ConnectionProtocol.WebSocket && this.TransportProtocol != ConnectionProtocol.WebSocketSecure)
- {
- Debug.Log("WebGL only supports WebSocket protocol. Overriding PhotonServerSettings.");
- protocolOverride = ConnectionProtocol.WebSocketSecure;
- }
- PhotonHandler.PingImplementation = typeof(PingHttp);
- #endif
- #if !UNITY_EDITOR && (UNITY_WINRT)
- // this automatically uses a separate assembly-file with Win8-style Socket usage (not possible in Editor)
- Debug.LogWarning("Using PingWindowsStore");
- PhotonHandler.PingImplementation = typeof(PingWindowsStore); // but for ping, we have to set the implementation explicitly to Win 8 Store/Phone
- #endif
- #pragma warning disable 0162 // the library variant defines if we should use PUN's SocketUdp variant (at all)
- if (PhotonPeer.NoSocket)
- {
- if (this.AuthMode != AuthModeOption.AuthOnceWss || serverType != ServerConnection.NameServer)
- {
- if (this.TransportProtocol != ConnectionProtocol.Udp)
- {
- Debug.Log("This Photon3Unity3d.dll only allows UDP. TransportProtocol was: " + this.TransportProtocol + ". SocketImplementation: " + this.SocketImplementation);
- }
- protocolOverride = ConnectionProtocol.Udp;
- }
- #if !UNITY_EDITOR && (UNITY_PS3 || UNITY_ANDROID)
- this.SocketImplementationConfig[ConnectionProtocol.Udp] = typeof(SocketUdpNativeDynamic);
- PhotonHandler.PingImplementation = typeof(PingNativeDynamic);
- #elif !UNITY_EDITOR && (UNITY_IPHONE || UNITY_SWITCH)
- this.SocketImplementationConfig[ConnectionProtocol.Udp] = typeof(SocketUdpNativeStatic);
- PhotonHandler.PingImplementation = typeof(PingNativeStatic);
- #elif !UNITY_EDITOR && UNITY_WINRT
- // this automatically uses a separate assembly-file with Win8-style Socket usage (not possible in Editor)
- #else
- this.SocketImplementationConfig[ConnectionProtocol.Udp] = typeof(SocketUdp);
- PhotonHandler.PingImplementation = typeof(PingMonoEditor);
- #endif
- if (this.SocketImplementationConfig[ConnectionProtocol.Udp] == null)
- {
- Debug.Log("No socket implementation set for 'NoSocket' assembly. Please check your settings.");
- }
- }
- #pragma warning restore 0162
- if (PhotonHandler.PingImplementation == null)
- {
- PhotonHandler.PingImplementation = typeof(PingMono);
- }
- if (this.TransportProtocol == protocolOverride)
- {
- return;
- }
- if (PhotonNetwork.logLevel >= PhotonLogLevel.ErrorsOnly)
- {
- Debug.LogWarning("Protocol switch from: " + this.TransportProtocol + " to: " + protocolOverride + ".");
- }
- this.TransportProtocol = protocolOverride;
- }
- /// <summary>
- /// Complete disconnect from photon (and the open master OR game server)
- /// </summary>
- public override void Disconnect()
- {
- if (this.PeerState == PeerStateValue.Disconnected)
- {
- if (!PhotonHandler.AppQuits)
- {
- Debug.LogWarning(string.Format("Can't execute Disconnect() while not connected. Nothing changed. State: {0}", this.State));
- }
- return;
- }
- this.State = ClientState.Disconnecting;
- base.Disconnect();
- //this.LeftRoomCleanup();
- //this.LeftLobbyCleanup();
- }
- private bool CallAuthenticate()
- {
- // once encryption is availble, the client should send one (secure) authenticate. it includes the AppId (which identifies your app on the Photon Cloud)
- AuthenticationValues auth = this.AuthValues ?? new AuthenticationValues() { UserId = this.PlayerName };
- if (this.AuthMode == AuthModeOption.Auth)
- {
- return this.OpAuthenticate(this.AppId, this.AppVersion, auth, this.CloudRegion.ToString(), this.requestLobbyStatistics);
- }
- else
- {
- return this.OpAuthenticateOnce(this.AppId, this.AppVersion, auth, this.CloudRegion.ToString(), this.EncryptionMode, PhotonNetwork.PhotonServerSettings.Protocol);
- }
- }
- /// <summary>
- /// Internally used only. Triggers OnStateChange with "Disconnect" in next dispatch which is the signal to re-connect (if at all).
- /// </summary>
- private void DisconnectToReconnect()
- {
- switch (this.Server)
- {
- case ServerConnection.NameServer:
- this.State = ClientState.DisconnectingFromNameServer;
- base.Disconnect();
- break;
- case ServerConnection.MasterServer:
- this.State = ClientState.DisconnectingFromMasterserver;
- base.Disconnect();
- //LeftLobbyCleanup();
- break;
- case ServerConnection.GameServer:
- this.State = ClientState.DisconnectingFromGameserver;
- base.Disconnect();
- //this.LeftRoomCleanup();
- break;
- }
- }
- /// <summary>
- /// While on the NameServer, this gets you the list of regional servers (short names and their IPs to ping them).
- /// </summary>
- /// <returns>If the operation could be sent. If false, no operation was sent (e.g. while not connected to the NameServer).</returns>
- public bool GetRegions()
- {
- if (this.Server != ServerConnection.NameServer)
- {
- return false;
- }
- bool sent = this.OpGetRegions(this.AppId);
- if (sent)
- {
- this.AvailableRegions = null;
- }
- return sent;
- }
- /// <summary>
- /// Request the rooms and online status for a list of friends. All client must set a unique username via PlayerName property. The result is available in this.Friends.
- /// </summary>
- /// <remarks>
- /// Used on Master Server to find the rooms played by a selected list of users.
- /// The result will be mapped to LoadBalancingClient.Friends when available.
- /// The list is initialized by OpFindFriends on first use (before that, it is null).
- ///
- /// Users identify themselves by setting a PlayerName in the LoadBalancingClient instance.
- /// This in turn will send the name in OpAuthenticate after each connect (to master and game servers).
- /// Note: Changing a player's name doesn't make sense when using a friend list.
- ///
- /// The list of usernames must be fetched from some other source (not provided by Photon).
- ///
- ///
- /// Internal:
- /// The server response includes 2 arrays of info (each index matching a friend from the request):
- /// ParameterCode.FindFriendsResponseOnlineList = bool[] of online states
- /// ParameterCode.FindFriendsResponseRoomIdList = string[] of room names (empty string if not in a room)
- /// </remarks>
- /// <param name="friendsToFind">Array of friend's names (make sure they are unique).</param>
- /// <returns>If the operation could be sent (requires connection, only one request is allowed at any time). Always false in offline mode.</returns>
- public override bool OpFindFriends(string[] friendsToFind)
- {
- if (this.isFetchingFriendList)
- {
- return false; // fetching friends currently, so don't do it again (avoid changing the list while fetching friends)
- }
- this.friendListRequested = friendsToFind;
- this.isFetchingFriendList = true;
- return base.OpFindFriends(friendsToFind);
- }
- /// <summary>NetworkingPeer.OpCreateGame</summary>
- public bool OpCreateGame(EnterRoomParams enterRoomParams)
- {
- bool onGameServer = this.Server == ServerConnection.GameServer;
- enterRoomParams.OnGameServer = onGameServer;
- enterRoomParams.PlayerProperties = GetLocalActorProperties();
- if (!onGameServer)
- {
- enterRoomParamsCache = enterRoomParams;
- }
- this.lastJoinType = JoinType.CreateRoom;
- return base.OpCreateRoom(enterRoomParams);
- }
- /// <summary>NetworkingPeer.OpJoinRoom</summary>
- public override bool OpJoinRoom(EnterRoomParams opParams)
- {
- bool onGameServer = this.Server == ServerConnection.GameServer;
- opParams.OnGameServer = onGameServer;
- if (!onGameServer)
- {
- this.enterRoomParamsCache = opParams;
- }
- this.lastJoinType = (opParams.CreateIfNotExists) ? JoinType.JoinOrCreateRoom : JoinType.JoinRoom;
- return base.OpJoinRoom(opParams);
- }
- /// <summary>NetworkingPeer.OpJoinRandomRoom</summary>
- /// <remarks>this override just makes sure we have a mRoomToGetInto, even if it's blank (the properties provided in this method are filters. they are not set when we join the game)</remarks>
- public override bool OpJoinRandomRoom(OpJoinRandomRoomParams opJoinRandomRoomParams)
- {
- enterRoomParamsCache = new EnterRoomParams(); // this is used when the client arrives on the GS and joins the room
- enterRoomParamsCache.Lobby = opJoinRandomRoomParams.TypedLobby;
- this.enterRoomParamsCache.ExpectedUsers = opJoinRandomRoomParams.ExpectedUsers;
- this.lastJoinType = JoinType.JoinRandomRoom;
- return base.OpJoinRandomRoom(opJoinRandomRoomParams);
- }
- /// <summary>
- /// Operation Leave will exit any current room.
- /// </summary>
- /// <remarks>
- /// This also happens when you disconnect from the server.
- /// Disconnect might be a step less if you don't want to create a new room on the same server.
- /// </remarks>
- /// <returns></returns>
- public virtual bool OpLeave()
- {
- if (this.State != ClientState.Joined)
- {
- Debug.LogWarning("Not sending leave operation. State is not 'Joined': " + this.State);
- return false;
- }
- return this.OpCustom((byte)OperationCode.Leave, null, true, 0);
- }
- public override bool OpRaiseEvent(byte eventCode, object customEventContent, bool sendReliable, RaiseEventOptions raiseEventOptions)
- {
- if (PhotonNetwork.offlineMode)
- {
- return false;
- }
- return base.OpRaiseEvent(eventCode, customEventContent, sendReliable, raiseEventOptions);
- }
- #endregion
- #region Helpers
- private void ReadoutProperties(Hashtable gameProperties, Hashtable pActorProperties, int targetActorNr)
- {
- // Debug.LogWarning("ReadoutProperties gameProperties: " + gameProperties.ToStringFull() + " pActorProperties: " + pActorProperties.ToStringFull() + " targetActorNr: " + targetActorNr);
- // read per-player properties (or those of one target player) and cache those locally
- if (pActorProperties != null && pActorProperties.Count > 0)
- {
- if (targetActorNr > 0)
- {
- // we have a single entry in the pActorProperties with one
- // user's name
- // targets MUST exist before you set properties
- PhotonPlayer target = this.GetPlayerWithId(targetActorNr);
- if (target != null)
- {
- Hashtable props = this.ReadoutPropertiesForActorNr(pActorProperties, targetActorNr);
- target.InternalCacheProperties(props);
- SendMonoMessage(PhotonNetworkingMessage.OnPhotonPlayerPropertiesChanged, target, props);
- }
- }
- else
- {
- // in this case, we've got a key-value pair per actor (each
- // value is a hashtable with the actor's properties then)
- int actorNr;
- Hashtable props;
- string newName;
- PhotonPlayer target;
- foreach (object key in pActorProperties.Keys)
- {
- actorNr = (int)key;
- props = (Hashtable)pActorProperties[key];
- newName = (string)props[ActorProperties.PlayerName];
- target = this.GetPlayerWithId(actorNr);
- if (target == null)
- {
- target = new PhotonPlayer(false, actorNr, newName);
- this.AddNewPlayer(actorNr, target);
- }
- target.InternalCacheProperties(props);
- SendMonoMessage(PhotonNetworkingMessage.OnPhotonPlayerPropertiesChanged, target, props);
- }
- }
- }
- // read game properties and cache them locally
- if (this.CurrentRoom != null && gameProperties != null)
- {
- this.CurrentRoom.InternalCacheProperties(gameProperties);
- SendMonoMessage(PhotonNetworkingMessage.OnPhotonCustomRoomPropertiesChanged, gameProperties);
- if (PhotonNetwork.automaticallySyncScene)
- {
- this.LoadLevelIfSynced(); // will load new scene if sceneName was changed
- }
- }
- }
- private Hashtable ReadoutPropertiesForActorNr(Hashtable actorProperties, int actorNr)
- {
- if (actorProperties.ContainsKey(actorNr))
- {
- return (Hashtable)actorProperties[actorNr];
- }
- return actorProperties;
- }
- public void ChangeLocalID(int newID)
- {
- if (this.LocalPlayer == null)
- {
- Debug.LogWarning(string.Format("LocalPlayer is null or not in mActors! LocalPlayer: {0} mActors==null: {1} newID: {2}",this.LocalPlayer,this.mActors == null,newID));
- }
- if (this.mActors.ContainsKey(this.LocalPlayer.ID))
- {
- this.mActors.Remove(this.LocalPlayer.ID);
- }
- this.LocalPlayer.InternalChangeLocalID(newID);
- this.mActors[this.LocalPlayer.ID] = this.LocalPlayer;
- this.RebuildPlayerListCopies();
- }
- /// <summary>
- /// Called at disconnect/leavelobby etc. This CAN also be called when we are not in a lobby (e.g. disconnect from room)
- /// </summary>
- /// <remarks>Calls callback method OnLeftLobby if this client was in a lobby initially. Clears the lobby's game lists.</remarks>
- private void LeftLobbyCleanup()
- {
- this.mGameList = new Dictionary<string, RoomInfo>();
- this.mGameListCopy = new RoomInfo[0];
- if (this.insideLobby)
- {
- this.insideLobby = false;
- SendMonoMessage(PhotonNetworkingMessage.OnLeftLobby);
- }
- }
- /// <summary>
- /// Called when "this client" left a room to clean up.
- /// </summary>
- private void LeftRoomCleanup()
- {
- bool wasInRoom = this.CurrentRoom != null;
- // when leaving a room, we clean up depending on that room's settings.
- bool autoCleanupSettingOfRoom = (this.CurrentRoom != null) ? this.CurrentRoom.AutoCleanUp : PhotonNetwork.autoCleanUpPlayerObjects;
- this.hasSwitchedMC = false;
- this.CurrentRoom = null;
- this.mActors = new Dictionary<int, PhotonPlayer>();
- this.mPlayerListCopy = new PhotonPlayer[0];
- this.mOtherPlayerListCopy = new PhotonPlayer[0];
- this.allowedReceivingGroups = new HashSet<byte>();
- this.blockSendingGroups = new HashSet<byte>();
- this.mGameList = new Dictionary<string, RoomInfo>();
- this.mGameListCopy = new RoomInfo[0];
- this.isFetchingFriendList = false;
- this.ChangeLocalID(-1);
- // Cleanup all network objects (all spawned PhotonViews, local and remote)
- if (autoCleanupSettingOfRoom)
- {
- this.LocalCleanupAnythingInstantiated(true);
- PhotonNetwork.manuallyAllocatedViewIds = new List<int>(); // filled and easier to replace completely
- }
- if (wasInRoom)
- {
- SendMonoMessage(PhotonNetworkingMessage.OnLeftRoom);
- }
- }
- /// <summary>
- /// Cleans up anything that was instantiated in-game (not loaded with the scene).
