diff --git a/Assets/Photon/PhotonChat.meta b/Assets/Photon/PhotonChat.meta
new file mode 100644
index 0000000..ba25111
--- /dev/null
+++ b/Assets/Photon/PhotonChat.meta
@@ -0,0 +1,7 @@
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diff --git a/Assets/Photon/PhotonChat/Code.meta b/Assets/Photon/PhotonChat/Code.meta
new file mode 100644
index 0000000..514db0b
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Code.meta
@@ -0,0 +1,9 @@
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diff --git a/Assets/Photon/PhotonChat/Code/ChannelCreationOptions.cs b/Assets/Photon/PhotonChat/Code/ChannelCreationOptions.cs
new file mode 100644
index 0000000..50c791b
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Code/ChannelCreationOptions.cs
@@ -0,0 +1,22 @@
+// ----------------------------------------------------------------------------------------------------------------------
+// The Photon Chat Api enables clients to connect to a chat server and communicate with other clients.
+// ChannelCreationOptions is a parameter used when subscribing to a public channel for the first time.
+// Photon Chat Api - Copyright (C) 2018 Exit Games GmbH
+// ----------------------------------------------------------------------------------------------------------------------
+
+namespace Photon.Chat
+{
+ public class ChannelCreationOptions
+ {
+ /// Default values of channel creation options.
+ public static ChannelCreationOptions Default = new ChannelCreationOptions();
+ /// Whether or not the channel to be created will allow client to keep a list of users.
+ public bool PublishSubscribers { get; set; }
+ /// Limit of the number of users subscribed to the channel to be created.
+ public int MaxSubscribers { get; set; }
+
+ #if CHAT_EXTENDED
+ public System.Collections.Generic.Dictionary CustomProperties { get; set; }
+ #endif
+ }
+}
diff --git a/Assets/Photon/PhotonChat/Code/ChannelCreationOptions.cs.meta b/Assets/Photon/PhotonChat/Code/ChannelCreationOptions.cs.meta
new file mode 100644
index 0000000..5650cd3
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Code/ChannelCreationOptions.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 6c1aa0fceaa2bc14eabdf85976f4e2c8
+timeCreated: 1549546375
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
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diff --git a/Assets/Photon/PhotonChat/Code/ChannelWellKnownProperties.cs b/Assets/Photon/PhotonChat/Code/ChannelWellKnownProperties.cs
new file mode 100644
index 0000000..2627e7a
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Code/ChannelWellKnownProperties.cs
@@ -0,0 +1,14 @@
+// ----------------------------------------------------------------------------------------------------------------------
+// The Photon Chat Api enables clients to connect to a chat server and communicate with other clients.
+// ChannelWellKnownProperties contains the list of well-known channel properties.
+// Photon Chat Api - Copyright (C) 2018 Exit Games GmbH
+// ----------------------------------------------------------------------------------------------------------------------
+
+namespace Photon.Chat
+{
+ public class ChannelWellKnownProperties
+ {
+ public const byte MaxSubscribers = 255;
+ public const byte PublishSubscribers = 254;
+ }
+}
diff --git a/Assets/Photon/PhotonChat/Code/ChannelWellKnownProperties.cs.meta b/Assets/Photon/PhotonChat/Code/ChannelWellKnownProperties.cs.meta
new file mode 100644
index 0000000..2c88cb1
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Code/ChannelWellKnownProperties.cs.meta
@@ -0,0 +1,12 @@
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diff --git a/Assets/Photon/PhotonChat/Code/ChatAppSettings.cs b/Assets/Photon/PhotonChat/Code/ChatAppSettings.cs
new file mode 100644
index 0000000..79c1c73
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Code/ChatAppSettings.cs
@@ -0,0 +1,73 @@
+// -----------------------------------------------------------------------
+//
+// Chat API for Photon - Copyright (C) 2018 Exit Games GmbH
+//
+// Settings for Photon Chat application and the server to connect to.
