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+// ----------------------------------------------------------------------------
+// <copyright file="PunClasses.cs" company="Exit Games GmbH">
+// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
+// </copyright>
+// <summary>
+// Wraps up smaller classes that don't need their own file.
+// </summary>
+// <author>developer@exitgames.com</author>
+// ----------------------------------------------------------------------------
+
+
+#pragma warning disable 1587
+/// \defgroup publicApi Public API
+/// \brief Groups the most important classes that you need to understand early on.
+///
+/// \defgroup optionalGui Optional Gui Elements
+/// \brief Useful GUI elements for PUN.
+///
+/// \defgroup callbacks Callbacks
+/// \brief Callback Interfaces
+#pragma warning restore 1587
+
+
+namespace Photon.Pun
+{
+ using System;
+ using System.Collections.Generic;
+ using System.Reflection;
+ using ExitGames.Client.Photon;
+ using UnityEngine;
+ using UnityEngine.SceneManagement;
+ using Photon.Realtime;
+ using SupportClassPun = ExitGames.Client.Photon.SupportClass;
+
+
+ /// <summary>Replacement for RPC attribute with different name. Used to flag methods as remote-callable.</summary>
+ public class PunRPC : Attribute
+ {
+ }
+
+ /// <summary>
+ /// This class adds the property photonView, while logging a warning when your game still uses the networkView.
+ /// </summary>
+ public class MonoBehaviourPun : MonoBehaviour
+ {
+ /// <summary>Cache field for the PhotonView on this GameObject.</summary>
+ private PhotonView pvCache;
+
+ /// <summary>A cached reference to a PhotonView on this GameObject.</summary>
+ /// <remarks>
+ /// If you intend to work with a PhotonView in a script, it's usually easier to write this.photonView.
+ ///
+ /// If you intend to remove the PhotonView component from the GameObject but keep this Photon.MonoBehaviour,
+ /// avoid this reference or modify this code to use PhotonView.Get(obj) instead.
+ /// </remarks>
+ public PhotonView photonView
+ {
+ get
+ {
+ #if UNITY_EDITOR
+ // In the editor we want to avoid caching this at design time, so changes in PV structure appear immediately.
+ if (!Application.isPlaying || this.pvCache == null)
+ {
+ this.pvCache = PhotonView.Get(this);
+ }
+ #else
+ if (this.pvCache == null)
+ {
+ this.pvCache = PhotonView.Get(this);
+ }
+ #endif
+ return this.pvCache;
+ }
+ }
+
+ //#if UNITY_EDITOR
+ //protected virtual void Reset()
+ //{
+ // this.pvCache = this.transform.GetParentComponent<PhotonView>();
+
+ // if (this.pvCache == null)
+ // {
+ // Debug.LogWarning(this.GetType().Name + " requires a PhotonView. No PhotonView was found, so one is being added to GameObject '" + this.transform.root.name + "'");
+ // this.pvCache = this.transform.root.gameObject.AddComponent<PhotonView>();
+ // }
+ //}
+ //#endif
+ }
+
+
+ /// <summary>
+ /// This class provides a .photonView and all callbacks/events that PUN can call. Override the events/methods you want to use.
+ /// </summary>
+ /// <remarks>
+ /// By extending this class, you can implement individual methods as override.
+ ///
+ /// Do not add <b>new</b> <code>MonoBehaviour.OnEnable</code> or <code>MonoBehaviour.OnDisable</code>
+ /// Instead, you should override those and call <code>base.OnEnable</code> and <code>base.OnDisable</code>.
+ ///
+ /// Visual Studio and MonoDevelop should provide the list of methods when you begin typing "override".
+ /// <b>Your implementation does not have to call "base.method()".</b>
+ ///
+ /// This class implements all callback interfaces and extends <see cref="Photon.Pun.MonoBehaviourPun"/>.
+ /// </remarks>
+ /// \ingroup callbacks
+ // the documentation for the interface methods becomes inherited when Doxygen builds it.