- /// </summary>
- protected internal void LocalCleanupAnythingInstantiated(bool destroyInstantiatedGameObjects)
- {
- if (this.tempInstantiationData.Count > 0)
- {
- Debug.LogWarning("It seems some instantiation is not completed, as instantiation data is used. You should make sure instantiations are paused when calling this method. Cleaning now, despite this.");
- }
- // Destroy GO's (if we should)
- if (destroyInstantiatedGameObjects)
- {
- // Fill list with Instantiated objects
- HashSet<GameObject> instantiatedGos = new HashSet<GameObject>();
- foreach (PhotonView view in this.photonViewList.Values)
- {
- if (view.isRuntimeInstantiated)
- {
- instantiatedGos.Add(view.gameObject); // HashSet keeps each object only once
- }
- }
- foreach (GameObject go in instantiatedGos)
- {
- this.RemoveInstantiatedGO(go, true);
- }
- }
- // photonViewList is cleared of anything instantiated (so scene items are left inside)
- // any other lists can be
- this.tempInstantiationData.Clear(); // should be empty but to be safe we clear (no new list needed)
- PhotonNetwork.lastUsedViewSubId = 0;
- PhotonNetwork.lastUsedViewSubIdStatic = 0;
- }
- private void GameEnteredOnGameServer(OperationResponse operationResponse)
- {
- if (operationResponse.ReturnCode != 0)
- {
- switch (operationResponse.OperationCode)
- {
- case OperationCode.CreateGame:
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- {
- Debug.Log("Create failed on GameServer. Changing back to MasterServer. Msg: " + operationResponse.DebugMessage);
- }
- SendMonoMessage(PhotonNetworkingMessage.OnPhotonCreateRoomFailed, operationResponse.ReturnCode, operationResponse.DebugMessage);
- break;
- case OperationCode.JoinGame:
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- {
- Debug.Log("Join failed on GameServer. Changing back to MasterServer. Msg: " + operationResponse.DebugMessage);
- if (operationResponse.ReturnCode == ErrorCode.GameDoesNotExist)
- {
- Debug.Log("Most likely the game became empty during the switch to GameServer.");
- }
- }
- SendMonoMessage(PhotonNetworkingMessage.OnPhotonJoinRoomFailed, operationResponse.ReturnCode, operationResponse.DebugMessage);
- break;
- case OperationCode.JoinRandomGame:
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- {
- Debug.Log("Join failed on GameServer. Changing back to MasterServer. Msg: " + operationResponse.DebugMessage);
- if (operationResponse.ReturnCode == ErrorCode.GameDoesNotExist)
- {
- Debug.Log("Most likely the game became empty during the switch to GameServer.");
- }
- }
- SendMonoMessage(PhotonNetworkingMessage.OnPhotonRandomJoinFailed, operationResponse.ReturnCode, operationResponse.DebugMessage);
- break;
- }
- this.DisconnectToReconnect();
- return;
- }
- Room current = new Room(this.enterRoomParamsCache.RoomName, null);
- current.IsLocalClientInside = true;
- this.CurrentRoom = current;
- this.State = ClientState.Joined;
- if (operationResponse.Parameters.ContainsKey(ParameterCode.ActorList))
- {
- int[] actorsInRoom = (int[])operationResponse.Parameters[ParameterCode.ActorList];
- this.UpdatedActorList(actorsInRoom);
- }
- // the local player's actor-properties are not returned in join-result. add this player to the list
- int localActorNr = (int)operationResponse[ParameterCode.ActorNr];
- this.ChangeLocalID(localActorNr);
- Hashtable actorProperties = (Hashtable)operationResponse[ParameterCode.PlayerProperties];
- Hashtable gameProperties = (Hashtable)operationResponse[ParameterCode.GameProperties];
- this.ReadoutProperties(gameProperties, actorProperties, 0);
- if (!this.CurrentRoom.serverSideMasterClient) this.CheckMasterClient(-1);
- if (this.mPlayernameHasToBeUpdated)
- {
- this.SendPlayerName();
- }
- switch (operationResponse.OperationCode)
- {
- case OperationCode.CreateGame:
- SendMonoMessage(PhotonNetworkingMessage.OnCreatedRoom);
- break;
- case OperationCode.JoinGame:
- case OperationCode.JoinRandomGame:
- // the mono message for this is sent at another place
- break;
- }
- }
- private void AddNewPlayer(int ID, PhotonPlayer player)
- {
- if (!this.mActors.ContainsKey(ID))
- {
- this.mActors[ID] = player;
- RebuildPlayerListCopies();
- }
- else
- {
- Debug.LogError("Adding player twice: " + ID);
- }
- }
- void RemovePlayer(int ID, PhotonPlayer player)
- {
- this.mActors.Remove(ID);
- if (!player.IsLocal)
- {
- RebuildPlayerListCopies();
- }
- }
- void RebuildPlayerListCopies()
- {
- this.mPlayerListCopy = new PhotonPlayer[this.mActors.Count];
- this.mActors.Values.CopyTo(this.mPlayerListCopy, 0);
- List<PhotonPlayer> otherP = new List<PhotonPlayer>();
- for (int i = 0; i < this.mPlayerListCopy.Length; i++)
- {
- PhotonPlayer player = this.mPlayerListCopy[i];
- if (!player.IsLocal)
- {
- otherP.Add(player);
- }
- }
- this.mOtherPlayerListCopy = otherP.ToArray();
- }
- /// <summary>
- /// Resets the PhotonView "lastOnSerializeDataSent" so that "OnReliable" synched PhotonViews send a complete state to new clients (if the state doesnt change, no messages would be send otherwise!).
- /// Note that due to this reset, ALL other players will receive the full OnSerialize.
- /// </summary>
- private void ResetPhotonViewsOnSerialize()
- {
- foreach (PhotonView photonView in this.photonViewList.Values)
- {
- photonView.lastOnSerializeDataSent = null;
- }
- }
- /// <summary>
- /// Called when the event Leave (of some other player) arrived.
- /// Cleans game objects, views locally. The master will also clean the
- /// </summary>
- /// <param name="actorID">ID of player who left.</param>
- private void HandleEventLeave(int actorID, EventData evLeave)
- {
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- Debug.Log("HandleEventLeave for player ID: " + actorID + " evLeave: " + evLeave.ToStringFull());
- // actorNr is fetched out of event
- PhotonPlayer player = this.GetPlayerWithId(actorID);
- if (player == null)
- {
- Debug.LogError(String.Format("Received event Leave for unknown player ID: {0}", actorID));
- return;
- }
- bool _isAlreadyInactive = player.IsInactive;
- if (evLeave.Parameters.ContainsKey(ParameterCode.IsInactive))
- {
- // player becomes inactive (but might return / is not gone for good)
- player.IsInactive = (bool)evLeave.Parameters[ParameterCode.IsInactive];
- if (player.IsInactive != _isAlreadyInactive)
- {
- SendMonoMessage(PhotonNetworkingMessage.OnPhotonPlayerActivityChanged, player);
- }
- if (player.IsInactive && _isAlreadyInactive)
- {
- Debug.LogWarning("HandleEventLeave for player ID: " + actorID + " isInactive: " + player.IsInactive + ". Stopping handling if inactive.");
- return;
- }
- }
- // having a new master before calling destroy for the leaving player is important!
- // so we elect a new masterclient and ignore the leaving player (who is still in playerlists).
- // note: there is/was a server-side-error which sent 0 as new master instead of skipping the key/value. below is a check for 0 due to that
- if (evLeave.Parameters.ContainsKey(ParameterCode.MasterClientId))
- {
- int newMaster = (int) evLeave[ParameterCode.MasterClientId];
- if (newMaster != 0)
- {
- this.mMasterClientId = (int)evLeave[ParameterCode.MasterClientId];
- this.UpdateMasterClient();
- }
- }
- else if (!this.CurrentRoom.serverSideMasterClient)
- {
- this.CheckMasterClient(actorID);
- }
- // we let the player up if inactive but if we were already inactive, then we have to actually remove the player properly.
- if (player.IsInactive && !_isAlreadyInactive)
- {
- return;
- }
- // destroy objects & buffered messages
- if (this.CurrentRoom != null && this.CurrentRoom.AutoCleanUp)
- {
- this.DestroyPlayerObjects(actorID, true);
- }
- RemovePlayer(actorID, player);
- // finally, send notification (the playerList and masterclient are now updated)
- SendMonoMessage(PhotonNetworkingMessage.OnPhotonPlayerDisconnected, player);
- }
- /// <summary>Picks the new master client from player list, if the current Master is leaving (leavingPlayerId) or if no master was assigned so far.</summary>
- /// <param name="leavingPlayerId">
- /// The ignored player is the one who's leaving and should not become master (again). Pass -1 to select any player from the list.
- /// </param>
- private void CheckMasterClient(int leavingPlayerId)
- {
- bool currentMasterIsLeaving = this.mMasterClientId == leavingPlayerId;
- bool someoneIsLeaving = leavingPlayerId > 0;
- // return early if SOME player (leavingId > 0) is leaving AND it's NOT the current master
- if (someoneIsLeaving && !currentMasterIsLeaving)
- {
- return;
- }
- // picking the player with lowest ID (longest in game).
- int lowestActorNumber;
- if (this.mActors.Count <= 1)
- {
- lowestActorNumber = this.LocalPlayer.ID;
- }
- else
- {
- // keys in mActors are their actorNumbers
- lowestActorNumber = Int32.MaxValue;
- foreach (int key in this.mActors.Keys)
- {
- if (key < lowestActorNumber && key != leavingPlayerId)
- {
- lowestActorNumber = key;
- }
- }
- }
- this.mMasterClientId = lowestActorNumber;
- // callback ONLY when the current master left
- if (someoneIsLeaving)
- {
- SendMonoMessage(PhotonNetworkingMessage.OnMasterClientSwitched, this.GetPlayerWithId(lowestActorNumber));
- }
- }
- /// <summary>Call when the server provides a MasterClientId (due to joining or the current MC leaving, etc).</summary>
- internal protected void UpdateMasterClient()
- {
- SendMonoMessage(PhotonNetworkingMessage.OnMasterClientSwitched, PhotonNetwork.masterClient);
- }
- private static int ReturnLowestPlayerId(PhotonPlayer[] players, int playerIdToIgnore)
- {
- if (players == null || players.Length == 0)
- {
- return -1;
- }
- int lowestActorNumber = Int32.MaxValue;
- for (int i = 0; i < players.Length; i++)
- {
- PhotonPlayer photonPlayer = players[i];
- if (photonPlayer.ID == playerIdToIgnore)
- {
- continue;
- }
- if (photonPlayer.ID < lowestActorNumber)
- {
- lowestActorNumber = photonPlayer.ID;
- }
- }
- return lowestActorNumber;
- }
- /// <summary>Fake-sets a new Master Client for this room via RaiseEvent.</summary>
- /// <remarks>Does not affect RaiseEvent with target MasterClient but RPC().</remarks>
- internal protected bool SetMasterClient(int playerId, bool sync)
- {
- bool masterReplaced = this.mMasterClientId != playerId;
- if (!masterReplaced || !this.mActors.ContainsKey(playerId))
- {
- return false;
- }
- if (sync)
- {
- bool sent = this.OpRaiseEvent(PunEvent.AssignMaster, new Hashtable() { { (byte)1, playerId } }, true, null);
- if (!sent)
- {
- return false;
- }
- }
- this.hasSwitchedMC = true;
- this.CurrentRoom.MasterClientId = playerId;
- SendMonoMessage(PhotonNetworkingMessage.OnMasterClientSwitched, this.GetPlayerWithId(playerId)); // we only callback when an actual change is done
- return true;
- }
- /// <summary>Uses a well-known property to set someone new as Master Client in room (requires "Server Side Master Client" feature).</summary>
- public bool SetMasterClient(int nextMasterId)
- {
- Hashtable newProps = new Hashtable() { { GamePropertyKey.MasterClientId, nextMasterId } };
- Hashtable prevProps = new Hashtable() { { GamePropertyKey.MasterClientId, this.mMasterClientId } };
- return this.OpSetPropertiesOfRoom(newProps, expectedProperties: prevProps, webForward: false);
- }
- protected internal PhotonPlayer GetPlayerWithId(int number)
- {
- if (this.mActors == null) return null;
- PhotonPlayer player = null;
- this.mActors.TryGetValue(number, out player);
- return player;
- }
- private void SendPlayerName()
- {
- if (this.State == ClientState.Joining)
- {
- // this means, the join on the gameServer is sent (with an outdated name). send the new when in game
- this.mPlayernameHasToBeUpdated = true;
- return;
- }
- if (this.LocalPlayer != null)
- {
- this.LocalPlayer.NickName = this.PlayerName;
- Hashtable properties = new Hashtable();
- properties[ActorProperties.PlayerName] = this.PlayerName;
- if (this.LocalPlayer.ID > 0)
- {
- this.OpSetPropertiesOfActor(this.LocalPlayer.ID, properties, null);
- this.mPlayernameHasToBeUpdated = false;
- }
- }
- }
- private Hashtable GetLocalActorProperties()
- {
- if (PhotonNetwork.player != null)
- {
- return PhotonNetwork.player.AllProperties;
- }
- Hashtable actorProperties = new Hashtable();
- actorProperties[ActorProperties.PlayerName] = this.PlayerName;
- return actorProperties;
- }
- #endregion
- #region Implementation of IPhotonPeerListener
- public void DebugReturn(DebugLevel level, string message)
- {
- if (level == DebugLevel.ERROR)
- {
- Debug.LogError(message);
- }
- else if (level == DebugLevel.WARNING)
- {
- Debug.LogWarning(message);
- }
- else if (level == DebugLevel.INFO && PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- {
- Debug.Log(message);
- }
- else if (level == DebugLevel.ALL && PhotonNetwork.logLevel == PhotonLogLevel.Full)
- {
- Debug.Log(message);
- }
- }
- public void OnOperationResponse(OperationResponse operationResponse)
- {
- if (PhotonNetwork.networkingPeer.State == ClientState.Disconnecting)
- {
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- {
- Debug.Log("OperationResponse ignored while disconnecting. Code: " + operationResponse.OperationCode);
- }
- return;
- }
- // extra logging for error debugging (helping developers with a bit of automated analysis)
- if (operationResponse.ReturnCode == 0)
- {
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- Debug.Log(operationResponse.ToString());
- }
- else
- {
- if (operationResponse.ReturnCode == ErrorCode.OperationNotAllowedInCurrentState)
- {
- Debug.LogError("Operation " + operationResponse.OperationCode + " could not be executed (yet). Wait for state JoinedLobby or ConnectedToMaster and their callbacks before calling operations. WebRPCs need a server-side configuration. Enum OperationCode helps identify the operation.");
- }
- else if (operationResponse.ReturnCode == ErrorCode.PluginReportedError)
- {
- Debug.LogError("Operation " + operationResponse.OperationCode + " failed in a server-side plugin. Check the configuration in the Dashboard. Message from server-plugin: " + operationResponse.DebugMessage);
- }
- else if (operationResponse.ReturnCode == ErrorCode.NoRandomMatchFound)
- {
- Debug.LogWarning("Operation failed: " + operationResponse.ToStringFull());
- }
- else
- {
- Debug.LogError("Operation failed: " + operationResponse.ToStringFull() + " Server: " + this.Server);
- }
- }
- // use the "secret" or "token" whenever we get it. doesn't really matter if it's in AuthResponse.
- if (operationResponse.Parameters.ContainsKey(ParameterCode.Secret))
- {
- if (this.AuthValues == null)
- {
- this.AuthValues = new AuthenticationValues();
- // this.DebugReturn(DebugLevel.ERROR, "Server returned secret. Created AuthValues.");
- }
- this.AuthValues.Token = operationResponse[ParameterCode.Secret] as string;
- this.tokenCache = this.AuthValues.Token;
- }
- switch (operationResponse.OperationCode)
- {
- case OperationCode.Authenticate:
- case OperationCode.AuthenticateOnce:
- {
- // ClientState oldState = this.State;
- if (operationResponse.ReturnCode != 0)
- {
- if (operationResponse.ReturnCode == ErrorCode.InvalidOperation)
- {
- Debug.LogError(string.Format("If you host Photon yourself, make sure to start the 'Instance LoadBalancing' "+ this.ServerAddress));
- }
- else if (operationResponse.ReturnCode == ErrorCode.InvalidAuthentication)
- {
- Debug.LogError(string.Format("The appId this client sent is unknown on the server (Cloud). Check settings. If using the Cloud, check account."));
- SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, DisconnectCause.InvalidAuthentication);
- }
- else if (operationResponse.ReturnCode == ErrorCode.CustomAuthenticationFailed)
- {
- Debug.LogError(string.Format("Custom Authentication failed (either due to user-input or configuration or AuthParameter string format). Calling: OnCustomAuthenticationFailed()"));
- SendMonoMessage(PhotonNetworkingMessage.OnCustomAuthenticationFailed, operationResponse.DebugMessage);
- }
- else
- {
- Debug.LogError(string.Format("Authentication failed: '{0}' Code: {1}", operationResponse.DebugMessage, operationResponse.ReturnCode));
- }
- this.State = ClientState.Disconnecting;
- this.Disconnect();
- if (operationResponse.ReturnCode == ErrorCode.MaxCcuReached)
- {
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- Debug.LogWarning(string.Format("Currently, the limit of users is reached for this title. Try again later. Disconnecting"));
- SendMonoMessage(PhotonNetworkingMessage.OnPhotonMaxCccuReached);
- SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, DisconnectCause.MaxCcuReached);
- }
- else if (operationResponse.ReturnCode == ErrorCode.InvalidRegion)
- {
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- Debug.LogError(string.Format("The used master server address is not available with the subscription currently used. Got to Photon Cloud Dashboard or change URL. Disconnecting."));
- SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, DisconnectCause.InvalidRegion);
- }
- else if (operationResponse.ReturnCode == ErrorCode.AuthenticationTicketExpired)
- {
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- Debug.LogError(string.Format("The authentication ticket expired. You need to connect (and authenticate) again. Disconnecting."));
- SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, DisconnectCause.AuthenticationTicketExpired);
- }
- break;
- }
- else
- {
- // successful connect/auth. depending on the used server, do next steps:
- if (this.Server == ServerConnection.NameServer || this.Server == ServerConnection.MasterServer)
- {
- if (operationResponse.Parameters.ContainsKey(ParameterCode.UserId))
- {
- string incomingId = (string)operationResponse.Parameters[ParameterCode.UserId];
- if (!string.IsNullOrEmpty(incomingId))
- {
- if (this.AuthValues == null)
- {
- this.AuthValues = new AuthenticationValues();
- }
- this.AuthValues.UserId = incomingId;
- PhotonNetwork.player.UserId = incomingId;
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- {
- this.DebugReturn(DebugLevel.INFO, string.Format("Received your UserID from server. Updating local value to: {0}", incomingId));
- }
- }
- }
- if (operationResponse.Parameters.ContainsKey(ParameterCode.NickName))
- {
- this.PlayerName = (string)operationResponse.Parameters[ParameterCode.NickName];
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- {
- this.DebugReturn(DebugLevel.INFO, string.Format("Received your NickName from server. Updating local value to: {0}", this.playername));
- }
- }
- if (operationResponse.Parameters.ContainsKey(ParameterCode.EncryptionData))
- {
- this.SetupEncryption((Dictionary<byte, object>)operationResponse.Parameters[ParameterCode.EncryptionData]);
- }
- }
- if (this.Server == ServerConnection.NameServer)
- {
- // on the NameServer, authenticate returns the MasterServer address for a region and we hop off to there
- this.MasterServerAddress = operationResponse[ParameterCode.Address] as string;
- this.DisconnectToReconnect();
- }
- else if (this.Server == ServerConnection.MasterServer)
- {
- if (this.AuthMode != AuthModeOption.Auth)
- {
- this.OpSettings(this.requestLobbyStatistics);
- }
- if (PhotonNetwork.autoJoinLobby)
- {
- this.State = ClientState.Authenticated;
- this.OpJoinLobby(this.lobby);
- }
- else
- {
- this.State = ClientState.ConnectedToMaster;
- SendMonoMessage(PhotonNetworkingMessage.OnConnectedToMaster);
- }
- }
- else if (this.Server == ServerConnection.GameServer)
- {
- this.State = ClientState.Joining;
- this.enterRoomParamsCache.PlayerProperties = GetLocalActorProperties();
- this.enterRoomParamsCache.OnGameServer = true;
- if (this.lastJoinType == JoinType.JoinRoom || this.lastJoinType == JoinType.JoinRandomRoom || this.lastJoinType == JoinType.JoinOrCreateRoom)
- {
- // if we just "join" the game, do so. if we wanted to "create the room on demand", we have to send this to the game server as well.