+// developer@photonengine.com
+// ----------------------------------------------------------------------------
+
+#if UNITY_4_7 || UNITY_5 || UNITY_5_3_OR_NEWER
+#define SUPPORTED_UNITY
+#endif
+
+
+namespace Photon.Chat
+{
+ using System;
+ using ExitGames.Client.Photon;
+ #if SUPPORTED_UNITY
+ using UnityEngine.Serialization;
+ #endif
+
+ ///
+ /// Settings for Photon application(s) and the server to connect to.
+ ///
+ ///
+ /// This is Serializable for Unity, so it can be included in ScriptableObject instances.
+ ///
+ #if !NETFX_CORE || SUPPORTED_UNITY
+ [Serializable]
+ #endif
+ public class ChatAppSettings
+ {
+ /// AppId for the Chat Api.
+ #if SUPPORTED_UNITY
+ [FormerlySerializedAs("AppId")]
+ #endif
+ public string AppIdChat;
+
+ /// The AppVersion can be used to identify builds and will split the AppId distinct "Virtual AppIds" (important for the users to find each other).
+ public string AppVersion;
+
+ /// Can be set to any of the Photon Cloud's region names to directly connect to that region.
+ public string FixedRegion;
+
+ /// The address (hostname or IP) of the server to connect to.
+ public string Server;
+
+ /// If not null, this sets the port of the first Photon server to connect to (that will "forward" the client as needed).
+ public ushort Port;
+
+ /// The network level protocol to use.
+ public ConnectionProtocol Protocol = ConnectionProtocol.Udp;
+
+ /// Enables a fallback to another protocol in case a connect to the Name Server fails.
+ /// See: LoadBalancingClient.EnableProtocolFallback.
+ public bool EnableProtocolFallback = true;
+
+ /// Log level for the network lib.
+ public DebugLevel NetworkLogging = DebugLevel.ERROR;
+
+ /// If true, the default nameserver address for the Photon Cloud should be used.
+ public bool IsDefaultNameServer { get { return string.IsNullOrEmpty(this.Server); } }
+
+
+ /// Available to not immediately break compatibility.
+ [Obsolete("Use AppIdChat instead.")]
+ public string AppId
+ {
+ get { return this.AppIdChat; }
+ set { this.AppIdChat = value; }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Photon/PhotonChat/Code/ChatAppSettings.cs.meta b/Assets/Photon/PhotonChat/Code/ChatAppSettings.cs.meta
new file mode 100644
index 0000000..479680b
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Code/ChatAppSettings.cs.meta
@@ -0,0 +1,11 @@
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+ icon: {instanceID: 0}
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diff --git a/Assets/Photon/PhotonChat/Code/ChatChannel.cs b/Assets/Photon/PhotonChat/Code/ChatChannel.cs
new file mode 100644
index 0000000..595f22a
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Code/ChatChannel.cs
@@ -0,0 +1,193 @@
+// ----------------------------------------------------------------------------------------------------------------------
+// The Photon Chat Api enables clients to connect to a chat server and communicate with other clients.
+// ChatClient is the main class of this api.
+// Photon Chat Api - Copyright (C) 2014 Exit Games GmbH
+// ----------------------------------------------------------------------------------------------------------------------
+
+#if UNITY_4_7 || UNITY_5 || UNITY_5_3_OR_NEWER
+#define SUPPORTED_UNITY
+#endif
+
+namespace Photon.Chat
+{
+ using System.Collections.Generic;
+ using System.Text;
+
+ #if SUPPORTED_UNITY || NETFX_CORE
+ using Hashtable = ExitGames.Client.Photon.Hashtable;
+ using SupportClass = ExitGames.Client.Photon.SupportClass;
+ #endif
+
+
+ ///
+ /// A channel of communication in Photon Chat, updated by ChatClient and provided as READ ONLY.
+ ///
+ ///
+ /// Contains messages and senders to use (read!) and display by your GUI.
+ /// Access these by:
+ /// ChatClient.PublicChannels
+ /// ChatClient.PrivateChannels
+ ///
+ public class ChatChannel
+ {
+ /// Name of the channel (used to subscribe and unsubscribe).
+ public readonly string Name;
+
+ /// Senders of messages in chronological order. Senders and Messages refer to each other by index. Senders[x] is the sender of Messages[x].
+ public readonly List Senders = new List();
+
+ /// Messages in chronological order. Senders and Messages refer to each other by index. Senders[x] is the sender of Messages[x].
