Quantum 3
3.1.0
Handler class to use threading to keep a RealtimeClient connection alive (calling SendAcksOnly if it was not called in time). More...
Public Member Functions | |
| 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... | |
| void | RealtimeFallbackInvoke () |
| Used in WebGL builds which can't call RealtimeFallback(object state = null) with the state context parameter. More... | |
| void | RemoveInstance () |
| Stopping the fallback thread. In Unity, calls Destroy(this). More... | |
| void | StartFallbackSendAckThread () |
| Starts periodic calls of RealtimeFallbackThread. More... | |
| void | StopFallbackSendAckThread () |
| Stops the periodic calls of RealtimeFallbackThread. More... | |
Static Public Member Functions | |
| static ConnectionHandler | BuildInstance (RealtimeClient client, string id=null) |
| Creates an instance of the ConnectionHandler, assigns the given client. In Unity this uses a single GameObject to store all components on and applies DontDestroyOnLoad. More... | |
| 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... | |
| string | Id |
| Optional string identifier for the instance (for debugging). More... | |
| int | KeepAliveInBackground = 60000 |
| Defines for how long the Fallback Thread should keep the connection, before it may time out as usual. More... | |
Static Public Attributes | |
| 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... | |
| 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 | AppQuits |
| Indicates that the app is closing. Set in OnApplicationQuit(). More... | |
Properties | |
| RealtimeClient | 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... | |
Handler class to use threading to keep a RealtimeClient connection alive (calling SendAcksOnly if it was not called in time).
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inlinestatic |
Creates an instance of the ConnectionHandler, assigns the given client. In Unity this uses a single GameObject to store all components on and applies DontDestroyOnLoad.
| client | The client to handle. |
| id | Optional ID for this handle (could be based / related to the client instance). |
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inline |
Stopping the fallback thread. In Unity, calls Destroy(this).
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inlinestatic |
When run in Unity, this returns Application.internetReachability != NetworkReachability.NotReachable.
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inline |
Starts periodic calls of RealtimeFallbackThread.
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inline |
Stops the periodic calls of RealtimeFallbackThread.
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inline |
Used in WebGL builds which can't call RealtimeFallback(object state = null) with the state context parameter.
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inline |
A thread which runs independently of the Update() calls. Keeps connections online while loading or in background. See KeepAliveInBackground.
| string Photon.Realtime.ConnectionHandler.Id |
Optional string identifier for the instance (for debugging).
| bool Photon.Realtime.ConnectionHandler.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.
| int Photon.Realtime.ConnectionHandler.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.
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static |
Indicates that the app is closing. Set in OnApplicationQuit().
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static |
Indicates that the (Unity) app is Paused. This means the main thread is not running.
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static |
Indicates that the app was paused within the last 5 seconds.
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static |
Indicates that the app is not in focus.
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static |
Indicates that the app was out of focus within the last 5 seconds.
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getset |
Photon client to log information and statistics from.
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get |
Counts how often the Fallback Thread called SendAcksOnly, which is purely of interest to monitor if the game logic called SendOutgoingCommands as intended.
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get |
True if a fallback thread is running. Will call the client's SendAcksOnly() method to keep the connection up.