- this.OpJoinRoom(this.enterRoomParamsCache);
- }
- else if (this.lastJoinType == JoinType.CreateRoom)
- {
- this.OpCreateGame(this.enterRoomParamsCache);
- }
- }
- if (operationResponse.Parameters.ContainsKey(ParameterCode.Data))
- {
- // optionally, OpAuth may return some data for the client to use. if it's available, call OnCustomAuthenticationResponse
- Dictionary<string, object> data = (Dictionary<string, object>)operationResponse.Parameters[ParameterCode.Data];
- if (data != null)
- {
- SendMonoMessage(PhotonNetworkingMessage.OnCustomAuthenticationResponse, data);
- }
- }
- }
- break;
- }
- case OperationCode.GetRegions:
- // Debug.Log("GetRegions returned: " + operationResponse.ToStringFull());
- if (operationResponse.ReturnCode == ErrorCode.InvalidAuthentication)
- {
- Debug.LogError(string.Format("The appId this client sent is unknown on the server (Cloud). Check settings. If using the Cloud, check account."));
- SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, DisconnectCause.InvalidAuthentication);
- this.State = ClientState.Disconnecting;
- this.Disconnect();
- break;
- }
- if (operationResponse.ReturnCode != ErrorCode.Ok)
- {
- Debug.LogError("GetRegions failed. Can't provide regions list. Error: " + operationResponse.ReturnCode + ": " + operationResponse.DebugMessage);
- break;
- }
- string[] regions = operationResponse[ParameterCode.Region] as string[];
- string[] servers = operationResponse[ParameterCode.Address] as string[];
- if (regions == null || servers == null || regions.Length != servers.Length)
- {
- Debug.LogError("The region arrays from Name Server are not ok. Must be non-null and same length. " + (regions ==null)+ " " + (servers==null) + "\n"+operationResponse.ToStringFull());
- break;
- }
- this.AvailableRegions = new List<Region>(regions.Length);
- for (int i = 0; i < regions.Length; i++)
- {
- string regionCodeString = regions[i];
- if (string.IsNullOrEmpty(regionCodeString))
- {
- continue;
- }
- regionCodeString = regionCodeString.ToLower();
- CloudRegionCode code = Region.Parse(regionCodeString);
- // check if enabled (or ignored by PhotonServerSettings.EnabledRegions)
- bool enabledRegion = true;
- if (PhotonNetwork.PhotonServerSettings.HostType == ServerSettings.HostingOption.BestRegion && PhotonNetwork.PhotonServerSettings.EnabledRegions != 0)
- {
- CloudRegionFlag flag = Region.ParseFlag(code);
- enabledRegion = ((PhotonNetwork.PhotonServerSettings.EnabledRegions & flag) != 0);
- if (!enabledRegion && PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- {
- Debug.Log("Skipping region because it's not in PhotonServerSettings.EnabledRegions: " + code);
- }
- }
- if (enabledRegion)
- {
- this.AvailableRegions.Add(new Region(code, regionCodeString, servers[i]));
- }
- }
- // PUN assumes you fetch the name-server's list of regions to ping them
- if (PhotonNetwork.PhotonServerSettings.HostType == ServerSettings.HostingOption.BestRegion)
- {
- PhotonHandler.PingAvailableRegionsAndConnectToBest();
- }
- break;
- case OperationCode.CreateGame:
- {
- if (this.Server == ServerConnection.GameServer)
- {
- this.GameEnteredOnGameServer(operationResponse);
- }
- else
- {
- if (operationResponse.ReturnCode != 0)
- {
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- Debug.LogWarning(string.Format("CreateRoom failed, client stays on masterserver: {0}.", operationResponse.ToStringFull()));
- this.State = (this.insideLobby) ? ClientState.JoinedLobby : ClientState.ConnectedToMaster;
- SendMonoMessage(PhotonNetworkingMessage.OnPhotonCreateRoomFailed, operationResponse.ReturnCode, operationResponse.DebugMessage);
- break;
- }
- string gameID = (string) operationResponse[ParameterCode.RoomName];
- if (!string.IsNullOrEmpty(gameID))
- {
- // is only sent by the server's response, if it has not been
- // sent with the client's request before!
- this.enterRoomParamsCache.RoomName = gameID;
- }
- this.GameServerAddress = (string)operationResponse[ParameterCode.Address];
- this.DisconnectToReconnect();
- }
- break;
- }
- case OperationCode.JoinGame:
- {
- if (this.Server != ServerConnection.GameServer)
- {
- if (operationResponse.ReturnCode != 0)
- {
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- Debug.Log(string.Format("JoinRoom failed (room maybe closed by now). Client stays on masterserver: {0}. State: {1}", operationResponse.ToStringFull(), this.State));
- SendMonoMessage(PhotonNetworkingMessage.OnPhotonJoinRoomFailed, operationResponse.ReturnCode, operationResponse.DebugMessage);
- break;
- }
- this.GameServerAddress = (string)operationResponse[ParameterCode.Address];
- this.DisconnectToReconnect();
- }
- else
- {
- this.GameEnteredOnGameServer(operationResponse);
- }
- break;
- }
- case OperationCode.JoinRandomGame:
- {
- // happens only on master. on gameserver, this is a regular join (we don't need to find a random game again)
- // the operation OpJoinRandom either fails (with returncode 8) or returns game-to-join information
- if (operationResponse.ReturnCode != 0)
- {
- if (operationResponse.ReturnCode == ErrorCode.NoRandomMatchFound)
- {
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
- Debug.Log("JoinRandom failed: No open game. Calling: OnPhotonRandomJoinFailed() and staying on master server.");
- }
- else if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- {
- Debug.LogWarning(string.Format("JoinRandom failed: {0}.", operationResponse.ToStringFull()));
- }
- SendMonoMessage(PhotonNetworkingMessage.OnPhotonRandomJoinFailed, operationResponse.ReturnCode, operationResponse.DebugMessage);
- break;
- }
- string roomName = (string)operationResponse[ParameterCode.RoomName];
- this.enterRoomParamsCache.RoomName = roomName;
- this.GameServerAddress = (string)operationResponse[ParameterCode.Address];
- this.DisconnectToReconnect();
- break;
- }
- case OperationCode.GetGameList:
- if (operationResponse.ReturnCode != 0)
- {
- this.DebugReturn(DebugLevel.ERROR, "GetGameList failed: " + operationResponse.ToStringFull());
- break;
- }
- this.mGameList = new Dictionary<string, RoomInfo>();
- Hashtable games = (Hashtable)operationResponse[ParameterCode.GameList];
- foreach (var gameKey in games.Keys)
- {
- string gameName = (string)gameKey;
- this.mGameList[gameName] = new RoomInfo(gameName, (Hashtable)games[gameKey]);
- }
- mGameListCopy = new RoomInfo[mGameList.Count];
- mGameList.Values.CopyTo(mGameListCopy, 0);
- SendMonoMessage(PhotonNetworkingMessage.OnReceivedRoomListUpdate);
- break;
- case OperationCode.JoinLobby:
- this.State = ClientState.JoinedLobby;
- this.insideLobby = true;
- SendMonoMessage(PhotonNetworkingMessage.OnJoinedLobby);
- // this.mListener.joinLobbyReturn();
- break;
- case OperationCode.LeaveLobby:
- this.State = ClientState.Authenticated;
- this.LeftLobbyCleanup(); // will set insideLobby = false
- break;
- case OperationCode.Leave:
- this.DisconnectToReconnect();
- break;
- case OperationCode.SetProperties:
- // this.mListener.setPropertiesReturn(returnCode, debugMsg);
- break;
- case OperationCode.GetProperties:
- {
- Hashtable actorProperties = (Hashtable)operationResponse[ParameterCode.PlayerProperties];
- Hashtable gameProperties = (Hashtable)operationResponse[ParameterCode.GameProperties];
- this.ReadoutProperties(gameProperties, actorProperties, 0);
- // RemoveByteTypedPropertyKeys(actorProperties, false);
- // RemoveByteTypedPropertyKeys(gameProperties, false);
- // this.mListener.getPropertiesReturn(gameProperties, actorProperties, returnCode, debugMsg);
- break;
- }
- case OperationCode.RaiseEvent:
- // this usually doesn't give us a result. only if the caching is affected the server will send one.
- break;
- case OperationCode.FindFriends:
- bool[] onlineList = operationResponse[ParameterCode.FindFriendsResponseOnlineList] as bool[];
- string[] roomList = operationResponse[ParameterCode.FindFriendsResponseRoomIdList] as string[];
- if (onlineList != null && roomList != null && this.friendListRequested != null && onlineList.Length == this.friendListRequested.Length)
- {
- List<FriendInfo> friendList = new List<FriendInfo>(this.friendListRequested.Length);
- for (int index = 0; index < this.friendListRequested.Length; index++)
- {
- FriendInfo friend = new FriendInfo();
- friend.Name = this.friendListRequested[index];
- friend.Room = roomList[index];
- friend.IsOnline = onlineList[index];
- friendList.Insert(index, friend);
- }
- PhotonNetwork.Friends = friendList;
- }
- else
- {
- // any of the lists is null and shouldn't. print a error
- Debug.LogError("FindFriends failed to apply the result, as a required value wasn't provided or the friend list length differed from result.");
- }
- this.friendListRequested = null;
- this.isFetchingFriendList = false;
- this.friendListTimestamp = Environment.TickCount;
- if (this.friendListTimestamp == 0)
- {
- this.friendListTimestamp = 1; // makes sure the timestamp is not accidentally 0
- }
- SendMonoMessage(PhotonNetworkingMessage.OnUpdatedFriendList);
- break;
- case OperationCode.WebRpc:
- SendMonoMessage(PhotonNetworkingMessage.OnWebRpcResponse, operationResponse);
- break;
- default:
- Debug.LogWarning(string.Format("OperationResponse unhandled: {0}", operationResponse.ToString()));
- break;
- }
- //this.externalListener.OnOperationResponse(operationResponse);
- }
- public void OnStatusChanged(StatusCode statusCode)
- {
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- Debug.Log(string.Format("OnStatusChanged: {0} current State: {1}", statusCode.ToString(), this.State));
- switch (statusCode)
- {
- case StatusCode.Connect:
- if (this.State == ClientState.ConnectingToNameServer)
- {
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
- Debug.Log("Connected to NameServer.");
- this.Server = ServerConnection.NameServer;
- if (this.AuthValues != null)
- {
- this.AuthValues.Token = null; // when connecting to NameServer, invalidate any auth values
- }
- }
- if (this.State == ClientState.ConnectingToGameserver)
- {
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
- Debug.Log("Connected to gameserver.");
- this.Server = ServerConnection.GameServer;
- this.State = ClientState.ConnectedToGameserver;
- }
- if (this.State == ClientState.ConnectingToMasterserver)
- {
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
- Debug.Log("Connected to masterserver.");
- this.Server = ServerConnection.MasterServer;
- this.State = ClientState.Authenticating; // photon v4 always requires OpAuthenticate. even self-hosted Photon Server
- if (this.IsInitialConnect)
- {
- this.IsInitialConnect = false; // after handling potential initial-connect issues with special messages, we are now sure we can reach a server
- SendMonoMessage(PhotonNetworkingMessage.OnConnectedToPhoton);
- }
- }
- if (this.TransportProtocol != ConnectionProtocol.WebSocketSecure)
- {
- if (this.Server == ServerConnection.NameServer || this.AuthMode == AuthModeOption.Auth)
- {
- this.EstablishEncryption();
- }
- }
- else
- {
- if (DebugOut == DebugLevel.INFO)
- {
- Debug.Log("Skipping EstablishEncryption. Protocol is secure.");
- }
- goto case StatusCode.EncryptionEstablished;
- }
- break;
- case StatusCode.EncryptionEstablished:
- // reset flags
- _isReconnecting = false;
- // on nameserver, the "process" is stopped here, so the developer/game can either get regions or authenticate with a specific region
- if (this.Server == ServerConnection.NameServer)
- {
- this.State = ClientState.ConnectedToNameServer;
- if (!this.didAuthenticate && this.CloudRegion == CloudRegionCode.none)
- {
- // this client is not setup to connect to a default region. find out which regions there are!
- this.OpGetRegions(this.AppId);
- }
- }
- if (this.Server != ServerConnection.NameServer && (this.AuthMode == AuthModeOption.AuthOnce || this.AuthMode == AuthModeOption.AuthOnceWss))
- {
- // AuthMode "Once" means we only authenticate on the NameServer
- Debug.Log("didAuthenticate " + didAuthenticate + " AuthMode "+ AuthMode);
- break;
- }
- // we might need to authenticate automatically now, so the client can do anything at all
- if (!this.didAuthenticate && (!this.IsUsingNameServer || this.CloudRegion != CloudRegionCode.none))
- {
- this.didAuthenticate = this.CallAuthenticate();
- if (this.didAuthenticate)
- {
- this.State = ClientState.Authenticating;
- }
- }
- break;
- case StatusCode.EncryptionFailedToEstablish:
- Debug.LogError("Encryption wasn't established: " + statusCode + ". Going to authenticate anyways.");
- AuthenticationValues authV = this.AuthValues ?? new AuthenticationValues() { UserId = this.PlayerName };
- this.OpAuthenticate(this.AppId, this.AppVersion, authV, this.CloudRegion.ToString(), this.requestLobbyStatistics); // TODO: check if there are alternatives
- break;
- case StatusCode.Disconnect:
- this.didAuthenticate = false;
- this.isFetchingFriendList = false;
- if (this.Server == ServerConnection.GameServer) this.LeftRoomCleanup();
- if (this.Server == ServerConnection.MasterServer) this.LeftLobbyCleanup();
- if (this.State == ClientState.DisconnectingFromMasterserver)
- {
- if (this.Connect(this.GameServerAddress, ServerConnection.GameServer))
- {
- this.State = ClientState.ConnectingToGameserver;
- }
- }
- else if (this.State == ClientState.DisconnectingFromGameserver || this.State == ClientState.DisconnectingFromNameServer)
- {
- this.SetupProtocol(ServerConnection.MasterServer);
- if (this.Connect(this.MasterServerAddress, ServerConnection.MasterServer))
- {
- this.State = ClientState.ConnectingToMasterserver;
- }
- }
- else
- {
- if (_isReconnecting)
- {
- return;
- }
- if (this.AuthValues != null)
- {
- this.AuthValues.Token = null; // invalidate any custom auth secrets
- }
- this.IsInitialConnect = false; // not "connecting" anymore
- this.State = ClientState.PeerCreated; // if we set another state here, we could keep clients from connecting in OnDisconnectedFromPhoton right here.