+ public class MonoBehaviourPunCallbacks : MonoBehaviourPun, IConnectionCallbacks , IMatchmakingCallbacks , IInRoomCallbacks, ILobbyCallbacks, IWebRpcCallback, IErrorInfoCallback
+ {
+ public virtual void OnEnable()
+ {
+ PhotonNetwork.AddCallbackTarget(this);
+ }
+
+ public virtual void OnDisable()
+ {
+ PhotonNetwork.RemoveCallbackTarget(this);
+ }
+
+ /// <summary>
+ /// Called to signal that the raw connection got established but before the client can call operation on the server.
+ /// </summary>
+ /// <remarks>
+ /// After the (low level transport) connection is established, the client will automatically send
+ /// the Authentication operation, which needs to get a response before the client can call other operations.
+ ///
+ /// Your logic should wait for either: OnRegionListReceived or OnConnectedToMaster.
+ ///
+ /// This callback is useful to detect if the server can be reached at all (technically).
+ /// Most often, it's enough to implement OnDisconnected().
+ ///
+ /// This is not called for transitions from the masterserver to game servers.
+ /// </remarks>
+ public virtual void OnConnected()
+ {
+ }
+
+ /// <summary>
+ /// Called when the local user/client left a room, so the game's logic can clean up it's internal state.
+ /// </summary>
+ /// <remarks>
+ /// When leaving a room, the LoadBalancingClient will disconnect the Game Server and connect to the Master Server.
+ /// This wraps up multiple internal actions.
+ ///
+ /// Wait for the callback OnConnectedToMaster, before you use lobbies and join or create rooms.
+ /// </remarks>
+ public virtual void OnLeftRoom()
+ {
+ }
+
+ /// <summary>
+ /// Called after switching to a new MasterClient when the current one leaves.
+ /// </summary>
+ /// <remarks>
+ /// This is not called when this client enters a room.
+ /// The former MasterClient is still in the player list when this method get called.
+ /// </remarks>
+ public virtual void OnMasterClientSwitched(Player newMasterClient)
+ {
+ }
+
+ /// <summary>
+ /// Called when the server couldn't create a room (OpCreateRoom failed).
+ /// </summary>
+ /// <remarks>
+ /// The most common cause to fail creating a room, is when a title relies on fixed room-names and the room already exists.
+ /// </remarks>
+ /// <param name="returnCode">Operation ReturnCode from the server.</param>
+ /// <param name="message">Debug message for the error.</param>
+ public virtual void OnCreateRoomFailed(short returnCode, string message)
+ {
+ }
+
+ /// <summary>
+ /// Called when a previous OpJoinRoom call failed on the server.
+ /// </summary>
+ /// <remarks>
+ /// The most common causes are that a room is full or does not exist (due to someone else being faster or closing the room).
+ /// </remarks>
+ /// <param name="returnCode">Operation ReturnCode from the server.</param>
+ /// <param name="message">Debug message for the error.</param>
+ public virtual void OnJoinRoomFailed(short returnCode, string message)
+ {
+ }
+
+ /// <summary>
+ /// Called when this client created a room and entered it. OnJoinedRoom() will be called as well.
+ /// </summary>
+ /// <remarks>
+ /// This callback is only called on the client which created a room (see OpCreateRoom).
+ ///
+ /// As any client might close (or drop connection) anytime, there is a chance that the
+ /// creator of a room does not execute OnCreatedRoom.
+ ///
+ /// If you need specific room properties or a "start signal", implement OnMasterClientSwitched()
+ /// and make each new MasterClient check the room's state.
+ /// </remarks>
+ public virtual void OnCreatedRoom()
+ {
+ }
+
+ /// <summary>
+ /// Called on entering a lobby on the Master Server. The actual room-list updates will call OnRoomListUpdate.
+ /// </summary>
+ /// <remarks>
+ /// While in the lobby, the roomlist is automatically updated in fixed intervals (which you can't modify in the public cloud).
+ /// The room list gets available via OnRoomListUpdate.
+ /// </remarks>
+ public virtual void OnJoinedLobby()
+ {
+ }
+
+ /// <summary>
+ /// Called after leaving a lobby.
+ /// </summary>
+ /// <remarks>
+ /// When you leave a lobby, [OpCreateRoom](@ref OpCreateRoom) and [OpJoinRandomRoom](@ref OpJoinRandomRoom)
+ /// automatically refer to the default lobby.
