本文整理汇总了C#中CloudRegionCode类的典型用法代码示例。如果您正苦于以下问题:C# CloudRegionCode类的具体用法?C# CloudRegionCode怎么用?C# CloudRegionCode使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
CloudRegionCode类属于命名空间,在下文中一共展示了CloudRegionCode类的13个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: SelectRegion
public void SelectRegion(int index)
{
PhotonNetwork.PhotonServerSettings.ServerAddress = cloudServers[index].address;
CloudRegionCode region = new CloudRegionCode();
switch (index)
{
case 0:
region = CloudRegionCode.asia;
break;
case 1:
region = CloudRegionCode.us;
break;
case 2:
region = CloudRegionCode.eu;
break;
case 3:
region = CloudRegionCode.jp;
break;
case 4:
region = CloudRegionCode.au;
break;
}
PhotonNetwork.OverrideBestCloudServer(region);
GameManager.instance.network.Connect();
Application.LoadLevel("2_Lobby");
}
开发者ID:anitricks,项目名称:FruityDeathmatch,代码行数:35,代码来源:RegionSelection.cs
示例2: ConnectToRegionMaster
/// <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;
}
IsUsingNameServer = true;
this.CloudRegion = region;
if (this.State == global::PeerState.ConnectedToNameServer)
{
return this.OpAuthenticate(this.mAppId, this.mAppVersionPun, this.PlayerName, this.CustomAuthenticationValues, region.ToString());
}
#if RHTTP
string address = (this.UsedProtocol == ConnectionProtocol.RHttp) ? this.NameServerAddressHttp : this.NameServerAddress;
#else
string address = this.NameServerAddress;
#endif
if (!address.Contains(":"))
{
int port = 0;
ProtocolToNameServerPort.TryGetValue(this.UsedProtocol, out port);
address = string.Format("{0}:{1}", address, port);
//Debug.Log("Server to connect to: "+ address + " settings protocol: " + PhotonNetwork.PhotonServerSettings.Protocol);
}
if (!base.Connect(address, "ns"))
{
return false;
}
this.State = global::PeerState.ConnectingToNameServer;
return true;
}
开发者ID:JonasSkaug,项目名称:afgangsprojekt-team-tj,代码行数:41,代码来源:NetworkingPeer.cs
示例3: OverrideBestCloudServer
/// <summary>Overwrites the region that is used for ConnectToBestCloudServer(string gameVersion).</summary>
/// <remarks>
/// This will overwrite the result of pinging all cloud servers.
/// Use this to allow your users to save a manually selected region in the prefs.
/// </remarks>
public static void OverrideBestCloudServer(CloudRegionCode region)
{
PhotonHandler.BestRegionCodeInPreferences = region;
}
开发者ID:Kaljo123,项目名称:Teleport,代码行数:9,代码来源:PhotonNetwork.cs
示例4: ConnectToRegion
/// <summary>
/// Connects to the Photon Cloud region of choice.
/// </summary>
public static bool ConnectToRegion(CloudRegionCode region, string gameVersion)
{
if (PhotonServerSettings == null)
{
Debug.LogError("Can't connect: ServerSettings asset must be in any 'Resources' folder as: " + PhotonNetwork.serverSettingsAssetFile);
return false;
}
if (PhotonServerSettings.HostType == ServerSettings.HostingOption.OfflineMode)
{
return PhotonNetwork.ConnectUsingSettings(gameVersion);
}
networkingPeer.IsInitialConnect = true;
networkingPeer.SetApp(PhotonServerSettings.AppID, gameVersion);
if (region != CloudRegionCode.none)
{
Debug.Log("ConnectToRegion: " + region);
return networkingPeer.ConnectToRegionMaster(region);
}
return false;
}
开发者ID:Kaljo123,项目名称:Teleport,代码行数:27,代码来源:PhotonNetwork.cs
示例5: PingAvailableRegionsCoroutine
internal IEnumerator PingAvailableRegionsCoroutine(bool connectToBest)
{
BestRegionCodeCurrently = CloudRegionCode.none;
while (PhotonNetwork.networkingPeer.AvailableRegions == null)
{
if (PhotonNetwork.connectionStateDetailed != PeerState.ConnectingToNameServer && PhotonNetwork.connectionStateDetailed != PeerState.ConnectedToNameServer)
{
Debug.LogError("Call ConnectToNameServer to ping available regions.");
yield break; // break if we don't connect to the nameserver at all
}
Debug.Log("Waiting for AvailableRegions. State: " + PhotonNetwork.connectionStateDetailed + " Server: " + PhotonNetwork.Server + " PhotonNetwork.networkingPeer.AvailableRegions " + (PhotonNetwork.networkingPeer.AvailableRegions != null));
yield return new WaitForSeconds(0.25f); // wait until pinging finished (offline mode won't ping)
}
if (PhotonNetwork.networkingPeer.AvailableRegions == null || PhotonNetwork.networkingPeer.AvailableRegions.Count == 0)
{