- SendMonoMessage(PhotonNetworkingMessage.OnDisconnectedFromPhoton);
- }
- break;
- case StatusCode.ExceptionOnConnect:
- case StatusCode.SecurityExceptionOnConnect:
- this.IsInitialConnect = false;
- this.State = ClientState.PeerCreated;
- if (this.AuthValues != null)
- {
- this.AuthValues.Token = null; // invalidate any custom auth secrets
- }
- DisconnectCause cause = (DisconnectCause)statusCode;
- SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, cause);
- break;
- case StatusCode.Exception:
- if (this.IsInitialConnect)
- {
- Debug.LogError("Exception while connecting to: " + this.ServerAddress + ". Check if the server is available.");
- if (this.ServerAddress == null || this.ServerAddress.StartsWith("127.0.0.1"))
- {
- Debug.LogWarning("The server address is 127.0.0.1 (localhost): Make sure the server is running on this machine. Android and iOS emulators have their own localhost.");
- if (this.ServerAddress == this.GameServerAddress)
- {
- Debug.LogWarning("This might be a misconfiguration in the game server config. You need to edit it to a (public) address.");
- }
- }
- this.State = ClientState.PeerCreated;
- cause = (DisconnectCause)statusCode;
- this.IsInitialConnect = false;
- SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, cause);
- }
- else
- {
- this.State = ClientState.PeerCreated;
- cause = (DisconnectCause)statusCode;
- SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, cause);
- }
- this.Disconnect();
- break;
- case StatusCode.TimeoutDisconnect:
- if (this.IsInitialConnect)
- {
- // UNITY_IOS || UNITY_EDITOR
- #if FALSE
- if (this.UsedProtocol == ConnectionProtocol.Udp)
- {
- Debug.LogWarning("UDP Connection timed out, Reconnecting using TCP");
- PhotonNetwork.PhotonServerSettings.Protocol = ConnectionProtocol.Tcp;
- // replace port in cached address:
- // This is limited... The Photon ServerSettings only has one field for serverPort,
- // so we can't know if the TCP port would have had a different port on a custom server
- if (this.cachedServerAddress.Contains(":"))
- {
- this.cachedServerAddress = this.cachedServerAddress.Split(':')[0];
- this.cachedServerAddress += ":4530";
- }
- this.Reconnect();
- return;
- }
- #endif
- if (!_isReconnecting)
- {
- Debug.LogWarning(statusCode + " while connecting to: " + this.ServerAddress + ". Check if the server is available.");
- this.IsInitialConnect = false;
- cause = (DisconnectCause)statusCode;
- SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, cause);
- }
- }
- else
- {
- cause = (DisconnectCause)statusCode;
- SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, cause);
- }
- if (this.AuthValues != null)
- {
- this.AuthValues.Token = null; // invalidate any custom auth secrets
- }
- /* JF: we need this when reconnecting and joining.
- if (this.ServerAddress.Equals(this.GameServerAddress))
- {
- this.GameServerAddress = null;
- }
- if (this.ServerAddress.Equals(this.MasterServerAddress))
- {
- this.ServerAddress = null;
- }
- */
- this.Disconnect();
- break;
- case StatusCode.ExceptionOnReceive:
- case StatusCode.DisconnectByServer:
- case StatusCode.DisconnectByServerLogic:
- case StatusCode.DisconnectByServerUserLimit:
- if (this.IsInitialConnect)
- {
- Debug.LogWarning(statusCode + " while connecting to: " + this.ServerAddress + ". Check if the server is available.");
- this.IsInitialConnect = false;
- cause = (DisconnectCause)statusCode;
- SendMonoMessage(PhotonNetworkingMessage.OnFailedToConnectToPhoton, cause);
- }
- else
- {
- cause = (DisconnectCause)statusCode;
- SendMonoMessage(PhotonNetworkingMessage.OnConnectionFail, cause);
- }
- if (this.AuthValues != null)
- {
- this.AuthValues.Token = null; // invalidate any custom auth secrets
- }
- this.Disconnect();
- break;
- case StatusCode.SendError:
- // this.mListener.clientErrorReturn(statusCode);
- break;
- //case StatusCode.QueueOutgoingReliableWarning:
- //case StatusCode.QueueOutgoingUnreliableWarning:
- //case StatusCode.QueueOutgoingAcksWarning:
- //case StatusCode.QueueSentWarning:
- // // this.mListener.warningReturn(statusCode);
- // break;
- //case StatusCode.QueueIncomingReliableWarning:
- //case StatusCode.QueueIncomingUnreliableWarning:
- // Debug.Log(statusCode + ". This client buffers many incoming messages. This is OK temporarily. With lots of these warnings, check if you send too much or execute messages too slow. " + (PhotonNetwork.isMessageQueueRunning? "":"Your isMessageQueueRunning is false. This can cause the issue temporarily.") );
- // break;
- // // TCP "routing" is an option of Photon that's not currently needed (or supported) by PUN
- //case StatusCode.TcpRouterResponseOk:
- // break;
- //case StatusCode.TcpRouterResponseEndpointUnknown:
- //case StatusCode.TcpRouterResponseNodeIdUnknown:
- //case StatusCode.TcpRouterResponseNodeNotReady:
- // this.DebugReturn(DebugLevel.ERROR, "Unexpected router response: " + statusCode);
- // break;
- default:
- // this.mListener.serverErrorReturn(statusCode.value());
- Debug.LogError("Received unknown status code: " + statusCode);
- break;
- }
- //this.externalListener.OnStatusChanged(statusCode);
- }
- public void OnEvent(EventData photonEvent)
- {
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- Debug.Log(string.Format("OnEvent: {0}", photonEvent.ToString()));
- int actorNr = -1;
- PhotonPlayer originatingPlayer = null;
- if (photonEvent.Parameters.ContainsKey(ParameterCode.ActorNr))
- {
- actorNr = (int)photonEvent[ParameterCode.ActorNr];
- originatingPlayer = this.GetPlayerWithId(actorNr);
- //else
- //{
- // // the actor sending this event is not in actorlist. this is usually no problem
- // if (photonEvent.Code != (byte)LiteOpCode.Join)
- // {
- // Debug.LogWarning("Received event, but we do not have this actor: " + actorNr);
- // }
- //}
- }
- switch (photonEvent.Code)
- {
- case PunEvent.OwnershipRequest:
- {
- int[] requestValues = (int[]) photonEvent.Parameters[ParameterCode.CustomEventContent];
- int requestedViewId = requestValues[0];
- int currentOwner = requestValues[1];
- PhotonView requestedView = PhotonView.Find(requestedViewId);
- if (requestedView == null)
- {
- Debug.LogWarning("Can't find PhotonView of incoming OwnershipRequest. ViewId not found: " + requestedViewId);
- break;
- }
- if (PhotonNetwork.logLevel == PhotonLogLevel.Informational)
- Debug.Log("Ev OwnershipRequest " + requestedView.ownershipTransfer + ". ActorNr: " + actorNr + " takes from: " + currentOwner + ". local RequestedView.ownerId: " + requestedView.ownerId + " isOwnerActive: " + requestedView.isOwnerActive + ". MasterClient: " + this.mMasterClientId + ". This client's player: " + PhotonNetwork.player.ToStringFull());
- switch (requestedView.ownershipTransfer)
- {
- case OwnershipOption.Fixed:
- Debug.LogWarning("Ownership mode == fixed. Ignoring request.");
- break;
- case OwnershipOption.Takeover:
- if (currentOwner == requestedView.ownerId || (currentOwner == 0 && requestedView.ownerId == this.mMasterClientId) || requestedView.ownerId == 0)
- {
- // a takeover is successful automatically, if taken from current owner
- requestedView.OwnerShipWasTransfered = true;
- int _oldOwnerId = requestedView.ownerId;
- PhotonPlayer _oldOwner = this.GetPlayerWithId(_oldOwnerId);
- requestedView.ownerId = actorNr;
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- {
- Debug.LogWarning(requestedView + " ownership transfered to: "+ actorNr);
- }
- SendMonoMessage(PhotonNetworkingMessage.OnOwnershipTransfered, new object[] {requestedView, originatingPlayer,_oldOwner});
- }
- break;
- case OwnershipOption.Request:
- if (currentOwner == PhotonNetwork.player.ID || PhotonNetwork.player.IsMasterClient)
- {
- if ((requestedView.ownerId == PhotonNetwork.player.ID) || (PhotonNetwork.player.IsMasterClient && !requestedView.isOwnerActive))
- {
- SendMonoMessage(PhotonNetworkingMessage.OnOwnershipRequest, new object[] {requestedView, originatingPlayer});
- }
- }
- break;
- default:
- break;
- }
- }
- break;
- case PunEvent.OwnershipTransfer:
- {
- int[] transferViewToUserID = (int[]) photonEvent.Parameters[ParameterCode.CustomEventContent];
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- {
- Debug.Log("Ev OwnershipTransfer. ViewID " + transferViewToUserID[0] + " to: " + transferViewToUserID[1] + " Time: " + Environment.TickCount%1000);
- }
- int requestedViewId = transferViewToUserID[0];
- int newOwnerId = transferViewToUserID[1];
- PhotonView pv = PhotonView.Find(requestedViewId);
- if (pv != null)
- {
- int _oldOwnerID = pv.ownerId;
- pv.OwnerShipWasTransfered = true;
- pv.ownerId = newOwnerId;
- SendMonoMessage(PhotonNetworkingMessage.OnOwnershipTransfered, new object[] {pv, PhotonPlayer.Find(newOwnerId),PhotonPlayer.Find(_oldOwnerID)});
- }
- break;
- }
- case EventCode.GameList:
- {
- this.mGameList = new Dictionary<string, RoomInfo>();
- Hashtable games = (Hashtable)photonEvent[ParameterCode.GameList];
- foreach (var gameKey in games.Keys)
- {
- string gameName = (string)gameKey;
- this.mGameList[gameName] = new RoomInfo(gameName, (Hashtable)games[gameKey]);
- }
- mGameListCopy = new RoomInfo[mGameList.Count];
- mGameList.Values.CopyTo(mGameListCopy, 0);
- SendMonoMessage(PhotonNetworkingMessage.OnReceivedRoomListUpdate);
- break;
- }
- case EventCode.GameListUpdate:
- {
- Hashtable games = (Hashtable)photonEvent[ParameterCode.GameList];
- foreach (var roomKey in games.Keys)
- {
- string gameName = (string)roomKey;
- RoomInfo game = new RoomInfo(gameName, (Hashtable)games[roomKey]);
- if (game.removedFromList)
- {
- this.mGameList.Remove(gameName);
- }
- else
- {
- this.mGameList[gameName] = game;
- }
- }
- this.mGameListCopy = new RoomInfo[this.mGameList.Count];
- this.mGameList.Values.CopyTo(this.mGameListCopy, 0);
- SendMonoMessage(PhotonNetworkingMessage.OnReceivedRoomListUpdate);
- break;
- }
- case EventCode.AppStats:
- // Debug.LogInfo("Received stats!");
- this.PlayersInRoomsCount = (int)photonEvent[ParameterCode.PeerCount];
- this.PlayersOnMasterCount = (int)photonEvent[ParameterCode.MasterPeerCount];
- this.RoomsCount = (int)photonEvent[ParameterCode.GameCount];
- break;
- case EventCode.Join:
- // save the IsInactive Property to be able to detect if activity state changed
- bool wasInactive = false;
- // actorNr is fetched out of event above
- Hashtable actorProperties = (Hashtable)photonEvent[ParameterCode.PlayerProperties];
- if (originatingPlayer == null)
- {
- bool isLocal = this.LocalPlayer.ID == actorNr;
- this.AddNewPlayer(actorNr, new PhotonPlayer(isLocal, actorNr, actorProperties));
- this.ResetPhotonViewsOnSerialize(); // This sets the correct OnSerializeState for Reliable OnSerialize
- }
- else
- {
- wasInactive = originatingPlayer.IsInactive;
- originatingPlayer.InternalCacheProperties(actorProperties);
- originatingPlayer.IsInactive = false;
- }
- if (actorNr == this.LocalPlayer.ID)
- {
- // in this player's 'own' join event, we get a complete list of players in the room, so check if we know all players
- int[] actorsInRoom = (int[])photonEvent[ParameterCode.ActorList];
- this.UpdatedActorList(actorsInRoom);
- // joinWithCreateOnDemand can turn an OpJoin into creating the room. Then actorNumber is 1 and callback: OnCreatedRoom()
- if (this.lastJoinType == JoinType.JoinOrCreateRoom && this.LocalPlayer.ID == 1)
- {
- SendMonoMessage(PhotonNetworkingMessage.OnCreatedRoom);
- }
- SendMonoMessage(PhotonNetworkingMessage.OnJoinedRoom); //Always send OnJoinedRoom
- }
- else
- {
- SendMonoMessage(PhotonNetworkingMessage.OnPhotonPlayerConnected, this.mActors[actorNr]);
- if (wasInactive)
- {
- SendMonoMessage(PhotonNetworkingMessage.OnPhotonPlayerActivityChanged, this.mActors[actorNr]);
- }
- }
- break;
- case EventCode.Leave:
- this.HandleEventLeave(actorNr, photonEvent);
- break;
- case EventCode.PropertiesChanged:
- int targetActorNr = (int)photonEvent[ParameterCode.TargetActorNr];
- Hashtable gameProperties = null;
- Hashtable actorProps = null;
- if (targetActorNr == 0)
- {
- gameProperties = (Hashtable)photonEvent[ParameterCode.Properties];
- }
- else
- {
- actorProps = (Hashtable)photonEvent[ParameterCode.Properties];
- }
- this.ReadoutProperties(gameProperties, actorProps, targetActorNr);
- break;
- case PunEvent.RPC:
- //ts: each event now contains a single RPC. execute this
- // Debug.Log("Ev RPC from: " + originatingPlayer);
- this.ExecuteRpc(photonEvent[ParameterCode.Data] as Hashtable, originatingPlayer.ID);
- break;
- case PunEvent.SendSerialize:
- case PunEvent.SendSerializeReliable:
- Hashtable serializeData = (Hashtable)photonEvent[ParameterCode.Data];
- //Debug.Log(serializeData.ToStringFull());
- int remoteUpdateServerTimestamp = (int)serializeData[(byte)0];
- short remoteLevelPrefix = -1;
- byte initialDataIndex = 10;
- int headerLength = 1;
- if (serializeData.ContainsKey((byte)1))
- {
- remoteLevelPrefix = (short)serializeData[(byte)1];
- headerLength = 2;
- }
- for (byte s = initialDataIndex; s - initialDataIndex < serializeData.Count - headerLength; s++)
- {
- this.OnSerializeRead(serializeData[s] as object[], originatingPlayer, remoteUpdateServerTimestamp, remoteLevelPrefix);
- }
- break;
- case PunEvent.Instantiation:
- this.DoInstantiate((Hashtable)photonEvent[ParameterCode.Data], originatingPlayer, null);
- break;
- case PunEvent.CloseConnection:
- // MasterClient "requests" a disconnection from us
- if (originatingPlayer == null || !originatingPlayer.IsMasterClient)
- {
- Debug.LogError("Error: Someone else(" + originatingPlayer + ") then the masterserver requests a disconnect!");
- }
- else
- {
- PhotonNetwork.LeaveRoom();
- }
- break;
- case PunEvent.DestroyPlayer:
- Hashtable evData = (Hashtable)photonEvent[ParameterCode.Data];
- int targetPlayerId = (int)evData[(byte)0];
- if (targetPlayerId >= 0)
- {
- this.DestroyPlayerObjects(targetPlayerId, true);
- }
- else
- {
- if (this.DebugOut >= DebugLevel.INFO) Debug.Log("Ev DestroyAll! By PlayerId: " + actorNr);
- this.DestroyAll(true);
- }
- break;
- case PunEvent.Destroy:
- evData = (Hashtable)photonEvent[ParameterCode.Data];
- int instantiationId = (int)evData[(byte)0];
- // Debug.Log("Ev Destroy for viewId: " + instantiationId + " sent by owner: " + (instantiationId / PhotonNetwork.MAX_VIEW_IDS == actorNr) + " this client is owner: " + (instantiationId / PhotonNetwork.MAX_VIEW_IDS == this.LocalPlayer.ID));
- PhotonView pvToDestroy = null;
- if (this.photonViewList.TryGetValue(instantiationId, out pvToDestroy))
- {
- this.RemoveInstantiatedGO(pvToDestroy.gameObject, true);
- }
- else
- {
- if (this.DebugOut >= DebugLevel.ERROR) Debug.LogError("Ev Destroy Failed. Could not find PhotonView with instantiationId " + instantiationId + ". Sent by actorNr: " + actorNr);
- }
- break;
- case PunEvent.AssignMaster:
- evData = (Hashtable)photonEvent[ParameterCode.Data];
- int newMaster = (int)evData[(byte)1];
- this.SetMasterClient(newMaster, false);
- break;
- case EventCode.LobbyStats:
- //Debug.Log("LobbyStats EV: " + photonEvent.ToStringFull());
- string[] names = photonEvent[ParameterCode.LobbyName] as string[];
- byte[] types = photonEvent[ParameterCode.LobbyType] as byte[];
- int[] peers = photonEvent[ParameterCode.PeerCount] as int[];
- int[] rooms = photonEvent[ParameterCode.GameCount] as int[];
- this.LobbyStatistics.Clear();
- for (int i = 0; i < names.Length; i++)
- {
- TypedLobbyInfo info = new TypedLobbyInfo();
- info.Name = names[i];
- info.Type = (LobbyType)types[i];
- info.PlayerCount = peers[i];
- info.RoomCount = rooms[i];
- this.LobbyStatistics.Add(info);
- }
- SendMonoMessage(PhotonNetworkingMessage.OnLobbyStatisticsUpdate);
- break;
- case EventCode.ErrorInfo:
- if (PhotonNetwork.OnEventCall != null)
- {
- object content = photonEvent[ParameterCode.Info];