+ /// </remarks>
+ public virtual void OnLeftLobby()
+ {
+ }
+
+ /// <summary>
+ /// Called after disconnecting from the Photon server. It could be a failure or intentional
+ /// </summary>
+ /// <remarks>
+ /// The reason for this disconnect is provided as DisconnectCause.
+ /// </remarks>
+ public virtual void OnDisconnected(DisconnectCause cause)
+ {
+ }
+
+ /// <summary>
+ /// Called when the Name Server provided a list of regions for your title.
+ /// </summary>
+ /// <remarks>Check the RegionHandler class description, to make use of the provided values.</remarks>
+ /// <param name="regionHandler">The currently used RegionHandler.</param>
+ public virtual void OnRegionListReceived(RegionHandler regionHandler)
+ {
+ }
+
+ /// <summary>
+ /// Called for any update of the room-listing while in a lobby (InLobby) on the Master Server.
+ /// </summary>
+ /// <remarks>
+ /// Each item is a RoomInfo which might include custom properties (provided you defined those as lobby-listed when creating a room).
+ /// Not all types of lobbies provide a listing of rooms to the client. Some are silent and specialized for server-side matchmaking.
+ /// </remarks>
+ public virtual void OnRoomListUpdate(List<RoomInfo> roomList)
+ {
+ }
+
+ /// <summary>
+ /// Called when the LoadBalancingClient entered a room, no matter if this client created it or simply joined.
+ /// </summary>
+ /// <remarks>
+ /// When this is called, you can access the existing players in Room.Players, their custom properties and Room.CustomProperties.
+ ///
+ /// In this callback, you could create player objects. For example in Unity, instantiate a prefab for the player.
+ ///
+ /// If you want a match to be started "actively", enable the user to signal "ready" (using OpRaiseEvent or a Custom Property).
+ /// </remarks>
+ public virtual void OnJoinedRoom()
+ {
+ }
+
+ /// <summary>
+ /// Called when a remote player entered the room. This Player is already added to the playerlist.
+ /// </summary>
+ /// <remarks>
+ /// If your game starts with a certain number of players, this callback can be useful to check the
+ /// Room.playerCount and find out if you can start.
+ /// </remarks>
+ public virtual void OnPlayerEnteredRoom(Player newPlayer)
+ {
+ }
+
+ /// <summary>
+ /// Called when a remote player left the room or became inactive. Check otherPlayer.IsInactive.
+ /// </summary>
+ /// <remarks>
+ /// If another player leaves the room or if the server detects a lost connection, this callback will
+ /// be used to notify your game logic.
+ ///
+ /// Depending on the room's setup, players may become inactive, which means they may return and retake
+ /// their spot in the room. In such cases, the Player stays in the Room.Players dictionary.
+ ///
+ /// If the player is not just inactive, it gets removed from the Room.Players dictionary, before
+ /// the callback is called.
+ /// </remarks>
+ public virtual void OnPlayerLeftRoom(Player otherPlayer)
+ {
+ }
+
+ /// <summary>
+ /// Called when a previous OpJoinRandom call failed on the server.
+ /// </summary>
+ /// <remarks>
+ /// The most common causes are that a room is full or does not exist (due to someone else being faster or closing the room).
+ ///
+ /// When using multiple lobbies (via OpJoinLobby or a TypedLobby parameter), another lobby might have more/fitting rooms.<br/>
+ /// </remarks>
+ /// <param name="returnCode">Operation ReturnCode from the server.</param>
+ /// <param name="message">Debug message for the error.</param>
+ public virtual void OnJoinRandomFailed(short returnCode, string message)
+ {
+ }
+
+ /// <summary>
+ /// Called when the client is connected to the Master Server and ready for matchmaking and other tasks.
+ /// </summary>
+ /// <remarks>
+ /// The list of available rooms won't become available unless you join a lobby via LoadBalancingClient.OpJoinLobby.
+ /// You can join rooms and create them even without being in a lobby. The default lobby is used in that case.
+ /// </remarks>
+ public virtual void OnConnectedToMaster()
+ {
+ }
+
+ /// <summary>
+ /// Called when a room's custom properties changed. The propertiesThatChanged contains all that was set via Room.SetCustomProperties.
