Photon Unity Networking 2 2.50

Public Member Functions | Static Public Member Functions | Public Attributes | Static Public Attributes | Properties | List of all members
ConnectionHandler Class Reference

Inherited by PhotonHandler.

Public Member Functions

void StartFallbackSendAckThread ()
 Starts periodic calls of RealtimeFallbackThread. More...
 
void StopFallbackSendAckThread ()
 Stops the periodic calls of RealtimeFallbackThread. More...
 
void RealtimeFallbackInvoke ()
 Used in WebGL builds which can't call RealtimeFallback(object state = null) with the state context parameter. More...
 
void RealtimeFallback (object state=null)
 A thread which runs independently of the Update() calls. Keeps connections online while loading or in background. See KeepAliveInBackground. More...
 

Static Public Member Functions

static bool IsNetworkReachableUnity ()
 When run in Unity, this returns Application.internetReachability != NetworkReachability.NotReachable. More...
 

Public Attributes

bool DisconnectAfterKeepAlive = false
 Option to let the fallback thread call Disconnect after the KeepAliveInBackground time. Default: false. More...
 
int KeepAliveInBackground = 60000
 Defines for how long the Fallback Thread should keep the connection, before it may time out as usual. More...
 
bool ApplyDontDestroyOnLoad = true
 Keeps the ConnectionHandler, even if a new scene gets loaded. More...
 

Static Public Attributes

static bool AppQuits
 Indicates that the app is closing. Set in OnApplicationQuit(). More...
 
static bool AppPause
 Indicates that the (Unity) app is Paused. This means the main thread is not running. More...
 
static bool AppPauseRecent
 Indicates that the app was paused within the last 5 seconds. More...
 
static bool AppOutOfFocus
 Indicates that the app is not in focus. More...
 
static bool AppOutOfFocusRecent
 Indicates that the app was out of focus within the last 5 seconds. More...
 

Properties

LoadBalancingClient Client [get, set]
 Photon client to log information and statistics from. More...
 
int CountSendAcksOnly [get]
 Counts how often the Fallback Thread called SendAcksOnly, which is purely of interest to monitor if the game logic called SendOutgoingCommands as intended. More...
 
bool FallbackThreadRunning [get]
 True if a fallback thread is running. Will call the client's SendAcksOnly() method to keep the connection up. More...
 

Member Function Documentation

◆ IsNetworkReachableUnity()

static bool IsNetworkReachableUnity ( )
static

When run in Unity, this returns Application.internetReachability != NetworkReachability.NotReachable.

Returns
Application.internetReachability != NetworkReachability.NotReachable

◆ RealtimeFallback()

void RealtimeFallback ( object  state = null)

A thread which runs independently of the Update() calls. Keeps connections online while loading or in background. See KeepAliveInBackground.

◆ RealtimeFallbackInvoke()

void RealtimeFallbackInvoke ( )

Used in WebGL builds which can't call RealtimeFallback(object state = null) with the state context parameter.

◆ StartFallbackSendAckThread()

void StartFallbackSendAckThread ( )

Starts periodic calls of RealtimeFallbackThread.

◆ StopFallbackSendAckThread()

void StopFallbackSendAckThread ( )

Stops the periodic calls of RealtimeFallbackThread.

Member Data Documentation

◆ ApplyDontDestroyOnLoad

bool ApplyDontDestroyOnLoad = true

Keeps the ConnectionHandler, even if a new scene gets loaded.

◆ AppOutOfFocus

bool AppOutOfFocus
static

Indicates that the app is not in focus.

◆ AppOutOfFocusRecent

bool AppOutOfFocusRecent
static

Indicates that the app was out of focus within the last 5 seconds.

◆ AppPause

bool AppPause
static

Indicates that the (Unity) app is Paused. This means the main thread is not running.

◆ AppPauseRecent

bool AppPauseRecent
static

Indicates that the app was paused within the last 5 seconds.

◆ AppQuits

bool AppQuits
static

Indicates that the app is closing. Set in OnApplicationQuit().

◆ DisconnectAfterKeepAlive

bool DisconnectAfterKeepAlive = false

Option to let the fallback thread call Disconnect after the KeepAliveInBackground time. Default: false.

If set to true, the thread will disconnect the client regularly, should the client not call SendOutgoingCommands / Service. This may happen due to an app being in background (and not getting a lot of CPU time) or when loading assets.

If false, a regular timeout time will have to pass (on top) to time out the client.

◆ KeepAliveInBackground

int KeepAliveInBackground = 60000

Defines for how long the Fallback Thread should keep the connection, before it may time out as usual.

We want to the Client to keep it's connection when an app is in the background (and doesn't call Update / Service Clients should not keep their connection indefinitely in the background, so after some milliseconds, the Fallback Thread should stop keeping it up.

Property Documentation

◆ Client

LoadBalancingClient Client
getset

Photon client to log information and statistics from.

◆ CountSendAcksOnly

int CountSendAcksOnly
get

Counts how often the Fallback Thread called SendAcksOnly, which is purely of interest to monitor if the game logic called SendOutgoingCommands as intended.

◆ FallbackThreadRunning

bool FallbackThreadRunning
get

True if a fallback thread is running. Will call the client's SendAcksOnly() method to keep the connection up.