- PhotonNetwork.OnEventCall(photonEvent.Code, content, actorNr);
- }
- else
- {
- Debug.LogWarning("Warning: Unhandled Event ErrorInfo (251). Set PhotonNetwork.OnEventCall to the method PUN should call for this event.");
- }
- break;
- case EventCode.AuthEvent:
- if (this.AuthValues == null)
- {
- this.AuthValues = new AuthenticationValues();
- }
- this.AuthValues.Token = photonEvent[ParameterCode.Secret] as string;
- this.tokenCache = this.AuthValues.Token;
- break;
- default:
- if (photonEvent.Code < 200)
- {
- if (PhotonNetwork.OnEventCall != null)
- {
- object content = photonEvent[ParameterCode.Data];
- PhotonNetwork.OnEventCall(photonEvent.Code, content, actorNr);
- }
- else
- {
- Debug.LogWarning("Warning: Unhandled event " + photonEvent + ". Set PhotonNetwork.OnEventCall.");
- }
- }
- break;
- }
- //this.externalListener.OnEvent(photonEvent);
- }
- public void OnMessage(object messages)
- {
- // not used here
- }
- #endregion
- private void SetupEncryption(Dictionary<byte, object> encryptionData)
- {
- // this should not be called when authentication is done per server. this mode does not support the required "key-exchange via token"
- if (this.AuthMode == AuthModeOption.Auth)
- {
- if (DebugOut == DebugLevel.ERROR)
- {
- UnityEngine.Debug.LogWarning("SetupEncryption() called but ignored. Not XB1 compiled. EncryptionData: " + encryptionData.ToStringFull());
- return;
- }
- }
- // for AuthOnce and AuthOnceWss, we can keep the same secret across machines (for the session, basically)
- if (DebugOut == DebugLevel.INFO)
- {
- UnityEngine.Debug.Log("SetupEncryption() got called. "+encryptionData.ToStringFull());
- }
- var mode = (EncryptionMode)(byte)encryptionData[EncryptionDataParameters.Mode];
- switch (mode)
- {
- case EncryptionMode.PayloadEncryption:
- byte[] secret = (byte[])encryptionData[EncryptionDataParameters.Secret1];
- this.InitPayloadEncryption(secret);
- break;
- case EncryptionMode.DatagramEncryption:
- {
- byte[] secret1 = (byte[])encryptionData[EncryptionDataParameters.Secret1];
- byte[] secret2 = (byte[])encryptionData[EncryptionDataParameters.Secret2];
- this.InitDatagramEncryption(secret1, secret2);
- }
- break;
- default:
- throw new ArgumentOutOfRangeException();
- }
- }
- protected internal void UpdatedActorList(int[] actorsInRoom)
- {
- for (int i = 0; i < actorsInRoom.Length; i++)
- {
- int actorNrToCheck = actorsInRoom[i];
- if (this.LocalPlayer.ID != actorNrToCheck && !this.mActors.ContainsKey(actorNrToCheck))
- {
- this.AddNewPlayer(actorNrToCheck, new PhotonPlayer(false, actorNrToCheck, string.Empty));
- }
- }
- }
- private void SendVacantViewIds()
- {
- Debug.Log("SendVacantViewIds()");
- List<int> vacantViews = new List<int>();
- foreach (PhotonView view in this.photonViewList.Values)
- {
- if (!view.isOwnerActive)
- {
- vacantViews.Add(view.viewID);
- }
- }
- Debug.Log("Sending vacant view IDs. Length: " + vacantViews.Count);
- //this.OpRaiseEvent(PunEvent.VacantViewIds, true, vacantViews.ToArray());
- this.OpRaiseEvent(PunEvent.VacantViewIds, vacantViews.ToArray(), true, null);
- }
- public static void SendMonoMessage(PhotonNetworkingMessage methodString, params object[] parameters)
- {
- HashSet<GameObject> objectsToCall;
- if (PhotonNetwork.SendMonoMessageTargets != null)
- {
- objectsToCall = PhotonNetwork.SendMonoMessageTargets;
- }
- else
- {
- objectsToCall = PhotonNetwork.FindGameObjectsWithComponent(PhotonNetwork.SendMonoMessageTargetType);
- }
- string methodName = methodString.ToString();
- object callParameter = (parameters != null && parameters.Length == 1) ? parameters[0] : parameters;
- foreach (GameObject gameObject in objectsToCall)
- {
- if (gameObject!=null)
- {
- gameObject.SendMessage(methodName, callParameter, SendMessageOptions.DontRequireReceiver);
- }
- }
- }
- // PHOTONVIEW/RPC related
- /// <summary>
- /// Executes a received RPC event
- /// </summary>
- protected internal void ExecuteRpc(Hashtable rpcData, int senderID = 0)
- {
- if (rpcData == null || !rpcData.ContainsKey((byte)0))
- {
- Debug.LogError("Malformed RPC; this should never occur. Content: " + SupportClassPun.DictionaryToString(rpcData));
- return;
- }
- // ts: updated with "flat" event data
- int netViewID = (int)rpcData[(byte)0]; // LIMITS PHOTONVIEWS&PLAYERS
- int otherSidePrefix = 0; // by default, the prefix is 0 (and this is not being sent)
- if (rpcData.ContainsKey((byte)1))
- {
- otherSidePrefix = (short)rpcData[(byte)1];
- }
- string inMethodName;
- if (rpcData.ContainsKey((byte)5))
- {
- int rpcIndex = (byte)rpcData[(byte)5]; // LIMITS RPC COUNT
- if (rpcIndex > PhotonNetwork.PhotonServerSettings.RpcList.Count - 1)
- {
- Debug.LogError("Could not find RPC with index: " + rpcIndex + ". Going to ignore! Check PhotonServerSettings.RpcList");
- return;
- }
- else
- {
- inMethodName = PhotonNetwork.PhotonServerSettings.RpcList[rpcIndex];
- }
- }
- else
- {
- inMethodName = (string)rpcData[(byte)3];
- }
- object[] inMethodParameters = null;
- if (rpcData.ContainsKey((byte)4))
- {
- inMethodParameters = (object[])rpcData[(byte)4];
- }
- if (inMethodParameters == null)
- {
- inMethodParameters = new object[0];
- }
- PhotonView photonNetview = this.GetPhotonView(netViewID);
- if (photonNetview == null)
- {
- int viewOwnerId = netViewID/PhotonNetwork.MAX_VIEW_IDS;
- bool owningPv = (viewOwnerId == this.LocalPlayer.ID);
- bool ownerSent = (viewOwnerId == senderID);
- if (owningPv)
- {
- Debug.LogWarning("Received RPC \"" + inMethodName + "\" for viewID " + netViewID + " but this PhotonView does not exist! View was/is ours." + (ownerSent ? " Owner called." : " Remote called.") + " By: " + senderID);
- }
- else
- {
- Debug.LogWarning("Received RPC \"" + inMethodName + "\" for viewID " + netViewID + " but this PhotonView does not exist! Was remote PV." + (ownerSent ? " Owner called." : " Remote called.") + " By: " + senderID + " Maybe GO was destroyed but RPC not cleaned up.");
- }
- return;
- }
- if (photonNetview.prefix != otherSidePrefix)
- {
- Debug.LogError("Received RPC \"" + inMethodName + "\" on viewID " + netViewID + " with a prefix of " + otherSidePrefix + ", our prefix is " + photonNetview.prefix + ". The RPC has been ignored.");
- return;
- }
- // Get method name
- if (string.IsNullOrEmpty(inMethodName))
- {
- Debug.LogError("Malformed RPC; this should never occur. Content: " + SupportClassPun.DictionaryToString(rpcData));
- return;
- }
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
- Debug.Log("Received RPC: " + inMethodName);
- // SetReceiving filtering
- if (photonNetview.group != 0 && !allowedReceivingGroups.Contains(photonNetview.group))
- {
- return; // Ignore group
- }
- Type[] argTypes = new Type[0];
- if (inMethodParameters.Length > 0)
- {
- argTypes = new Type[inMethodParameters.Length];
- int i = 0;
- for (int index = 0; index < inMethodParameters.Length; index++)
- {
- object objX = inMethodParameters[index];
- if (objX == null)
- {
- argTypes[i] = null;
- }
- else
- {
- argTypes[i] = objX.GetType();
- }
- i++;
- }
- }
- int receivers = 0;
- int foundMethods = 0;
- if (!PhotonNetwork.UseRpcMonoBehaviourCache || photonNetview.RpcMonoBehaviours == null || photonNetview.RpcMonoBehaviours.Length == 0)
- {
- photonNetview.RefreshRpcMonoBehaviourCache();
- }
- for (int componentsIndex = 0; componentsIndex < photonNetview.RpcMonoBehaviours.Length; componentsIndex++)
- {
- MonoBehaviour monob = photonNetview.RpcMonoBehaviours[componentsIndex];
- if (monob == null)
- {
- Debug.LogError("ERROR You have missing MonoBehaviours on your gameobjects!");
- continue;
- }
- Type type = monob.GetType();
- // Get [PunRPC] methods from cache
- List<MethodInfo> cachedRPCMethods = null;
- bool methodsOfTypeInCache = this.monoRPCMethodsCache.TryGetValue(type, out cachedRPCMethods);
- if (!methodsOfTypeInCache)
- {
- List<MethodInfo> entries = SupportClassPun.GetMethods(type, typeof(PunRPC));
- this.monoRPCMethodsCache[type] = entries;
- cachedRPCMethods = entries;
- }
- if (cachedRPCMethods == null)
- {
- continue;
- }
- // Check cache for valid methodname+arguments
- for (int index = 0; index < cachedRPCMethods.Count; index++)
- {
- MethodInfo mInfo = cachedRPCMethods[index];
- if (mInfo.Name.Equals(inMethodName))
- {
- foundMethods++;
- ParameterInfo[] pArray = mInfo.GetCachedParemeters();
- if (pArray.Length == argTypes.Length)
- {
- // Normal, PhotonNetworkMessage left out
- if (this.CheckTypeMatch(pArray, argTypes))
- {
- receivers++;
- object result = mInfo.Invoke((object)monob, inMethodParameters);
- if (PhotonNetwork.StartRpcsAsCoroutine && mInfo.ReturnType == typeof(IEnumerator))
- {
- monob.StartCoroutine((IEnumerator)result);
- }
- }
- }
- else if ((pArray.Length - 1) == argTypes.Length)
- {
- // Check for PhotonNetworkMessage being the last
- if (this.CheckTypeMatch(pArray, argTypes))
- {
- if (pArray[pArray.Length - 1].ParameterType == typeof(PhotonMessageInfo))
- {
- receivers++;
- int sendTime = (int)rpcData[(byte)2];
- object[] deParamsWithInfo = new object[inMethodParameters.Length + 1];
- inMethodParameters.CopyTo(deParamsWithInfo, 0);
- deParamsWithInfo[deParamsWithInfo.Length - 1] = new PhotonMessageInfo(this.GetPlayerWithId(senderID), sendTime, photonNetview);
- object result = mInfo.Invoke((object)monob, deParamsWithInfo);
- if (PhotonNetwork.StartRpcsAsCoroutine && mInfo.ReturnType == typeof(IEnumerator))
- {
- monob.StartCoroutine((IEnumerator)result);
- }
- }
- }
- }
- else if (pArray.Length == 1 && pArray[0].ParameterType.IsArray)
- {
- receivers++;
- object result = mInfo.Invoke((object)monob, new object[] { inMethodParameters });
- if (PhotonNetwork.StartRpcsAsCoroutine && mInfo.ReturnType == typeof(IEnumerator))
- {
- monob.StartCoroutine((IEnumerator)result);
- }
- }
- }
- }
- }
- // Error handling
- if (receivers != 1)
- {
- string argsString = string.Empty;
- for (int index = 0; index < argTypes.Length; index++)
- {
- Type ty = argTypes[index];
- if (argsString != string.Empty)
- {
- argsString += ", ";
- }
- if (ty == null)
- {
- argsString += "null";
- }
- else
- {
- argsString += ty.Name;
- }
- }
- if (receivers == 0)
- {
- if (foundMethods == 0)
- {
- Debug.LogError("PhotonView with ID " + netViewID + " has no method \"" + inMethodName + "\" marked with the [PunRPC](C#) or @PunRPC(JS) property! Args: " + argsString);
- }
- else
- {
- Debug.LogError("PhotonView with ID " + netViewID + " has no method \"" + inMethodName + "\" that takes " + argTypes.Length + " argument(s): " + argsString);
- }
- }
- else
- {
- Debug.LogError("PhotonView with ID " + netViewID + " has " + receivers + " methods \"" + inMethodName + "\" that takes " + argTypes.Length + " argument(s): " + argsString + ". Should be just one?");
- }
- }
- }
- /// <summary>
- /// Check if all types match with parameters. We can have more paramters then types (allow last RPC type to be different).
- /// </summary>
- /// <param name="methodParameters"></param>
- /// <param name="callParameterTypes"></param>
- /// <returns>If the types-array has matching parameters (of method) in the parameters array (which may be longer).</returns>
- private bool CheckTypeMatch(ParameterInfo[] methodParameters, Type[] callParameterTypes)
- {
- if (methodParameters.Length < callParameterTypes.Length)
- {
- return false;
- }
- for (int index = 0; index < callParameterTypes.Length; index++)
- {
- #if NETFX_CORE
- TypeInfo methodParamTI = methodParameters[index].ParameterType.GetTypeInfo();
- TypeInfo callParamTI = callParameterTypes[index].GetTypeInfo();
- if (callParameterTypes[index] != null && !methodParamTI.IsAssignableFrom(callParamTI) && !(callParamTI.IsEnum && System.Enum.GetUnderlyingType(methodParamTI.AsType()).GetTypeInfo().IsAssignableFrom(callParamTI)))
- {
- return false;
- }
- #else
- Type type = methodParameters[index].ParameterType;
- if (callParameterTypes[index] != null && !type.IsAssignableFrom(callParameterTypes[index]) && !(type.IsEnum && System.Enum.GetUnderlyingType(type).IsAssignableFrom(callParameterTypes[index])))
- {
- return false;
- }
- #endif
- }
- return true;
- }
- internal Hashtable SendInstantiate(string prefabName, Vector3 position, Quaternion rotation, byte group, int[] viewIDs, object[] data, bool isGlobalObject)
- {
- // first viewID is now also the gameobject's instantiateId
- int instantiateId = viewIDs[0]; // LIMITS PHOTONVIEWS&PLAYERS
- //TODO: reduce hashtable key usage by using a parameter array for the various values
- Hashtable instantiateEvent = new Hashtable(); // This players info is sent via ActorID
- instantiateEvent[(byte)0] = prefabName;
- if (position != Vector3.zero)
- {
- instantiateEvent[(byte)1] = position;
- }
- if (rotation != Quaternion.identity)
- {
- instantiateEvent[(byte)2] = rotation;
- }
- if (group != 0)
- {
- instantiateEvent[(byte)3] = group;
- }
- // send the list of viewIDs only if there are more than one. else the instantiateId is the viewID
- if (viewIDs.Length > 1)
- {
- instantiateEvent[(byte)4] = viewIDs; // LIMITS PHOTONVIEWS&PLAYERS
- }
- if (data != null)
- {
- instantiateEvent[(byte)5] = data;
- }
- if (this.currentLevelPrefix > 0)
- {
- instantiateEvent[(byte)8] = this.currentLevelPrefix; // photonview's / object's level prefix
- }
- instantiateEvent[(byte)6] = PhotonNetwork.ServerTimestamp;
- instantiateEvent[(byte)7] = instantiateId;
- RaiseEventOptions options = new RaiseEventOptions();
- options.CachingOption = (isGlobalObject) ? EventCaching.AddToRoomCacheGlobal : EventCaching.AddToRoomCache;
- this.OpRaiseEvent(PunEvent.Instantiation, instantiateEvent, true, options);
- return instantiateEvent;
- }
- internal GameObject DoInstantiate(Hashtable evData, PhotonPlayer photonPlayer, GameObject resourceGameObject)
- {
- // some values always present:
- string prefabName = (string)evData[(byte)0];
- int serverTime = (int)evData[(byte)6];
- int instantiationId = (int)evData[(byte)7];
- Vector3 position;
- if (evData.ContainsKey((byte)1))
- {
- position = (Vector3)evData[(byte)1];
- }
- else
- {
- position = Vector3.zero;
- }
- Quaternion rotation = Quaternion.identity;
- if (evData.ContainsKey((byte)2))
- {
- rotation = (Quaternion)evData[(byte)2];
- }
- byte group = 0;
- if (evData.ContainsKey((byte)3))
- {
- group = (byte)evData[(byte)3];
- }
- short objLevelPrefix = 0;
- if (evData.ContainsKey((byte)8))
- {
- objLevelPrefix = (short)evData[(byte)8];
- }
- int[] viewsIDs;
- if (evData.ContainsKey((byte)4))
- {
- viewsIDs = (int[])evData[(byte)4];
- }
- else
- {
- viewsIDs = new int[1] { instantiationId };
- }
- object[] incomingInstantiationData;
- if (evData.ContainsKey((byte)5))
- {
- incomingInstantiationData = (object[])evData[(byte)5];
- }
- else
- {
- incomingInstantiationData = null;
- }
- // SetReceiving filtering
- if (group != 0 && !this.allowedReceivingGroups.Contains(group))
- {
- return null; // Ignore group
- }
- if (ObjectPool != null)
- {
- GameObject go = ObjectPool.Instantiate(prefabName, position, rotation);
- PhotonView[] photonViews = go.GetPhotonViewsInChildren();
- if (photonViews.Length != viewsIDs.Length)
- {
- throw new Exception("Error in Instantiation! The resource's PhotonView count is not the same as in incoming data.");
- }
- for (int i = 0; i < photonViews.Length; i++)
- {
- photonViews[i].didAwake = false;
- photonViews[i].viewID = 0;
- photonViews[i].prefix = objLevelPrefix;
- photonViews[i].instantiationId = instantiationId;
- photonViews[i].isRuntimeInstantiated = true;
- photonViews[i].instantiationDataField = incomingInstantiationData;
- photonViews[i].didAwake = true;
- photonViews[i].viewID = viewsIDs[i]; // with didAwake true and viewID == 0, this will also register the view
- }
- // Send OnPhotonInstantiate callback to newly created GO.