+ /// </summary>
+ /// <remarks>
+ /// Since v1.25 this method has one parameter: Hashtable propertiesThatChanged.<br/>
+ /// Changing properties must be done by Room.SetCustomProperties, which causes this callback locally, too.
+ /// </remarks>
+ /// <param name="propertiesThatChanged"></param>
+ public virtual void OnRoomPropertiesUpdate(Hashtable propertiesThatChanged)
+ {
+ }
+
+ /// <summary>
+ /// Called when custom player-properties are changed. Player and the changed properties are passed as object[].
+ /// </summary>
+ /// <remarks>
+ /// Changing properties must be done by Player.SetCustomProperties, which causes this callback locally, too.
+ /// </remarks>
+ ///
+ /// <param name="targetPlayer">Contains Player that changed.</param>
+ /// <param name="changedProps">Contains the properties that changed.</param>
+ public virtual void OnPlayerPropertiesUpdate(Player targetPlayer, Hashtable changedProps)
+ {
+ }
+
+ /// <summary>
+ /// Called when the server sent the response to a FindFriends request.
+ /// </summary>
+ /// <remarks>
+ /// After calling OpFindFriends, the Master Server will cache the friend list and send updates to the friend
+ /// list. The friends includes the name, userId, online state and the room (if any) for each requested user/friend.
+ ///
+ /// Use the friendList to update your UI and store it, if the UI should highlight changes.
+ /// </remarks>
+ public virtual void OnFriendListUpdate(List<FriendInfo> friendList)
+ {
+ }
+
+ /// <summary>
+ /// Called when your Custom Authentication service responds with additional data.
+ /// </summary>
+ /// <remarks>
+ /// Custom Authentication services can include some custom data in their response.
+ /// When present, that data is made available in this callback as Dictionary.
+ /// While the keys of your data have to be strings, the values can be either string or a number (in Json).
+ /// You need to make extra sure, that the value type is the one you expect. Numbers become (currently) int64.
+ ///
+ /// Example: void OnCustomAuthenticationResponse(Dictionary&lt;string, object&gt; data) { ... }
+ /// </remarks>
+ /// <see cref="https://doc.photonengine.com/en-us/realtime/current/reference/custom-authentication"/>
+ public virtual void OnCustomAuthenticationResponse(Dictionary<string, object> data)
+ {
+ }
+
+ /// <summary>
+ /// Called when the custom authentication failed. Followed by disconnect!
+ /// </summary>
+ /// <remarks>
+ /// Custom Authentication can fail due to user-input, bad tokens/secrets.
+ /// If authentication is successful, this method is not called. Implement OnJoinedLobby() or OnConnectedToMaster() (as usual).
+ ///
+ /// During development of a game, it might also fail due to wrong configuration on the server side.
+ /// In those cases, logging the debugMessage is very important.
+ ///
+ /// Unless you setup a custom authentication service for your app (in the [Dashboard](https://dashboard.photonengine.com)),
+ /// this won't be called!
+ /// </remarks>
+ /// <param name="debugMessage">Contains a debug message why authentication failed. This has to be fixed during development.</param>
+ public virtual void OnCustomAuthenticationFailed (string debugMessage)
+ {
+ }
+
+ //TODO: Check if this needs to be implemented
+ // in: IOptionalInfoCallbacks
+ public virtual void OnWebRpcResponse(OperationResponse response)
+ {
+ }
+
+ //TODO: Check if this needs to be implemented
+ // in: IOptionalInfoCallbacks
+ public virtual void OnLobbyStatisticsUpdate(List<TypedLobbyInfo> lobbyStatistics)
+ {
+ }
+
+ /// <summary>
+ /// Called when the client receives an event from the server indicating that an error happened there.
+ /// </summary>
+ /// <remarks>
+ /// In most cases this could be either:
+ /// 1. an error from webhooks plugin (if HasErrorInfo is enabled), read more here:
+ /// https://doc.photonengine.com/en-us/realtime/current/gameplay/web-extensions/webhooks#options
+ /// 2. an error sent from a custom server plugin via PluginHost.BroadcastErrorInfoEvent, see example here:
+ /// https://doc.photonengine.com/en-us/server/current/plugins/manual#handling_http_response
+ /// 3. an error sent from the server, for example, when the limit of cached events has been exceeded in the room
+ /// (all clients will be disconnected and the room will be closed in this case)
+ /// read more here: https://doc.photonengine.com/en-us/realtime/current/gameplay/cached-events#special_considerations
+ /// </remarks>
+ /// <param name="errorInfo">object containing information about the error</param>
+ public virtual void OnErrorInfo(ErrorInfo errorInfo)
+ {
+ }
+ }
+
+
+ /// <summary>
+ /// Container class for info about a particular message, RPC or update.