+ public readonly List Messages = new List();
+
+ /// If greater than 0, this channel will limit the number of messages, that it caches locally.
+ public int MessageLimit;
+
+ /// Unique channel ID.
+ public int ChannelID;
+
+ /// Is this a private 1:1 channel?
+ public bool IsPrivate { get; protected internal set; }
+
+ /// Count of messages this client still buffers/knows for this channel.
+ public int MessageCount { get { return this.Messages.Count; } }
+
+ ///
+ /// ID of the last message received.
+ ///
+ public int LastMsgId { get; protected set; }
+
+ private Dictionary properties;
+
+ /// Whether or not this channel keeps track of the list of its subscribers.
+ public bool PublishSubscribers { get; protected set; }
+
+ /// Maximum number of channel subscribers. 0 means infinite.
+ public int MaxSubscribers { get; protected set; }
+
+ /// Subscribed users.
+ public readonly HashSet Subscribers = new HashSet();
+
+ /// Used internally to create new channels. This does NOT create a channel on the server! Use ChatClient.Subscribe.
+ public ChatChannel(string name)
+ {
+ this.Name = name;
+ }
+
+ /// Used internally to add messages to this channel.
+ public void Add(string sender, object message, int msgId)
+ {
+ this.Senders.Add(sender);
+ this.Messages.Add(message);
+ this.LastMsgId = msgId;
+ this.TruncateMessages();
+ }
+
+ /// Used internally to add messages to this channel.
+ public void Add(string[] senders, object[] messages, int lastMsgId)
+ {
+ this.Senders.AddRange(senders);
+ this.Messages.AddRange(messages);
+ this.LastMsgId = lastMsgId;
+ this.TruncateMessages();
+ }
+
+ /// Reduces the number of locally cached messages in this channel to the MessageLimit (if set).
+ public void TruncateMessages()
+ {
+ if (this.MessageLimit <= 0 || this.Messages.Count <= this.MessageLimit)
+ {
+ return;
+ }
+
+ int excessCount = this.Messages.Count - this.MessageLimit;
+ this.Senders.RemoveRange(0, excessCount);
+ this.Messages.RemoveRange(0, excessCount);
+ }
+
+ /// Clear the local cache of messages currently stored. This frees memory but doesn't affect the server.
+ public void ClearMessages()
+ {
+ this.Senders.Clear();
+ this.Messages.Clear();
+ }
+
+ /// Provides a string-representation of all messages in this channel.
+ /// All known messages in format "Sender: Message", line by line.
+ public string ToStringMessages()
+ {
+ StringBuilder txt = new StringBuilder();
+ for (int i = 0; i < this.Messages.Count; i++)
+ {
+ txt.AppendLine(string.Format("{0}: {1}", this.Senders[i], this.Messages[i]));
+ }
+ return txt.ToString();
+ }
+
+ internal void ReadChannelProperties(Dictionary newProperties)
+ {
+ if (newProperties != null && newProperties.Count > 0)
+ {
+ if (this.properties == null)
+ {
+ this.properties = new Dictionary(newProperties.Count);
+ }
+ foreach (var pair in newProperties)
+ {
+ if (pair.Value == null)
+ {
+ this.properties.Remove(pair.Key);
+ }
+ else
+ {
+ this.properties[pair.Key] = pair.Value;
+ }
+ }
+ object temp;
+ if (this.properties.TryGetValue(ChannelWellKnownProperties.PublishSubscribers, out temp))
+ {
+ this.PublishSubscribers = (bool)temp;
+ }
+ if (this.properties.TryGetValue(ChannelWellKnownProperties.MaxSubscribers, out temp))
+ {
+ this.MaxSubscribers = (int)temp;
+ }
+ }
+ }
+
+ internal void AddSubscribers(string[] users)
+ {
+ if (users == null)
+ {
+ return;
+ }
+ for (int i = 0; i < users.Length; i++)
+ {
+ this.Subscribers.Add(users[i]);
+ }
+ }
+
+ #if CHAT_EXTENDED
+ internal void ReadUserProperties(string userId, Dictionary changedProperties)
+ {
+ throw new System.NotImplementedException();
+ }
+
+ internal bool TryGetChannelProperty(object propertyKey, out T propertyValue)
+ {
+ propertyValue = default(T);
+ object temp;
+ if (properties != null && properties.TryGetValue(propertyKey, out temp) && temp is T)
+ {
+ propertyValue = (T)temp;
+ return true;
+ }