- // GO will be enabled when instantiated from Prefab and it does not matter if the script is enabled or disabled.
- go.SendMessage(OnPhotonInstantiateString, new PhotonMessageInfo(photonPlayer, serverTime, null), SendMessageOptions.DontRequireReceiver);
- return go;
- }
- else
- {
- // load prefab, if it wasn't loaded before (calling methods might do this)
- if (resourceGameObject == null)
- {
- if (!NetworkingPeer.UsePrefabCache || !NetworkingPeer.PrefabCache.TryGetValue(prefabName, out resourceGameObject))
- {
- resourceGameObject = (GameObject)Resources.Load(prefabName, typeof (GameObject));
- if (NetworkingPeer.UsePrefabCache)
- {
- NetworkingPeer.PrefabCache.Add(prefabName, resourceGameObject);
- }
- }
- if (resourceGameObject == null)
- {
- Debug.LogError("PhotonNetwork error: Could not Instantiate the prefab [" + prefabName + "]. Please verify you have this gameobject in a Resources folder.");
- return null;
- }
- }
- // now modify the loaded "blueprint" object before it becomes a part of the scene (by instantiating it)
- PhotonView[] resourcePVs = resourceGameObject.GetPhotonViewsInChildren();
- if (resourcePVs.Length != viewsIDs.Length)
- {
- throw new Exception("Error in Instantiation! The resource's PhotonView count is not the same as in incoming data.");
- }
- for (int i = 0; i < viewsIDs.Length; i++)
- {
- // NOTE instantiating the loaded resource will keep the viewID but would not copy instantiation data, so it's set below
- // so we only set the viewID and instantiationId now. the instantiationData can be fetched
- resourcePVs[i].viewID = viewsIDs[i];
- resourcePVs[i].prefix = objLevelPrefix;
- resourcePVs[i].instantiationId = instantiationId;
- resourcePVs[i].isRuntimeInstantiated = true;
- }
- this.StoreInstantiationData(instantiationId, incomingInstantiationData);
- // load the resource and set it's values before instantiating it:
- GameObject go = (GameObject)GameObject.Instantiate(resourceGameObject, position, rotation);
- for (int i = 0; i < viewsIDs.Length; i++)
- {
- // NOTE instantiating the loaded resource will keep the viewID but would not copy instantiation data, so it's set below
- // so we only set the viewID and instantiationId now. the instantiationData can be fetched
- resourcePVs[i].viewID = 0;
- resourcePVs[i].prefix = -1;
- resourcePVs[i].prefixBackup = -1;
- resourcePVs[i].instantiationId = -1;
- resourcePVs[i].isRuntimeInstantiated = false;
- }
- this.RemoveInstantiationData(instantiationId);
- // Send OnPhotonInstantiate callback to newly created GO.
- // GO will be enabled when instantiated from Prefab and it does not matter if the script is enabled or disabled.
- go.SendMessage(OnPhotonInstantiateString, new PhotonMessageInfo(photonPlayer, serverTime, null), SendMessageOptions.DontRequireReceiver);
- return go;
- }
- }
- private Dictionary<int, object[]> tempInstantiationData = new Dictionary<int, object[]>();
- private void StoreInstantiationData(int instantiationId, object[] instantiationData)
- {
- // Debug.Log("StoreInstantiationData() instantiationId: " + instantiationId + " tempInstantiationData.Count: " + tempInstantiationData.Count);
- tempInstantiationData[instantiationId] = instantiationData;
- }
- public object[] FetchInstantiationData(int instantiationId)
- {
- object[] data = null;
- if (instantiationId == 0)
- {
- return null;
- }
- tempInstantiationData.TryGetValue(instantiationId, out data);
- // Debug.Log("FetchInstantiationData() instantiationId: " + instantiationId + " tempInstantiationData.Count: " + tempInstantiationData.Count);
- return data;
- }
- private void RemoveInstantiationData(int instantiationId)
- {
- tempInstantiationData.Remove(instantiationId);
- }
- /// <summary>
- /// Destroys all Instantiates and RPCs locally and (if not localOnly) sends EvDestroy(player) and clears related events in the server buffer.
- /// </summary>
- public void DestroyPlayerObjects(int playerId, bool localOnly)
- {
- if (playerId <= 0)
- {
- Debug.LogError("Failed to Destroy objects of playerId: " + playerId);
- return;
- }
- if (!localOnly)
- {
- // clean server's Instantiate and RPC buffers
- this.OpRemoveFromServerInstantiationsOfPlayer(playerId);
- this.OpCleanRpcBuffer(playerId);
- // send Destroy(player) to anyone else
- this.SendDestroyOfPlayer(playerId);
- }
- // locally cleaning up that player's objects
- HashSet<GameObject> playersGameObjects = new HashSet<GameObject>();
- foreach (PhotonView view in this.photonViewList.Values)
- {
- if (view!=null && view.CreatorActorNr == playerId)
- {
- playersGameObjects.Add(view.gameObject);
- }
- }
- // any non-local work is already done, so with the list of that player's objects, we can clean up (locally only)
- foreach (GameObject gameObject in playersGameObjects)
- {
- this.RemoveInstantiatedGO(gameObject, true);
- }
- // with ownership transfer, some objects might lose their owner.
- // in that case, the creator becomes the owner again. every client can apply this. done below.
- foreach (PhotonView view in this.photonViewList.Values)
- {
- if (view.ownerId == playerId)
- {
- view.ownerId = view.CreatorActorNr;
- //Debug.Log("Creator is: " + view.ownerId);
- }
- }
- }
- public void DestroyAll(bool localOnly)
- {
- if (!localOnly)
- {
- this.OpRemoveCompleteCache();
- this.SendDestroyOfAll();
- }
- this.LocalCleanupAnythingInstantiated(true);
- }
- /// <summary>Removes GameObject and the PhotonViews on it from local lists and optionally updates remotes. GameObject gets destroyed at end.</summary>
- /// <remarks>
- /// This method might fail and quit early due to several tests.
- /// </remarks>
- /// <param name="go">GameObject to cleanup.</param>
- /// <param name="localOnly">For localOnly, tests of control are skipped and the server is not updated.</param>
- protected internal void RemoveInstantiatedGO(GameObject go, bool localOnly)
- {
- if (go == null)
- {
- Debug.LogError("Failed to 'network-remove' GameObject because it's null.");
- return;
- }
- // Don't remove the GO if it doesn't have any PhotonView
- PhotonView[] views = go.GetComponentsInChildren<PhotonView>(true);
- if (views == null || views.Length <= 0)
- {
- Debug.LogError("Failed to 'network-remove' GameObject because has no PhotonView components: " + go);
- return;
- }
- PhotonView viewZero = views[0];
- int creatorId = viewZero.CreatorActorNr; // creatorId of obj is needed to delete EvInstantiate (only if it's from that user)
- int instantiationId = viewZero.instantiationId; // actual, live InstantiationIds start with 1 and go up
- // Don't remove GOs that are owned by others (unless this is the master and the remote player left)
- if (!localOnly)
- {
- if (!viewZero.isMine)
- {
- Debug.LogError("Failed to 'network-remove' GameObject. Client is neither owner nor masterClient taking over for owner who left: " + viewZero);
- return;
- }
- // Don't remove the Instantiation from the server, if it doesn't have a proper ID
- if (instantiationId < 1)
- {
- Debug.LogError("Failed to 'network-remove' GameObject because it is missing a valid InstantiationId on view: " + viewZero + ". Not Destroying GameObject or PhotonViews!");
- return;
- }
- }
- // cleanup instantiation (event and local list)
- if (!localOnly)
- {
- this.ServerCleanInstantiateAndDestroy(instantiationId, creatorId, viewZero.isRuntimeInstantiated); // server cleaning
- }
- // cleanup PhotonViews and their RPCs events (if not localOnly)
- for (int j = views.Length - 1; j >= 0; j--)
- {
- PhotonView view = views[j];
- if (view == null)
- {
- continue;
- }
- // we only destroy/clean PhotonViews that were created by PhotonNetwork.Instantiate (and those have an instantiationId!)
- if (view.instantiationId >= 1)
- {
- this.LocalCleanPhotonView(view);
- }
- if (!localOnly)
- {
- this.OpCleanRpcBuffer(view);
- }
- }
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
- {
- Debug.Log("Network destroy Instantiated GO: " + go.name);
- }
- if (this.ObjectPool != null)
- {
- PhotonView[] photonViews = go.GetPhotonViewsInChildren();
- for (int i = 0; i < photonViews.Length; i++)
- {
- photonViews[i].viewID = 0; // marks the PV as not being in use currently.
- }
- this.ObjectPool.Destroy(go);
- }
- else
- {
- GameObject.Destroy(go);
- }
- }
- /// <summary>
- /// Removes an instantiation event from the server's cache. Needs id and actorNr of player who instantiated.
- /// </summary>
- private void ServerCleanInstantiateAndDestroy(int instantiateId, int creatorId, bool isRuntimeInstantiated)
- {
- Hashtable removeFilter = new Hashtable();
- removeFilter[(byte)7] = instantiateId;
- RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.RemoveFromRoomCache, TargetActors = new int[] { creatorId } };
- this.OpRaiseEvent(PunEvent.Instantiation, removeFilter, true, options);
- //this.OpRaiseEvent(PunEvent.Instantiation, removeFilter, true, 0, new int[] { actorNr }, EventCaching.RemoveFromRoomCache);
- Hashtable evData = new Hashtable();
- evData[(byte)0] = instantiateId;
- options = null;
- if (!isRuntimeInstantiated)
- {
- // if the view got loaded with the scene, the EvDestroy must be cached (there is no Instantiate-msg which we can remove)
- // reason: joining players will load the obj and have to destroy it (too)
- options = new RaiseEventOptions();
- options.CachingOption = EventCaching.AddToRoomCacheGlobal;
- Debug.Log("Destroying GO as global. ID: " + instantiateId);
- }
- this.OpRaiseEvent(PunEvent.Destroy, evData, true, options);
- }
- private void SendDestroyOfPlayer(int actorNr)
- {
- Hashtable evData = new Hashtable();
- evData[(byte)0] = actorNr;
- this.OpRaiseEvent(PunEvent.DestroyPlayer, evData, true, null);
- //this.OpRaiseEvent(PunEvent.DestroyPlayer, evData, true, 0, EventCaching.DoNotCache, ReceiverGroup.Others);
- }
- private void SendDestroyOfAll()
- {
- Hashtable evData = new Hashtable();
- evData[(byte)0] = -1;
- this.OpRaiseEvent(PunEvent.DestroyPlayer, evData, true, null);
- //this.OpRaiseEvent(PunEvent.DestroyPlayer, evData, true, 0, EventCaching.DoNotCache, ReceiverGroup.Others);
- }
- private void OpRemoveFromServerInstantiationsOfPlayer(int actorNr)
- {
- // removes all "Instantiation" events of player actorNr. this is not an event for anyone else
- RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.RemoveFromRoomCache, TargetActors = new int[] { actorNr } };
- this.OpRaiseEvent(PunEvent.Instantiation, null, true, options);
- //this.OpRaiseEvent(PunEvent.Instantiation, null, true, 0, new int[] { actorNr }, EventCaching.RemoveFromRoomCache);
- }
- internal protected void RequestOwnership(int viewID, int fromOwner)
- {
- Debug.Log("RequestOwnership(): " + viewID + " from: " + fromOwner + " Time: " + Environment.TickCount % 1000);
- //PhotonNetwork.networkingPeer.OpRaiseEvent(PunEvent.OwnershipRequest, true, new int[] { viewID, fromOwner }, 0, EventCaching.DoNotCache, null, ReceiverGroup.All, 0);
- this.OpRaiseEvent(PunEvent.OwnershipRequest, new int[] {viewID, fromOwner}, true, new RaiseEventOptions() { Receivers = ReceiverGroup.All }); // All sends to all via server (including self)
- }
- internal protected void TransferOwnership(int viewID, int playerID)
- {
- Debug.Log("TransferOwnership() view " + viewID + " to: " + playerID + " Time: " + Environment.TickCount % 1000);
- //PhotonNetwork.networkingPeer.OpRaiseEvent(PunEvent.OwnershipTransfer, true, new int[] {viewID, playerID}, 0, EventCaching.DoNotCache, null, ReceiverGroup.All, 0);
- this.OpRaiseEvent(PunEvent.OwnershipTransfer, new int[] { viewID, playerID }, true, new RaiseEventOptions() { Receivers = ReceiverGroup.All }); // All sends to all via server (including self)
- }
- public bool LocalCleanPhotonView(PhotonView view)
- {
- view.removedFromLocalViewList = true;
- return this.photonViewList.Remove(view.viewID);
- }
- public PhotonView GetPhotonView(int viewID)
- {
- PhotonView result = null;
- this.photonViewList.TryGetValue(viewID, out result);
- if (result == null)
- {
- PhotonView[] views = GameObject.FindObjectsOfType(typeof(PhotonView)) as PhotonView[];
- for (int i = 0; i < views.Length; i++)
- {
- PhotonView view = views[i];
- if (view.viewID == viewID)
- {
- if (view.didAwake)
- {
- Debug.LogWarning("Had to lookup view that wasn't in photonViewList: " + view);
- }
- return view;
- }
- }
- }
- return result;
- }
- public void RegisterPhotonView(PhotonView netView)
- {
- if (!Application.isPlaying)
- {
- this.photonViewList = new Dictionary<int, PhotonView>();
- return;
- }
- if (netView.viewID == 0)
- {
- // don't register views with ID 0 (not initialized). they register when a ID is assigned later on
- Debug.Log("PhotonView register is ignored, because viewID is 0. No id assigned yet to: " + netView);
- return;
- }
- PhotonView listedView = null;
- bool isViewListed = this.photonViewList.TryGetValue(netView.viewID, out listedView);
- if (isViewListed)
- {
- // if some other view is in the list already, we got a problem. it might be undestructible. print out error
- if (netView != listedView)
- {
- Debug.LogError(string.Format("PhotonView ID duplicate found: {0}. New: {1} old: {2}. Maybe one wasn't destroyed on scene load?! Check for 'DontDestroyOnLoad'. Destroying old entry, adding new.", netView.viewID, netView, listedView));
- }
- else
- {
- return;
- }
- this.RemoveInstantiatedGO(listedView.gameObject, true);
- }
- // Debug.Log("adding view to known list: " + netView);
- this.photonViewList.Add(netView.viewID, netView);
- //Debug.LogError("view being added. " + netView); // Exit Games internal log
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
- {
- Debug.Log("Registered PhotonView: " + netView.viewID);
- }
- }
- ///// <summary>
- ///// Will remove the view from list of views (by its ID).