Debug.LogError("No regions available. Are you sure your appid is valid and setup?");
yield break; // break if we don't get regions at all
}
//#if !UNITY_EDITOR && (UNITY_ANDROID || UNITY_IPHONE)
//#pragma warning disable 0162 // the library variant defines if we should use PUN's SocketUdp variant (at all)
//if (PhotonPeer.NoSocket)
//{
// if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
// {
// Debug.Log("PUN disconnects to re-use native sockets for pining servers and to find the best.");
// }
// PhotonNetwork.Disconnect();
//}
//#pragma warning restore 0162
//#endif
PhotonPingManager pingManager = new PhotonPingManager();
foreach (Region region in PhotonNetwork.networkingPeer.AvailableRegions)
{
SP.StartCoroutine(pingManager.PingSocket(region));
}
while (!pingManager.Done)
{
yield return new WaitForSeconds(0.1f); // wait until pinging finished (offline mode won't ping)
}
Region best = pingManager.BestRegion;
PhotonHandler.BestRegionCodeCurrently = best.Code;
PhotonHandler.BestRegionCodeInPreferences = best.Code;
Debug.Log("Found best region: " + best.Code + " ping: " + best.Ping + ". Calling ConnectToRegionMaster() is: " + connectToBest);
if (connectToBest)
{
PhotonNetwork.networkingPeer.ConnectToRegionMaster(best.Code);
}
}
开发者ID:minhdu,项目名称:mmo-client,代码行数:58,代码来源:PhotonHandler.cs
示例6: OnGuiSetupCloudAppId
protected virtual void OnGuiSetupCloudAppId()
{
GUILayout.Label(CurrentLang.AppIdLabel);
GUILayout.BeginHorizontal();
this.cloudAppId = EditorGUILayout.TextField(this.cloudAppId);
open = GUILayout.Toggle(open, HelpIcon, GUIStyle.none, GUILayout.ExpandWidth(false));
GUILayout.EndHorizontal();
if (open) GUILayout.Label(CurrentLang.AppIdInfoLabel);
EditorGUILayout.Separator();
GUILayout.Label(CurrentLang.CloudRegionLabel);
GUILayout.BeginHorizontal();
int toolbarValue = GUILayout.Toolbar((int)selectedRegion, CloudServerRegionNames); // the enum CloudRegionCode is converted into a string[] in init (toolbar can't use enum)
helpRegion = GUILayout.Toggle(helpRegion, HelpIcon, GUIStyle.none, GUILayout.ExpandWidth(false));
GUILayout.EndHorizontal();
if (helpRegion) GUILayout.Label(CurrentLang.RegionalServersInfo);
PhotonEditor.selectedRegion = (CloudRegionCode)toolbarValue;
EditorGUILayout.Separator();
GUILayout.BeginHorizontal();
if (GUILayout.Button(CurrentLang.CancelButton))
{
GUIUtility.keyboardControl = 0;
this.ReApplySettingsToWindow();
}
if (GUILayout.Button(CurrentLang.SaveButton))
{
GUIUtility.keyboardControl = 0;
this.cloudAppId = this.cloudAppId.Trim();
PhotonEditor.Current.UseCloud(this.cloudAppId);
PhotonEditor.Current.PreferredRegion = PhotonEditor.selectedRegion;
PhotonEditor.Current.HostType = (PhotonEditor.Current.PreferredRegion == CloudRegionCode.none)
? ServerSettings.HostingOption.BestRegion
: ServerSettings.HostingOption.PhotonCloud;
PhotonEditor.Save();
Inspect();
EditorUtility.DisplayDialog(CurrentLang.SettingsSavedTitle, CurrentLang.SettingsSavedMessage, CurrentLang.OkButton);
}
GUILayout.EndHorizontal();
GUILayout.Space(20);
GUILayout.Label(CurrentLang.SetupOwnServerLabel);
if (GUILayout.Button(CurrentLang.SelfHostSettingsButton))
{
//this.photonAddress = ServerSettings.DefaultServerAddress;
//this.photonPort = ServerSettings.DefaultMasterPort;
this.photonSetupState = PhotonSetupStates.SetupSelfHosted;
}
EditorGUILayout.Separator();
GUILayout.Label(CurrentLang.OwnHostCloudCompareLabel);
if (GUILayout.Button(CurrentLang.ComparisonPageButton))
{
Application.OpenURL(UrlCompare);
}
}
开发者ID:AsifAhmed16,项目名称:Operation-Hatirjheel,代码行数:77,代码来源:PhotonEditor.cs
示例7: ConnectToRegionMaster
/// <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;
}
IsUsingNameServer = true;
this.CloudRegion = region;
if (this.State == global::PeerState.ConnectedToNameServer)
{
AuthenticationValues auth = this.CustomAuthenticationValues ?? new AuthenticationValues() { UserId = this.PlayerName };
return this.OpAuthenticate(this.mAppId, this.mAppVersionPun, auth, region.ToString(), requestLobbyStatistics);
}
string address = this.NameServerAddress;
if (!base.Connect(address, "ns"))
{
return false;
}
this.State = global::PeerState.ConnectingToNameServer;
return true;
}
开发者ID:houseofkohina,项目名称:ProjectDoge,代码行数:30,代码来源:NetworkingPeer.cs
示例8: PingAvailableRegionsCoroutine