+ return false;
+ }
+
+ public bool TryGetCustomChannelProperty(string propertyKey, out T propertyValue)
+ {
+ return this.TryGetChannelProperty(propertyKey, out propertyValue);
+ }
+ #endif
+ }
+}
\ No newline at end of file
diff --git a/Assets/Photon/PhotonChat/Code/ChatChannel.cs.meta b/Assets/Photon/PhotonChat/Code/ChatChannel.cs.meta
new file mode 100644
index 0000000..0d73965
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Code/ChatChannel.cs.meta
@@ -0,0 +1,8 @@
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+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Assets/Photon/PhotonChat/Code/ChatClient.cs b/Assets/Photon/PhotonChat/Code/ChatClient.cs
new file mode 100644
index 0000000..4249afd
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Code/ChatClient.cs
@@ -0,0 +1,1828 @@
+// ----------------------------------------------------------------------------------------------------------------------
+// The Photon Chat Api enables clients to connect to a chat server and communicate with other clients.
+// ChatClient is the main class of this api.
+// Photon Chat Api - Copyright (C) 2014 Exit Games GmbH
+// ----------------------------------------------------------------------------------------------------------------------
+
+#if UNITY_4_7 || UNITY_5 || UNITY_5_3_OR_NEWER
+#define SUPPORTED_UNITY
+#endif
+
+namespace Photon.Chat
+{
+ using System;
+ using System.Collections.Generic;
+ using System.Diagnostics;
+ using ExitGames.Client.Photon;
+
+ #if SUPPORTED_UNITY || NETFX_CORE
+ using Hashtable = ExitGames.Client.Photon.Hashtable;
+ using SupportClass = ExitGames.Client.Photon.SupportClass;
+ #endif
+
+
+ /// Central class of the Photon Chat API to connect, handle channels and messages.
+ ///
+ /// This class must be instantiated with a IChatClientListener instance to get the callbacks.
+ /// Integrate it into your game loop by calling Service regularly. If the target platform supports Threads/Tasks,
+ /// set UseBackgroundWorkerForSending = true, to let the ChatClient keep the connection by sending from
+ /// an independent thread.
+ ///
+ /// Call Connect with an AppId that is setup as Photon Chat application. Note: Connect covers multiple
+ /// messages between this client and the servers. A short workflow will connect you to a chat server.
+ ///
+ /// Each ChatClient resembles a user in chat (set in Connect). Each user automatically subscribes a channel
+ /// for incoming private messages and can message any other user privately.
+ /// Before you publish messages in any non-private channel, that channel must be subscribed.
+ ///
+ /// PublicChannels is a list of subscribed channels, containing messages and senders.
+ /// PrivateChannels contains all incoming and sent private messages.
+ ///
+ public class ChatClient : IPhotonPeerListener
+ {
+ const int FriendRequestListMax = 1024;
+
+ /// Default maximum value possible for when is enabled
+ public const int DefaultMaxSubscribers = 100;
+
+ private const byte HttpForwardWebFlag = 0x01;
+
+ /// Enables a fallback to another protocol in case a connect to the Name Server fails.
+ ///
+ /// When connecting to the Name Server fails for a first time, the client will select an alternative
+ /// network protocol and re-try to connect.
+ ///
+ /// The fallback will use the default Name Server port as defined by ProtocolToNameServerPort.
+ ///
+ /// The fallback for TCP is UDP. All other protocols fallback to TCP.
+ ///
+ public bool EnableProtocolFallback { get; set; }
+
+ /// The address of last connected Name Server.
+ public string NameServerAddress { get; private set; }
+
+ /// The address of the actual chat server assigned from NameServer. Public for read only.
+ public string FrontendAddress { get; private set; }
+
+ /// Region used to connect to. Currently all chat is done in EU. It can make sense to use only one region for the whole game.