- ///// </summary>
- //public void RemovePhotonView(PhotonView netView)
- //{
- // if (!Application.isPlaying)
- // {
- // this.photonViewList = new Dictionary<int, PhotonView>();
- // return;
- // }
- // //PhotonView removedView = null;
- // //this.photonViewList.TryGetValue(netView.viewID, out removedView);
- // //if (removedView != netView)
- // //{
- // // Debug.LogError("Detected two differing PhotonViews with same viewID: " + netView.viewID);
- // //}
- // this.photonViewList.Remove(netView.viewID);
- // //if (this.DebugOut >= DebugLevel.ALL)
- // //{
- // // this.DebugReturn(DebugLevel.ALL, "Removed PhotonView: " + netView.viewID);
- // //}
- //}
- /// <summary>
- /// Removes the RPCs of someone else (to be used as master).
- /// This won't clean any local caches. It just tells the server to forget a player's RPCs and instantiates.
- /// </summary>
- /// <param name="actorNumber"></param>
- public void OpCleanRpcBuffer(int actorNumber)
- {
- RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.RemoveFromRoomCache, TargetActors = new int[] { actorNumber } };
- this.OpRaiseEvent(PunEvent.RPC, null, true, options);
- //this.OpRaiseEvent(PunEvent.RPC, null, true, 0, new int[] { actorNumber }, EventCaching.RemoveFromRoomCache);
- }
- /// <summary>
- /// Instead removing RPCs or Instantiates, this removed everything cached by the actor.
- /// </summary>
- /// <param name="actorNumber"></param>
- public void OpRemoveCompleteCacheOfPlayer(int actorNumber)
- {
- RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.RemoveFromRoomCache, TargetActors = new int[] { actorNumber } };
- this.OpRaiseEvent(0, null, true, options);
- //this.OpRaiseEvent(0, null, true, 0, new int[] { actorNumber }, EventCaching.RemoveFromRoomCache);
- }
- public void OpRemoveCompleteCache()
- {
- RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.RemoveFromRoomCache, Receivers = ReceiverGroup.MasterClient };
- this.OpRaiseEvent(0, null, true, options);
- //this.OpRaiseEvent(0, null, true, 0, EventCaching.RemoveFromRoomCache, ReceiverGroup.MasterClient); // TODO: check who gets this event?
- }
- /// This clears the cache of any player/actor who's no longer in the room (making it a simple clean-up option for a new master)
- private void RemoveCacheOfLeftPlayers()
- {
- Dictionary<byte, object> opParameters = new Dictionary<byte, object>();
- opParameters[ParameterCode.Code] = (byte)0; // any event
- opParameters[ParameterCode.Cache] = (byte)EventCaching.RemoveFromRoomCacheForActorsLeft; // option to clear the room cache of all events of players who left
- this.OpCustom((byte)OperationCode.RaiseEvent, opParameters, true, 0);
- }
- // Remove RPCs of view (if they are local player's RPCs)
- public void CleanRpcBufferIfMine(PhotonView view)
- {
- if (view.ownerId != this.LocalPlayer.ID && !LocalPlayer.IsMasterClient)
- {
- Debug.LogError("Cannot remove cached RPCs on a PhotonView thats not ours! " + view.owner + " scene: " + view.isSceneView);
- return;
- }
- this.OpCleanRpcBuffer(view);
- }
- /// <summary>Cleans server RPCs for PhotonView (without any further checks).</summary>
- public void OpCleanRpcBuffer(PhotonView view)
- {
- Hashtable rpcFilterByViewId = new Hashtable();
- rpcFilterByViewId[(byte)0] = view.viewID;
- RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.RemoveFromRoomCache };
- this.OpRaiseEvent(PunEvent.RPC, rpcFilterByViewId, true, options);
- //this.OpRaiseEvent(PunEvent.RPC, rpcFilterByViewId, true, 0, EventCaching.RemoveFromRoomCache, ReceiverGroup.Others);
- }
- public void RemoveRPCsInGroup(int group)
- {
- foreach (PhotonView view in this.photonViewList.Values)
- {
- if (view.group == group)
- {
- this.CleanRpcBufferIfMine(view);
- }
- }
- }
- public void SetLevelPrefix(short prefix)
- {
- this.currentLevelPrefix = prefix;
- // TODO: should we really change the prefix for existing PVs?! better keep it!
- //foreach (PhotonView view in this.photonViewList.Values)
- //{
- // view.prefix = prefix;
- //}
- }
- /// RPC Hashtable Structure
- /// (byte)0 -> (int) ViewId (combined from actorNr and actor-unique-id)
- /// (byte)1 -> (short) prefix (level)
- /// (byte)2 -> (int) server timestamp
- /// (byte)3 -> (string) methodname
- /// (byte)4 -> (object[]) parameters
- /// (byte)5 -> (byte) method shortcut (alternative to name)
- ///
- /// This is sent as event (code: 200) which will contain a sender (origin of this RPC).
- internal void RPC(PhotonView view, string methodName, PhotonTargets target, PhotonPlayer player, bool encrypt, params object[] parameters)
- {
- if (this.blockSendingGroups.Contains(view.group))
- {
- return; // Block sending on this group
- }
- if (view.viewID < 1)
- {
- Debug.LogError("Illegal view ID:" + view.viewID + " method: " + methodName + " GO:" + view.gameObject.name);
- }
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
- {
- Debug.Log("Sending RPC \"" + methodName + "\" to target: " + target + " or player:" + player + ".");
- }
- //ts: changed RPCs to a one-level hashtable as described in internal.txt
- Hashtable rpcEvent = new Hashtable();
- rpcEvent[(byte)0] = (int)view.viewID; // LIMITS NETWORKVIEWS&PLAYERS
- if (view.prefix > 0)
- {
- rpcEvent[(byte)1] = (short)view.prefix;
- }
- rpcEvent[(byte)2] = PhotonNetwork.ServerTimestamp;
- // send name or shortcut (if available)
- int shortcut = 0;
- if (rpcShortcuts.TryGetValue(methodName, out shortcut))
- {
- rpcEvent[(byte)5] = (byte)shortcut; // LIMITS RPC COUNT
- }
- else
- {
- rpcEvent[(byte)3] = methodName;
- }
- if (parameters != null && parameters.Length > 0)
- {
- rpcEvent[(byte)4] = (object[])parameters;
- }
- // if sent to target player, this overrides the target
- if (player != null)
- {
- if (this.LocalPlayer.ID == player.ID)
- {
- this.ExecuteRpc(rpcEvent, player.ID);
- }
- else
- {
- RaiseEventOptions options = new RaiseEventOptions() { TargetActors = new int[] { player.ID }, Encrypt = encrypt };
- this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
- }
- return;
- }
- // send to a specific set of players
- if (target == PhotonTargets.All)
- {
- RaiseEventOptions options = new RaiseEventOptions() { InterestGroup = (byte)view.group, Encrypt = encrypt };
- this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
- // Execute local
- this.ExecuteRpc(rpcEvent, this.LocalPlayer.ID);
- }
- else if (target == PhotonTargets.Others)
- {
- RaiseEventOptions options = new RaiseEventOptions() { InterestGroup = (byte)view.group, Encrypt = encrypt };
- this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
- }
- else if (target == PhotonTargets.AllBuffered)
- {
- RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.AddToRoomCache, Encrypt = encrypt };
- this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
- // Execute local
- this.ExecuteRpc(rpcEvent, this.LocalPlayer.ID);
- }
- else if (target == PhotonTargets.OthersBuffered)
- {
- RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.AddToRoomCache, Encrypt = encrypt };
- this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
- }
- else if (target == PhotonTargets.MasterClient)
- {
- if (this.mMasterClientId == this.LocalPlayer.ID)
- {
- this.ExecuteRpc(rpcEvent, this.LocalPlayer.ID);
- }
- else
- {
- RaiseEventOptions options = new RaiseEventOptions() { Receivers = ReceiverGroup.MasterClient, Encrypt = encrypt };
- this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
- }
- }
- else if (target == PhotonTargets.AllViaServer)
- {
- RaiseEventOptions options = new RaiseEventOptions() { InterestGroup = (byte)view.group, Receivers = ReceiverGroup.All, Encrypt = encrypt };
- this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
- if (PhotonNetwork.offlineMode)
- {
- this.ExecuteRpc(rpcEvent, this.LocalPlayer.ID);
- }
- }
- else if (target == PhotonTargets.AllBufferedViaServer)
- {
- RaiseEventOptions options = new RaiseEventOptions() { InterestGroup = (byte)view.group, Receivers = ReceiverGroup.All, CachingOption = EventCaching.AddToRoomCache, Encrypt = encrypt };
- this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
- if (PhotonNetwork.offlineMode)
- {
- this.ExecuteRpc(rpcEvent, this.LocalPlayer.ID);
- }
- }
- else
- {
- Debug.LogError("Unsupported target enum: " + target);
- }
- }
- public void SetInterestGroups(byte[] disableGroups, byte[] enableGroups)
- {
- if (disableGroups != null)
- {
- if (disableGroups.Length == 0)
- {
- // a byte[0] should disable ALL groups in one step and before any groups are enabled. we do this locally, too.
- this.allowedReceivingGroups.Clear();
- }
- else
- {
- for (int index = 0; index < disableGroups.Length; index++)
- {
- byte g = disableGroups[index];
- if (g <= 0)
- {
- Debug.LogError("Error: PhotonNetwork.SetInterestGroups was called with an illegal group number: " + g + ". The group number should be at least 1.");
- continue;
- }
- if (this.allowedReceivingGroups.Contains(g))
- {
- this.allowedReceivingGroups.Remove(g);
- }
- }
- }
- }
- if (enableGroups != null)
- {
- if (enableGroups.Length == 0)
- {
- // a byte[0] should enable ALL groups in one step. we do this locally, too.
- for (byte index = 0; index < byte.MaxValue; index++)
- {
- this.allowedReceivingGroups.Add(index);
- }
- // add this group separately to avoid an overflow exception in the previous loop
- this.allowedReceivingGroups.Add(byte.MaxValue);
- }
- else
- {
- for (int index = 0; index < enableGroups.Length; index++)
- {
- byte g = enableGroups[index];
- if (g <= 0)
- {
- Debug.LogError("Error: PhotonNetwork.SetInterestGroups was called with an illegal group number: " + g + ". The group number should be at least 1.");
- continue;
- }
- this.allowedReceivingGroups.Add(g);
- }
- }
- }
- this.OpChangeGroups(disableGroups, enableGroups);
- }
- // SetSending
- public void SetSendingEnabled(byte group, bool enabled)
- {
- if (!enabled)
- {
- this.blockSendingGroups.Add(group); // can be added to HashSet no matter if already in it
- }
- else
- {
- this.blockSendingGroups.Remove(group);
- }
- }
- public void SetSendingEnabled(byte[] disableGroups, byte[] enableGroups)
- {
- if (disableGroups != null)
- {
- for (int index = 0; index < disableGroups.Length; index++)
- {
- byte g = disableGroups[index];
- this.blockSendingGroups.Add(g);
- }
- }
- if (enableGroups != null)
- {
- for (int index = 0; index < enableGroups.Length; index++)
- {
- byte g = enableGroups[index];
- this.blockSendingGroups.Remove(g);
- }
- }
- }
- public void NewSceneLoaded()
- {
- if (this.loadingLevelAndPausedNetwork)
- {
- this.loadingLevelAndPausedNetwork = false;
- PhotonNetwork.isMessageQueueRunning = true;
- }
- // Debug.Log("OnLevelWasLoaded photonViewList.Count: " + photonViewList.Count); // Exit Games internal log
- List<int> removeKeys = new List<int>();
- foreach (KeyValuePair<int, PhotonView> kvp in this.photonViewList)
- {
- PhotonView view = kvp.Value;
- if (view == null)
- {
- removeKeys.Add(kvp.Key);
- }
- }
- for (int index = 0; index < removeKeys.Count; index++)
- {
- int key = removeKeys[index];
- this.photonViewList.Remove(key);
- }
- if (removeKeys.Count > 0)
- {
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- Debug.Log("New level loaded. Removed " + removeKeys.Count + " scene view IDs from last level.");
- }
- }
- /// <summary>
- /// Defines how many OnPhotonSerialize()-calls might get summarized in one message.
- /// </summary>
- /// <remarks>
- /// A low number increases overhead, a high number might mean fragmentation.
- /// </remarks>
- public static int ObjectsInOneUpdate = 10;
- // cache the RaiseEventOptions to prevent redundant Memory Allocation
- RaiseEventOptions options = new RaiseEventOptions();
- // this is called by Update() and in Unity that means it's single threaded.
- public void RunViewUpdate()
- {
- if (!PhotonNetwork.connected || PhotonNetwork.offlineMode || this.mActors == null)
- {
- return;
- }
- // no need to send OnSerialize messages while being alone (these are not buffered anyway)
- if (this.mActors.Count <= 1)
- {
- #if !PHOTON_DEVELOP
- return;
- #endif
- }
- /* Format of the data hashtable:
- * Hasthable dataPergroup*
- * [(byte)0] = PhotonNetwork.ServerTimestamp;
- * [(byte)1] = currentLevelPrefix; OPTIONAL!
- *
- * [(byte)10] = data 1
- * [(byte)11] = data 2 ...
- *
- * We only combine updates for XY objects into one RaiseEvent to avoid fragmentation
- */
- int countOfUpdatesToSend = 0;
- // reset cached raisedEventOptions;
- // we got updates to send. every group is send it's own message and unreliable and reliable are split as well
- options.Reset();
- #if PHOTON_DEVELOP
- options.Receivers = ReceiverGroup.All;
- #endif
- List<int> toRemove = null;
- var enumerator = this.photonViewList.GetEnumerator(); // replacing foreach (PhotonView view in this.photonViewList.Values) for memory allocation improvement
- while (enumerator.MoveNext())
- {
- PhotonView view = enumerator.Current.Value;
- if (view == null)
- {
- Debug.LogError(string.Format("PhotonView with ID {0} wasn't properly unregistered! Please report this case to developer@photonengine.com", enumerator.Current.Key));
- if (toRemove == null)
- {
- toRemove = new List<int>(4);
- }
- toRemove.Add(enumerator.Current.Key);
- continue;
- }
- // a client only sends updates for active, synchronized PhotonViews that are under it's control (isMine)
- if (view.synchronization == ViewSynchronization.Off || view.isMine == false || view.gameObject.activeInHierarchy == false)
- {
- continue;
- }
- if (this.blockSendingGroups.Contains(view.group))
- {
- continue; // Block sending on this group
- }
- // call the PhotonView's serialize method(s)
- object[] evData = this.OnSerializeWrite(view);
- if (evData == null)
- {
- continue;
- }
- if (view.synchronization == ViewSynchronization.ReliableDeltaCompressed || view.mixedModeIsReliable)
- {
- Hashtable groupHashtable = null;
- bool found = this.dataPerGroupReliable.TryGetValue(view.group, out groupHashtable);
- if (!found)
- {
- groupHashtable = new Hashtable(NetworkingPeer.ObjectsInOneUpdate);
- this.dataPerGroupReliable[view.group] = groupHashtable;
- }
- groupHashtable.Add((byte)(groupHashtable.Count+10), evData);
- countOfUpdatesToSend++;
- // if any group has XY elements, we should send it right away (to avoid bigger messages which need fragmentation and reliable transfer).
- if (groupHashtable.Count >= NetworkingPeer.ObjectsInOneUpdate)
- {
- countOfUpdatesToSend -= groupHashtable.Count;
- options.InterestGroup = (byte)view.group;
- groupHashtable[(byte)0] = PhotonNetwork.ServerTimestamp;
- if (this.currentLevelPrefix >= 0)
- {
- groupHashtable[(byte)1] = this.currentLevelPrefix;
- }
- this.OpRaiseEvent(PunEvent.SendSerializeReliable, groupHashtable, true, options);
- //Debug.Log("SendSerializeReliable (10) " + PhotonNetwork.networkingPeer.ByteCountLastOperation);
- groupHashtable.Clear();
- }
- }
- else
- {
- Hashtable groupHashtable = null;
- bool found = this.dataPerGroupUnreliable.TryGetValue(view.group, out groupHashtable);
- if (!found)
- {
- groupHashtable = new Hashtable(NetworkingPeer.ObjectsInOneUpdate);
- this.dataPerGroupUnreliable[view.group] = groupHashtable;
- }
- groupHashtable.Add((byte)(groupHashtable.Count+10), evData);
- countOfUpdatesToSend++;
- // if any group has XY elements, we should send it right away (to avoid bigger messages which need fragmentation and reliable transfer).