+ /// </summary>
+ /// \ingroup publicApi
+ public struct PhotonMessageInfo
+ {
+ private readonly int timeInt;
+ /// <summary>The sender of a message / event. May be null.</summary>
+ public readonly Player Sender;
+ public readonly PhotonView photonView;
+
+ public PhotonMessageInfo(Player player, int timestamp, PhotonView view)
+ {
+ this.Sender = player;
+ this.timeInt = timestamp;
+ this.photonView = view;
+ }
+
+ [Obsolete("Use SentServerTime instead.")]
+ public double timestamp
+ {
+ get
+ {
+ uint u = (uint) this.timeInt;
+ double t = u;
+ return t / 1000.0d;
+ }
+ }
+
+ public double SentServerTime
+ {
+ get
+ {
+ uint u = (uint)this.timeInt;
+ double t = u;
+ return t / 1000.0d;
+ }
+ }
+
+ public int SentServerTimestamp
+ {
+ get { return this.timeInt; }
+ }
+
+ public override string ToString()
+ {
+ return string.Format("[PhotonMessageInfo: Sender='{1}' Senttime={0}]", this.SentServerTime, this.Sender);
+ }
+ }
+
+
+
+ /// <summary>Defines Photon event-codes as used by PUN.</summary>
+ internal class PunEvent
+ {
+ public const byte RPC = 200;
+ public const byte SendSerialize = 201;
+ public const byte Instantiation = 202;
+ public const byte CloseConnection = 203;
+ public const byte Destroy = 204;
+ public const byte RemoveCachedRPCs = 205;
+ public const byte SendSerializeReliable = 206; // TS: added this but it's not really needed anymore
+ public const byte DestroyPlayer = 207; // TS: added to make others remove all GOs of a player
+ public const byte OwnershipRequest = 209;
+ public const byte OwnershipTransfer = 210;
+ public const byte VacantViewIds = 211;
+ public const byte OwnershipUpdate = 212;
+ }
+
+
+ /// <summary>
+ /// This container is used in OnPhotonSerializeView() to either provide incoming data of a PhotonView or for you to provide it.
+ /// </summary>
+ /// <remarks>
+ /// The IsWriting property will be true if this client is the "owner" of the PhotonView (and thus the GameObject).
+ /// Add data to the stream and it's sent via the server to the other players in a room.
+ /// On the receiving side, IsWriting is false and the data should be read.
+ ///
+ /// Send as few data as possible to keep connection quality up. An empty PhotonStream will not be sent.
+ ///
+ /// Use either Serialize() for reading and writing or SendNext() and ReceiveNext(). The latter two are just explicit read and
+ /// write methods but do about the same work as Serialize(). It's a matter of preference which methods you use.
+ /// </remarks>
+ /// \ingroup publicApi
+ public class PhotonStream
+ {
+ private List<object> writeData;
+ private object[] readData;
+ private int currentItem; //Used to track the next item to receive.
+
+ /// <summary>If true, this client should add data to the stream to send it.</summary>
+ public bool IsWriting { get; private set; }
+
+ /// <summary>If true, this client should read data send by another client.</summary>
+ public bool IsReading
+ {
+ get { return !this.IsWriting; }
+ }
+
+ /// <summary>Count of items in the stream.</summary>
+ public int Count
+ {
+ get { return this.IsWriting ? this.writeData.Count : this.readData.Length; }
+ }
+
+ /// <summary>
+ /// Creates a stream and initializes it. Used by PUN internally.