+ private string chatRegion = "EU";
+
+ /// Settable only before you connect! Defaults to "EU".
+ public string ChatRegion
+ {
+ get { return this.chatRegion; }
+ set { this.chatRegion = value; }
+ }
+
+ /// Current state of the ChatClient. Also use CanChat.
+ public ChatState State { get; private set; }
+
+ /// Disconnection cause. Check this inside .
+ public ChatDisconnectCause DisconnectedCause { get; private set; }
+ ///
+ /// Checks if this client is ready to send messages.
+ ///
+ public bool CanChat
+ {
+ get { return this.State == ChatState.ConnectedToFrontEnd && this.HasPeer; }
+ }
+ ///
+ /// Checks if this client is ready to publish messages inside a public channel.
+ ///
+ /// The channel to do the check with.
+ /// Whether or not this client is ready to publish messages inside the public channel with the specified channelName.
+ public bool CanChatInChannel(string channelName)
+ {
+ return this.CanChat && this.PublicChannels.ContainsKey(channelName) && !this.PublicChannelsUnsubscribing.Contains(channelName);
+ }
+
+ private bool HasPeer
+ {
+ get { return this.chatPeer != null; }
+ }
+
+ /// The version of your client. A new version also creates a new "virtual app" to separate players from older client versions.
+ public string AppVersion { get; private set; }
+
+ /// The AppID as assigned from the Photon Cloud.
+ public string AppId { get; private set; }
+
+
+ /// Settable only before you connect!
+ public AuthenticationValues AuthValues { get; set; }
+
+ /// The unique ID of a user/person, stored in AuthValues.UserId. Set it before you connect.
+ ///
+ /// This value wraps AuthValues.UserId.
+ /// It's not a nickname and we assume users with the same userID are the same person.
+ public string UserId
+ {
+ get
+ {
+ return (this.AuthValues != null) ? this.AuthValues.UserId : null;
+ }
+ private set
+ {
+ if (this.AuthValues == null)
+ {
+ this.AuthValues = new AuthenticationValues();
+ }
+ this.AuthValues.UserId = value;
+ }
+ }
+
+ /// If greater than 0, new channels will limit the number of messages they cache locally.
+ ///
+ /// This can be useful to limit the amount of memory used by chats.
+ /// You can set a MessageLimit per channel but this value gets applied to new ones.
+ ///
+ /// Note:
+ /// Changing this value, does not affect ChatChannels that are already in use!
+ ///
+ public int MessageLimit;
+
+ /// Limits the number of messages from private channel histories.
+ ///
+ /// This is applied to all private channels on reconnect, as there is no explicit re-joining private channels.
+ /// Default is -1, which gets available messages up to a maximum set by the server.
+ /// A value of 0 gets you zero messages.
+ /// The server's limit of messages may be lower. If so, the server's value will overrule this.
+ ///
+ public int PrivateChatHistoryLength = -1;
+
+ /// Public channels this client is subscribed to.
+ public readonly Dictionary PublicChannels;
+ /// Private channels in which this client has exchanged messages.
+ public readonly Dictionary PrivateChannels;
+
+ // channels being in unsubscribing process
+ // items will be removed on successful unsubscription or subscription (the latter required after attempt to unsubscribe from not existing channel)
+ private readonly HashSet PublicChannelsUnsubscribing;
+
+ private readonly IChatClientListener listener = null;
+ /// The Chat Peer used by this client.
+ public ChatPeer chatPeer = null;
+ private const string ChatAppName = "chat";
+ private bool didAuthenticate;
+
+ private int? statusToSetWhenConnected;
+ private object messageToSetWhenConnected;
+
+ private int msDeltaForServiceCalls = 50;
+ private int msTimestampOfLastServiceCall;
+
+ /// Defines if a background thread will call SendOutgoingCommands, while your code calls Service to dispatch received messages.
+ ///
+ /// The benefit of using a background thread to call SendOutgoingCommands is this:
+ ///
+ /// Even if your game logic is being paused, the background thread will keep the connection to the server up.
+ /// On a lower level, acknowledgements and pings will prevent a server-side timeout while (e.g.) Unity loads assets.
