Inherited by PhotonHandler.
◆ 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.
◆ ApplyDontDestroyOnLoad
bool ApplyDontDestroyOnLoad = true |
◆ AppOutOfFocus
Indicates that the app is not in focus.
◆ AppOutOfFocusRecent
Indicates that the app was out of focus within the last 5 seconds.
◆ AppPause
Indicates that the (Unity) app is Paused. This means the main thread is not running.
◆ AppPauseRecent
Indicates that the app was paused within the last 5 seconds.
◆ AppQuits
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.
◆ Client
Photon client to log information and statistics from.
◆ CountSendAcksOnly
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.