+ /// </summary>
+ public PhotonStream(bool write, object[] incomingData)
+ {
+ this.IsWriting = write;
+
+ if (!write && incomingData != null)
+ {
+ this.readData = incomingData;
+ }
+ }
+
+ public void SetReadStream(object[] incomingData, int pos = 0)
+ {
+ this.readData = incomingData;
+ this.currentItem = pos;
+ this.IsWriting = false;
+ }
+
+ internal void SetWriteStream(List<object> newWriteData, int pos = 0)
+ {
+ if (pos != newWriteData.Count)
+ {
+ throw new Exception("SetWriteStream failed, because count does not match position value. pos: "+ pos + " newWriteData.Count:" + newWriteData.Count);
+ }
+ this.writeData = newWriteData;
+ this.currentItem = pos;
+ this.IsWriting = true;
+ }
+
+ internal List<object> GetWriteStream()
+ {
+ return this.writeData;
+ }
+
+
+ [Obsolete("Either SET the writeData with an empty List or use Clear().")]
+ internal void ResetWriteStream()
+ {
+ this.writeData.Clear();
+ }
+
+ /// <summary>Read next piece of data from the stream when IsReading is true.</summary>
+ public object ReceiveNext()
+ {
+ if (this.IsWriting)
+ {
+ Debug.LogError("Error: you cannot read this stream that you are writing!");
+ return null;
+ }
+
+ object obj = this.readData[this.currentItem];
+ this.currentItem++;
+ return obj;
+ }
+
+ /// <summary>Read next piece of data from the stream without advancing the "current" item.</summary>
+ public object PeekNext()
+ {
+ if (this.IsWriting)
+ {
+ Debug.LogError("Error: you cannot read this stream that you are writing!");
+ return null;
+ }
+
+ object obj = this.readData[this.currentItem];
+ //this.currentItem++;
+ return obj;
+ }
+
+ /// <summary>Add another piece of data to send it when IsWriting is true.</summary>
+ public void SendNext(object obj)
+ {
+ if (!this.IsWriting)
+ {
+ Debug.LogError("Error: you cannot write/send to this stream that you are reading!");
+ return;
+ }
+
+ this.writeData.Add(obj);
+ }
+
+ [Obsolete("writeData is a list now. Use and re-use it directly.")]
+ public bool CopyToListAndClear(List<object> target)
+ {
+ if (!this.IsWriting) return false;
+
+ target.AddRange(this.writeData);
+ this.writeData.Clear();
+
+ return true;
+ }
+
+ /// <summary>Turns the stream into a new object[].</summary>
+ public object[] ToArray()
+ {
+ return this.IsWriting ? this.writeData.ToArray() : this.readData;
+ }
+
+ /// <summary>
+ /// Will read or write the value, depending on the stream's IsWriting value.
+ /// </summary>
+ public void Serialize(ref bool myBool)
+ {
+ if (this.IsWriting)
+ {
+ this.writeData.Add(myBool);
+ }
+ else
+ {
+ if (this.readData.Length > this.currentItem)
+ {
+ myBool = (bool) this.readData[this.currentItem];
+ this.currentItem++;
+ }
+ }
+ }
+
+ /// <summary>
+ /// Will read or write the value, depending on the stream's IsWriting value.
+ /// </summary>
+ public void Serialize(ref int myInt)
+ {
+ if (this.IsWriting)
+ {
+ this.writeData.Add(myInt);
+ }
+ else
+ {
+ if (this.readData.Length > this.currentItem)
+ {
+ myInt = (int) this.readData[this.currentItem];
+ this.currentItem++;
+ }
+ }
+ }
+
+ /// <summary>
+ /// Will read or write the value, depending on the stream's IsWriting value.
+ /// </summary>
+ public void Serialize(ref string value)
+ {
+ if (this.IsWriting)
+ {
+ this.writeData.Add(value);
+ }
+ else
+ {
+ if (this.readData.Length > this.currentItem)
+ {
+ value = (string) this.readData[this.currentItem];
+ this.currentItem++;
+ }
+ }
+ }
+
+ /// <summary>
+ /// Will read or write the value, depending on the stream's IsWriting value.
+ /// </summary>
+ public void Serialize(ref char value)
+ {
+ if (this.IsWriting)
+ {
+ this.writeData.Add(value);
+ }
+ else
+ {
+ if (this.readData.Length > this.currentItem)
+ {
+ value = (char) this.readData[this.currentItem];
+ this.currentItem++;
+ }
+ }
+ }
+
+ /// <summary>
+ /// Will read or write the value, depending on the stream's IsWriting value.