- if (groupHashtable.Count >= NetworkingPeer.ObjectsInOneUpdate)
- {
- countOfUpdatesToSend -= groupHashtable.Count;
- options.InterestGroup = (byte)view.group;
- groupHashtable[(byte)0] = PhotonNetwork.ServerTimestamp;
- if (this.currentLevelPrefix >= 0)
- {
- groupHashtable[(byte)1] = this.currentLevelPrefix;
- }
- this.OpRaiseEvent(PunEvent.SendSerialize, groupHashtable, false, options);
- groupHashtable.Clear();
- //Debug.Log("SendSerializeUnreliable (10) " + PhotonNetwork.networkingPeer.ByteCountLastOperation);
- }
- }
- } // all views serialized
- if (toRemove != null)
- {
- for (int idx = 0, count = toRemove.Count; idx < count; ++idx)
- {
- this.photonViewList.Remove(toRemove[idx]);
- }
- }
- // if we didn't produce anything to send, don't do it
- if (countOfUpdatesToSend == 0)
- {
- return;
- }
- foreach (int groupId in this.dataPerGroupReliable.Keys)
- {
- options.InterestGroup = (byte)groupId;
- Hashtable groupHashtable = this.dataPerGroupReliable[groupId];
- if (groupHashtable.Count == 0)
- {
- continue;
- }
- groupHashtable[(byte)0] = PhotonNetwork.ServerTimestamp;
- if (this.currentLevelPrefix >= 0)
- {
- groupHashtable[(byte)1] = this.currentLevelPrefix;
- }
- this.OpRaiseEvent(PunEvent.SendSerializeReliable, groupHashtable, true, options);
- groupHashtable.Clear();
- }
- foreach (int groupId in this.dataPerGroupUnreliable.Keys)
- {
- options.InterestGroup = (byte)groupId;
- Hashtable groupHashtable = this.dataPerGroupUnreliable[groupId];
- if (groupHashtable.Count == 0)
- {
- continue;
- }
- groupHashtable[(byte)0] = PhotonNetwork.ServerTimestamp;
- if (this.currentLevelPrefix >= 0)
- {
- groupHashtable[(byte)1] = this.currentLevelPrefix;
- }
- this.OpRaiseEvent(PunEvent.SendSerialize, groupHashtable, false, options);
- groupHashtable.Clear();
- }
- }
- // calls OnPhotonSerializeView (through ExecuteOnSerialize)
- // the content created here is consumed by receivers in: ReadOnSerialize
- private object[] OnSerializeWrite(PhotonView view)
- {
- if (view.synchronization == ViewSynchronization.Off)
- {
- return null;
- }
- // each view creates a list of values that should be sent
- PhotonMessageInfo info = new PhotonMessageInfo(this.LocalPlayer, PhotonNetwork.ServerTimestamp, view);
- this.pStream.ResetWriteStream();
- this.pStream.SendNext(null);
- this.pStream.SendNext(null);
- this.pStream.SendNext(null);
- view.SerializeView(this.pStream, info);
- // check if there are actual values to be sent (after the "header" of viewId, (bool)compressed and (int[])nullValues)
- if (this.pStream.Count <= SyncFirstValue)
- {
- return null;
- }
- object[] currentValues = this.pStream.ToArray();
- currentValues[0] = view.viewID;
- currentValues[1] = false;
- currentValues[2] = null;
- if (view.synchronization == ViewSynchronization.Unreliable)
- {
- return currentValues;
- }
- // ViewSynchronization: Off, Unreliable, UnreliableOnChange, ReliableDeltaCompressed
- if (view.synchronization == ViewSynchronization.UnreliableOnChange)
- {
- if (AlmostEquals(currentValues, view.lastOnSerializeDataSent))
- {
- if (view.mixedModeIsReliable)
- {
- return null;
- }
- view.mixedModeIsReliable = true;
- view.lastOnSerializeDataSent = currentValues;
- }
- else
- {
- view.mixedModeIsReliable = false;
- view.lastOnSerializeDataSent = currentValues;
- }
- return currentValues;
- }
- if (view.synchronization == ViewSynchronization.ReliableDeltaCompressed)
- {
- // compress content of data set (by comparing to view.lastOnSerializeDataSent)
- // the "original" dataArray is NOT modified by DeltaCompressionWrite
- object[] dataToSend = this.DeltaCompressionWrite(view.lastOnSerializeDataSent, currentValues);
- // cache the values that were written this time (not the compressed values)
- view.lastOnSerializeDataSent = currentValues;
- return dataToSend;
- }
- return null;
- }
- /// <summary>
- /// Reads updates created by OnSerializeWrite
- /// </summary>
- private void OnSerializeRead(object[] data, PhotonPlayer sender, int networkTime, short correctPrefix)
- {
- // read view ID from key (byte)0: a int-array (PUN 1.17++)
- int viewID = (int)data[SyncViewId];
- // debug:
- //LogObjectArray(data);
- PhotonView view = this.GetPhotonView(viewID);
- if (view == null)
- {
- Debug.LogWarning("Received OnSerialization for view ID " + viewID + ". We have no such PhotonView! Ignored this if you're leaving a room. State: " + this.State);
- return;
- }
- if (view.prefix > 0 && correctPrefix != view.prefix)
- {
- Debug.LogError("Received OnSerialization for view ID " + viewID + " with prefix " + correctPrefix + ". Our prefix is " + view.prefix);
- return;
- }
- // SetReceiving filtering
- if (view.group != 0 && !this.allowedReceivingGroups.Contains(view.group))
- {
- return; // Ignore group
- }
- if (view.synchronization == ViewSynchronization.ReliableDeltaCompressed)
- {
- object[] uncompressed = this.DeltaCompressionRead(view.lastOnSerializeDataReceived, data);
- //LogObjectArray(uncompressed,"uncompressed ");
- if (uncompressed == null)
- {
- // Skip this packet as we haven't got received complete-copy of this view yet.
- if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
- {
- Debug.Log("Skipping packet for " + view.name + " [" + view.viewID + "] as we haven't received a full packet for delta compression yet. This is OK if it happens for the first few frames after joining a game.");
- }
- return;
- }
- // store last received values (uncompressed) for delta-compression usage
- view.lastOnSerializeDataReceived = uncompressed;
- data = uncompressed;
- }
- // This is when joining late to assign ownership to the sender
- // this has nothing to do with reading the actual synchronization update.
- // We don't do anything is OwnerShip Was Touched, which means we got the infos already. We only possibly act if ownership was never transfered.
- // We do override OwnerShipWasTransfered if owner is the masterClient.
- if (sender.ID != view.ownerId && (!view.OwnerShipWasTransfered || view.ownerId == 0) && view.currentMasterID == -1 )
- {
- // obviously the owner changed and we didn't yet notice.
- //Debug.Log("Adjusting owner to sender of updates. From: " + view.ownerId + " to: " + sender.ID);
- view.ownerId = sender.ID;
- }
- this.readStream.SetReadStream(data, 3);
- PhotonMessageInfo info = new PhotonMessageInfo(sender, networkTime, view);
- view.DeserializeView(this.readStream, info);
- }
- // compresses currentContent by using NULL as value if currentContent equals previousContent
- // skips initial indexes, as defined by SyncFirstValue
- // to conserve memory, the previousContent is re-used as buffer for the result! duplicate the values before using this, if needed
- // returns null, if nothing must be sent (current content might be null, which also returns null)
- // SyncFirstValue should be the index of the first actual data-value (3 in PUN's case, as 0=viewId, 1=(bool)compressed, 2=(int[])values that are now null)
- public const int SyncViewId = 0;
- public const int SyncCompressed = 1;
- public const int SyncNullValues = 2;
- public const int SyncFirstValue = 3;
- private object[] DeltaCompressionWrite(object[] previousContent, object[] currentContent)
- {
- if (currentContent == null || previousContent == null || previousContent.Length != currentContent.Length)
- {
- return currentContent; // the current data needs to be sent (which might be null)
- }
- if (currentContent.Length <= SyncFirstValue)
- {
- return null; // this send doesn't contain values (except the "headers"), so it's not being sent
- }
- object[] compressedContent = previousContent; // the previous content is no longer needed, once we compared the values!
- compressedContent[SyncCompressed] = false;
- int compressedValues = 0;
- Queue<int> valuesThatAreChangedToNull = null;
- for (int index = SyncFirstValue; index < currentContent.Length; index++)
- {
- object newObj = currentContent[index];
- object oldObj = previousContent[index];
- if (this.AlmostEquals(newObj, oldObj))
- {
- // compress (by using null, instead of value, which is same as before)
- compressedValues++;
- compressedContent[index] = null;
- }
- else
- {
- compressedContent[index] = newObj;
- // value changed, we don't replace it with null
- // new value is null (like a compressed value): we have to mark it so it STAYS null instead of being replaced with previous value
- if (newObj == null)
- {
- if (valuesThatAreChangedToNull == null)
- {
- valuesThatAreChangedToNull = new Queue<int>(currentContent.Length);
- }
- valuesThatAreChangedToNull.Enqueue(index);
- }
- }
- }
- // Only send the list of compressed fields if we actually compressed 1 or more fields.
- if (compressedValues > 0)
- {
- if (compressedValues == currentContent.Length - SyncFirstValue)
- {
- // all values are compressed to null, we have nothing to send
- return null;
- }
- compressedContent[SyncCompressed] = true;
- if (valuesThatAreChangedToNull != null)
- {
- compressedContent[SyncNullValues] = valuesThatAreChangedToNull.ToArray(); // data that is actually null (not just cause we didn't want to send it)
- }
- }
- compressedContent[SyncViewId] = currentContent[SyncViewId];
- return compressedContent; // some data was compressed but we need to send something
- }
- private object[] DeltaCompressionRead(object[] lastOnSerializeDataReceived, object[] incomingData)
- {
- if ((bool)incomingData[SyncCompressed] == false)
- {
- // index 1 marks "compressed" as being true.
- return incomingData;
- }
- // Compression was applied (as data[1] == true)
- // we need a previous "full" list of values to restore values that are null in this msg. else, ignore this
- if (lastOnSerializeDataReceived == null)
- {
- return null;
- }
- int[] indexesThatAreChangedToNull = incomingData[(byte)2] as int[];
- for (int index = SyncFirstValue; index < incomingData.Length; index++)
- {
- if (indexesThatAreChangedToNull != null && indexesThatAreChangedToNull.Contains(index))
- {
- continue; // if a value was set to null in this update, we don't need to fetch it from an earlier update
- }
- if (incomingData[index] == null)
- {
- // we replace null values in this received msg unless a index is in the "changed to null" list
- object lastValue = lastOnSerializeDataReceived[index];
- incomingData[index] = lastValue;
- }
- }
- return incomingData;
- }
- // startIndex should be the index of the first actual data-value (3 in PUN's case, as 0=viewId, 1=(bool)compressed, 2=(int[])values that are now null)
- // returns the incomingData with modified content. any object being null (means: value unchanged) gets replaced with a previously sent value. incomingData is being modified
- private bool AlmostEquals(object[] lastData, object[] currentContent)
- {
- if (lastData == null && currentContent == null)
- {
- return true;
- }
- if (lastData == null || currentContent == null || (lastData.Length != currentContent.Length))
- {
- return false;
- }
- for (int index = 0; index < currentContent.Length; index++)
- {
- object newObj = currentContent[index];
- object oldObj = lastData[index];
- if (!this.AlmostEquals(newObj, oldObj))
- {
- return false;
- }
- }
- return true;
- }
- /// <summary>
- /// Returns true if both objects are almost identical.
- /// Used to check whether two objects are similar enough to skip an update.
- /// </summary>
- bool AlmostEquals(object one, object two)
- {
- if (one == null || two == null)
- {
- return one == null && two == null;
- }
- if (!one.Equals(two))
- {
- // if A is not B, lets check if A is almost B
- if (one is Vector3)
- {
- Vector3 a = (Vector3)one;
- Vector3 b = (Vector3)two;
- if (a.AlmostEquals(b, PhotonNetwork.precisionForVectorSynchronization))
- {
- return true;
- }
- }
- else if (one is Vector2)
- {
- Vector2 a = (Vector2)one;
- Vector2 b = (Vector2)two;
- if (a.AlmostEquals(b, PhotonNetwork.precisionForVectorSynchronization))
- {
- return true;
- }
- }
- else if (one is Quaternion)
- {
- Quaternion a = (Quaternion)one;
- Quaternion b = (Quaternion)two;
- if (a.AlmostEquals(b, PhotonNetwork.precisionForQuaternionSynchronization))
- {
- return true;
- }
- }
- else if (one is float)
- {
- float a = (float)one;
- float b = (float)two;
- if (a.AlmostEquals(b, PhotonNetwork.precisionForFloatSynchronization))
- {
- return true;
- }
- }
- // one does not equal two
- return false;
- }
- return true;
- }
- internal protected static bool GetMethod(MonoBehaviour monob, string methodType, out MethodInfo mi)
- {
- mi = null;
- if (monob == null || string.IsNullOrEmpty(methodType))
- {
- return false;
- }
- List<MethodInfo> methods = SupportClassPun.GetMethods(monob.GetType(), null);
- for (int index = 0; index < methods.Count; index++)
- {
- MethodInfo methodInfo = methods[index];
- if (methodInfo.Name.Equals(methodType))
- {
- mi = methodInfo;
- return true;
- }
- }
- return false;
- }
- /// <summary>Internally used to detect the current scene and load it if PhotonNetwork.automaticallySyncScene is enabled.</summary>
- internal protected void LoadLevelIfSynced()
- {
- if (!PhotonNetwork.automaticallySyncScene || PhotonNetwork.isMasterClient || PhotonNetwork.room == null)
- {
- return;
- }
- // check if "current level" is set in props
- if (!PhotonNetwork.room.CustomProperties.ContainsKey(NetworkingPeer.CurrentSceneProperty))
- {
- return;
- }
- // if loaded level is not the one defined my master in props, load that level
- object sceneId = PhotonNetwork.room.CustomProperties[NetworkingPeer.CurrentSceneProperty];
- if (sceneId is int)
- {
- if (SceneManagerHelper.ActiveSceneBuildIndex != (int)sceneId)
- PhotonNetwork.LoadLevel((int)sceneId);
- }
- else if (sceneId is string)
- {
- if (SceneManagerHelper.ActiveSceneName != (string)sceneId)
- PhotonNetwork.LoadLevel((string)sceneId);
- }
- }
- protected internal void SetLevelInPropsIfSynced(object levelId)
- {
- if (!PhotonNetwork.automaticallySyncScene || !PhotonNetwork.isMasterClient || PhotonNetwork.room == null)
- {
- return;
- }
- if (levelId == null)
- {
- Debug.LogError("Parameter levelId can't be null!");
- return;
- }
- // check if "current level" is already set in props
- if (PhotonNetwork.room.CustomProperties.ContainsKey(NetworkingPeer.CurrentSceneProperty))
- {
- object levelIdInProps = PhotonNetwork.room.CustomProperties[NetworkingPeer.CurrentSceneProperty];
- if (levelIdInProps is int && SceneManagerHelper.ActiveSceneBuildIndex == (int)levelIdInProps)
- {
- return;
- }
- if (levelIdInProps is string && SceneManagerHelper.ActiveSceneName != null && SceneManagerHelper.ActiveSceneName.Equals((string)levelIdInProps))
- {
- return;
- }
- }
- // current level is not yet in props, so this client has to set it
- Hashtable setScene = new Hashtable();
- if (levelId is int) setScene[NetworkingPeer.CurrentSceneProperty] = (int)levelId;
- else if (levelId is string) setScene[NetworkingPeer.CurrentSceneProperty] = (string)levelId;
- else Debug.LogError("Parameter levelId must be int or string!");
- PhotonNetwork.room.SetCustomProperties(setScene);
- this.SendOutgoingCommands(); // send immediately! because: in most cases the client will begin to load and not send for a while
- }
- public void SetApp(string appId, string gameVersion)
- {
- this.AppId = appId.Trim();
- if (!string.IsNullOrEmpty(gameVersion))
- {
- PhotonNetwork.gameVersion = gameVersion.Trim();
- }
- }
- public bool WebRpc(string uriPath, object parameters)
- {
- Dictionary<byte, object> opParameters = new Dictionary<byte, object>();
- opParameters.Add(ParameterCode.UriPath, uriPath);
- opParameters.Add(ParameterCode.WebRpcParameters, parameters);
- return this.OpCustom(OperationCode.WebRpc, opParameters, true);
- }
- }