internal IEnumerator PingAvailableRegionsCoroutine(bool connectToBest)
{
BestRegionCodeCurrently = CloudRegionCode.none;
while (PhotonNetwork.networkingPeer.AvailableRegions == null)
{
if (PhotonNetwork.connectionStateDetailed != ClientState.ConnectingToNameServer && PhotonNetwork.connectionStateDetailed != ClientState.ConnectedToNameServer)
{
Debug.LogError("Call ConnectToNameServer to ping available regions.");
yield break; // break if we don't connect to the nameserver at all
}
Debug.Log("Waiting for AvailableRegions. State: " + PhotonNetwork.connectionStateDetailed + " Server: " + PhotonNetwork.Server + " PhotonNetwork.networkingPeer.AvailableRegions " + (PhotonNetwork.networkingPeer.AvailableRegions != null));
yield return new WaitForSeconds(0.25f); // wait until pinging finished (offline mode won't ping)
}
if (PhotonNetwork.networkingPeer.AvailableRegions == null || PhotonNetwork.networkingPeer.AvailableRegions.Count == 0)
{
Debug.LogError("No regions available. Are you sure your appid is valid and setup?");
yield break; // break if we don't get regions at all
}
PhotonPingManager pingManager = new PhotonPingManager();
foreach (Region region in PhotonNetwork.networkingPeer.AvailableRegions)
{
SP.StartCoroutine(pingManager.PingSocket(region));
}
while (!pingManager.Done)
{
yield return new WaitForSeconds(0.1f); // wait until pinging finished (offline mode won't ping)
}
Region best = pingManager.BestRegion;
PhotonHandler.BestRegionCodeCurrently = best.Code;
PhotonHandler.BestRegionCodeInPreferences = best.Code;
Debug.Log("Found best region: " + best.Code + " ping: " + best.Ping + ". Calling ConnectToRegionMaster() is: " + connectToBest);
if (connectToBest)
{
PhotonNetwork.networkingPeer.ConnectToRegionMaster(best.Code);
}
}
开发者ID:yuvadius,项目名称:need4bit,代码行数:45,代码来源:PhotonHandler.cs
示例9: UseCloud
public void UseCloud(string cloudAppid, CloudRegionCode code)
{
this.HostType = HostingOption.PhotonCloud;
this.AppID = cloudAppid;
this.PreferredRegion = code;
}
开发者ID:Ralph89,项目名称:SoccerRally,代码行数:6,代码来源:ServerSettings.cs
示例10: ConnectToRegionMaster
/// <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;
}
IsUsingNameServer = true;
this.CloudRegion = region;
if (this.State == ClientState.ConnectedToNameServer)
{
return this.CallAuthenticate();
}
this.SetupProtocol(ServerConnection.NameServer);
if (!base.Connect(this.NameServerAddress, "ns", this.TokenForInit))
{
return false;
}
this.State = ClientState.ConnectingToNameServer;
return true;
}
开发者ID:yuvadius,项目名称:need4bit,代码行数:29,代码来源:NetworkingPeer.cs
示例11: RegionToString
/// <summary>
///
/// </summary>
/// <param name="code"></param>
/// <returns></returns>
public static string RegionToString(CloudRegionCode code)
{
switch (code)
{
case CloudRegionCode.asia:
return "ASIA";
case CloudRegionCode.au:
return "AUSTRALIA";
case CloudRegionCode.eu:
return "EUROPE";
case CloudRegionCode.jp:
return "JAPAN";
case CloudRegionCode.us:
return "USA";
}
return "NONE"; // equal a none
}
开发者ID:tegleg,项目名称:mfp,代码行数:22,代码来源:bl_CoopUtils.cs
示例12: RegionCodeToInt
/// <summary>
///
/// </summary>
/// <param name="code"></param>
/// <returns></returns>
public static int RegionCodeToInt(CloudRegionCode code)
{
switch (code)
{
case CloudRegionCode.asia:
return 0;
case CloudRegionCode.au:
return 1;
case CloudRegionCode.eu:
return 2;
case CloudRegionCode.jp:
return 3;
case CloudRegionCode.us:
return 4;
}
return 5; // equal a none
}
开发者ID:tegleg,项目名称:mfp,代码行数:22,代码来源:bl_CoopUtils.cs
示例13: ChangeServer
public void ChangeServer(int region)
{
if (PhotonNetwork.connected)
{
PhotonNetwork.Disconnect();
WaitForConnectToNew = true;
ServerHost = bl_CoopUtils.IntToRegionCode(region);
Debug.LogWarning("Wait for the current server disconnect and reconnect to new.");
return;
}
//If disconect, connect again to the select region
PhotonNetwork.ConnectToRegion(bl_CoopUtils.IntToRegionCode(region), GameVersion);
ServerHost = bl_CoopUtils.IntToRegionCode(region);
WaitForConnectToNew = false;
this.GetComponent<bl_LobbyUI>().ChangeWindow(6);
}
开发者ID:tegleg,项目名称:mfp,代码行数:16,代码来源:bl_Lobby.cs
注:本文中的CloudRegionCode类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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