+ /// </summary>
+ public void Serialize(ref short value)
+ {
+ if (this.IsWriting)
+ {
+ this.writeData.Add(value);
+ }
+ else
+ {
+ if (this.readData.Length > this.currentItem)
+ {
+ value = (short) this.readData[this.currentItem];
+ this.currentItem++;
+ }
+ }
+ }
+
+ /// <summary>
+ /// Will read or write the value, depending on the stream's IsWriting value.
+ /// </summary>
+ public void Serialize(ref float obj)
+ {
+ if (this.IsWriting)
+ {
+ this.writeData.Add(obj);
+ }
+ else
+ {
+ if (this.readData.Length > this.currentItem)
+ {
+ obj = (float) this.readData[this.currentItem];
+ this.currentItem++;
+ }
+ }
+ }
+
+ /// <summary>
+ /// Will read or write the value, depending on the stream's IsWriting value.
+ /// </summary>
+ public void Serialize(ref Player obj)
+ {
+ if (this.IsWriting)
+ {
+ this.writeData.Add(obj);
+ }
+ else
+ {
+ if (this.readData.Length > this.currentItem)
+ {
+ obj = (Player) this.readData[this.currentItem];
+ this.currentItem++;
+ }
+ }
+ }
+
+ /// <summary>
+ /// Will read or write the value, depending on the stream's IsWriting value.
+ /// </summary>
+ public void Serialize(ref Vector3 obj)
+ {
+ if (this.IsWriting)
+ {
+ this.writeData.Add(obj);
+ }
+ else
+ {
+ if (this.readData.Length > this.currentItem)
+ {
+ obj = (Vector3) this.readData[this.currentItem];
+ this.currentItem++;
+ }
+ }
+ }
+
+ /// <summary>
+ /// Will read or write the value, depending on the stream's IsWriting value.
+ /// </summary>
+ public void Serialize(ref Vector2 obj)
+ {
+ if (this.IsWriting)
+ {
+ this.writeData.Add(obj);
+ }
+ else
+ {
+ if (this.readData.Length > this.currentItem)
+ {
+ obj = (Vector2) this.readData[this.currentItem];
+ this.currentItem++;
+ }
+ }
+ }
+
+ /// <summary>
+ /// Will read or write the value, depending on the stream's IsWriting value.
+ /// </summary>
+ public void Serialize(ref Quaternion obj)
+ {
+ if (this.IsWriting)
+ {
+ this.writeData.Add(obj);
+ }
+ else
+ {
+ if (this.readData.Length > this.currentItem)
+ {
+ obj = (Quaternion) this.readData[this.currentItem];
+ this.currentItem++;
+ }
+ }
+ }
+ }
+
+
+ public class SceneManagerHelper
+ {
+ public static string ActiveSceneName
+ {
+ get
+ {
+ Scene s = SceneManager.GetActiveScene();
+ return s.name;
+ }
+ }
+
+ public static int ActiveSceneBuildIndex
+ {
+ get { return SceneManager.GetActiveScene().buildIndex; }
+ }
+
+
+ #if UNITY_EDITOR
+ /// <summary>In Editor, we can access the active scene's name.</summary>
+ public static string EditorActiveSceneName
+ {
+ get { return SceneManager.GetActiveScene().name; }
+ }
+ #endif
+ }
+
+
+ /// <summary>
+ /// The default implementation of a PrefabPool for PUN, which actually Instantiates and Destroys GameObjects but pools a resource.
+ /// </summary>
+ /// <remarks>
+ /// This pool is not actually storing GameObjects for later reuse. Instead, it's destroying used GameObjects.
+ /// However, prefabs will be loaded from a Resources folder and cached, which speeds up Instantiation a bit.
+ ///
+ /// The ResourceCache is public, so it can be filled without relying on the Resources folders.
+ /// </remarks>
+ public class DefaultPool : IPunPrefabPool
+ {
+ /// <summary>Contains a GameObject per prefabId, to speed up instantiation.</summary>
+ public readonly Dictionary<string, GameObject> ResourceCache = new Dictionary<string, GameObject>();
+
+ /// <summary>Returns an inactive instance of a networked GameObject, to be used by PUN.</summary>
+ /// <param name="prefabId">String identifier for the networked object.</param>
+ /// <param name="position">Location of the new object.</param>
+ /// <param name="rotation">Rotation of the new object.</param>
+ /// <returns></returns>
+ public GameObject Instantiate(string prefabId, Vector3 position, Quaternion rotation)
+ {
+ GameObject res = null;
+ bool cached = this.ResourceCache.TryGetValue(prefabId, out res);
+ if (!cached)
+ {
+ res = Resources.Load<GameObject>(prefabId);
+ if (res == null)
+ {
+ Debug.LogError("DefaultPool failed to load \"" + prefabId + "\". Make sure it's in a \"Resources\" folder. Or use a custom IPunPrefabPool.");
+ }
+ else
+ {
+ this.ResourceCache.Add(prefabId, res);
+ }
+ }
+
+ bool wasActive = res.activeSelf;
+ if (wasActive) res.SetActive(false);
+
+ GameObject instance =GameObject.Instantiate(res, position, rotation) as GameObject;
+
+ if (wasActive) res.SetActive(true);
+ return instance;
+ }
+
+ /// <summary>Simply destroys a GameObject.</summary>
+ /// <param name="gameObject">The GameObject to get rid of.</param>
+ public void Destroy(GameObject gameObject)
+ {
+ GameObject.Destroy(gameObject);
+ }
+ }
+
+
+ /// <summary>Small number of extension methods that make it easier for PUN to work cross-Unity-versions.</summary>
+ public static class PunExtensions
+ {
+ public static Dictionary<MethodInfo, ParameterInfo[]> ParametersOfMethods = new Dictionary<MethodInfo, ParameterInfo[]>();
+
+ public static ParameterInfo[] GetCachedParemeters(this MethodInfo mo)
+ {
+ ParameterInfo[] result;
+ bool cached = ParametersOfMethods.TryGetValue(mo, out result);
+
+ if (!cached)
+ {
+ result = mo.GetParameters();
+ ParametersOfMethods[mo] = result;
+ }
+
+ return result;
+ }
+
+ public static PhotonView[] GetPhotonViewsInChildren(this UnityEngine.GameObject go)
+ {
+ return go.GetComponentsInChildren<PhotonView>(true) as PhotonView[];
+ }
+
+ public static PhotonView GetPhotonView(this UnityEngine.GameObject go)
+ {
+ return go.GetComponent<PhotonView>() as PhotonView;
+ }
+
+ /// <summary>compares the squared magnitude of target - second to given float value</summary>
+ public static bool AlmostEquals(this Vector3 target, Vector3 second, float sqrMagnitudePrecision)
+ {
+ return (target - second).sqrMagnitude < sqrMagnitudePrecision; // TODO: inline vector methods to optimize?
+ }
+
+ /// <summary>compares the squared magnitude of target - second to given float value</summary>
+ public static bool AlmostEquals(this Vector2 target, Vector2 second, float sqrMagnitudePrecision)
+ {
+ return (target - second).sqrMagnitude < sqrMagnitudePrecision; // TODO: inline vector methods to optimize?
+ }
+
+ /// <summary>compares the angle between target and second to given float value</summary>
+ public static bool AlmostEquals(this Quaternion target, Quaternion second, float maxAngle)
+ {
+ return Quaternion.Angle(target, second) < maxAngle;
+ }
+
+ /// <summary>compares two floats and returns true of their difference is less than floatDiff</summary>
+ public static bool AlmostEquals(this float target, float second, float floatDiff)
+ {
+ return Mathf.Abs(target - second) < floatDiff;
+ }
+
+
+ public static bool CheckIsAssignableFrom(this Type to, Type from)
+ {
+ #if !NETFX_CORE
+ return to.IsAssignableFrom(from);
+ #else
+ return to.GetTypeInfo().IsAssignableFrom(from.GetTypeInfo());
+ #endif
+ }
+
+ public static bool CheckIsInterface(this Type to)
+ {
+ #if !NETFX_CORE
+ return to.IsInterface;
+ #else
+ return to.GetTypeInfo().IsInterface;
+ #endif
+ }
+ }
+} \ No newline at end of file