+ ///
+ /// Your game logic still has to call Service regularly, or else incoming messages are not dispatched.
+ /// As this typically triggers UI updates, it's easier to call Service from the main/UI thread.
+ ///
+ public bool UseBackgroundWorkerForSending { get; set; }
+
+ /// Exposes the TransportProtocol of the used PhotonPeer. Settable while not connected.
+ public ConnectionProtocol TransportProtocol
+ {
+ get { return this.chatPeer.TransportProtocol; }
+ set
+ {
+ if (this.chatPeer == null || this.chatPeer.PeerState != PeerStateValue.Disconnected)
+ {
+ this.listener.DebugReturn(DebugLevel.WARNING, "Can't set TransportProtocol. Disconnect first! " + ((this.chatPeer != null) ? "PeerState: " + this.chatPeer.PeerState : "The chatPeer is null."));
+ return;
+ }
+ this.chatPeer.TransportProtocol = value;
+ }
+ }
+
+ /// Defines which IPhotonSocket class to use per ConnectionProtocol.
+ ///
+ /// Several platforms have special Socket implementations and slightly different APIs.
+ /// To accomodate this, switching the socket implementation for a network protocol was made available.
+ /// By default, UDP and TCP have socket implementations assigned.
+ ///
+ /// You only need to set the SocketImplementationConfig once, after creating a PhotonPeer
+ /// and before connecting. If you switch the TransportProtocol, the correct implementation is being used.
+ ///
+ public Dictionary SocketImplementationConfig
+ {
+ get { return this.chatPeer.SocketImplementationConfig; }
+ }
+
+ ///
+ /// Chat client constructor.
+ ///
+ /// The chat listener implementation.
+ /// Connection protocol to be used by this client. Default is .
+ public ChatClient(IChatClientListener listener, ConnectionProtocol protocol = ConnectionProtocol.Udp)
+ {
+ this.listener = listener;
+ this.State = ChatState.Uninitialized;
+
+ this.chatPeer = new ChatPeer(this, protocol);
+ this.chatPeer.SerializationProtocolType = SerializationProtocol.GpBinaryV18;
+
+ this.PublicChannels = new Dictionary();
+ this.PrivateChannels = new Dictionary();
+
+ this.PublicChannelsUnsubscribing = new HashSet();
+ }
+
+
+ public bool ConnectUsingSettings(ChatAppSettings appSettings)
+ {
+ if (appSettings == null)
+ {
+ this.listener.DebugReturn(DebugLevel.ERROR, "ConnectUsingSettings failed. The appSettings can't be null.'");
+ return false;
+ }
+
+ if (!string.IsNullOrEmpty(appSettings.FixedRegion))
+ {
+ this.ChatRegion = appSettings.FixedRegion;
+ }
+
+ this.DebugOut = appSettings.NetworkLogging;
+
+ this.TransportProtocol = appSettings.Protocol;
+ this.EnableProtocolFallback = appSettings.EnableProtocolFallback;
+
+ if (!appSettings.IsDefaultNameServer)
+ {
+ this.chatPeer.NameServerHost = appSettings.Server;
+ this.chatPeer.NameServerPortOverride = appSettings.Port;
+ }
+
+ return this.Connect(appSettings.AppIdChat, appSettings.AppVersion, this.AuthValues);
+ }
+
+ ///
+ /// Connects this client to the Photon Chat Cloud service, which will also authenticate the user (and set a UserId).
+ ///
+ /// Get your Photon Chat AppId from the Dashboard .
+ /// Any version string you make up. Used to separate users and variants of your clients, which might be incompatible.
+ /// Values for authentication. You can leave this null, if you set a UserId before. If you set authValues, they will override any UserId set before.
+ ///
+ public bool Connect(string appId, string appVersion, AuthenticationValues authValues)
+ {
+ this.chatPeer.TimePingInterval = 3000;
+ this.DisconnectedCause = ChatDisconnectCause.None;
+
+ if (authValues != null)
+ {
+ this.AuthValues = authValues;
+ }
+
+ this.AppId = appId;
+ this.AppVersion = appVersion;
+ this.didAuthenticate = false;
+ this.chatPeer.QuickResendAttempts = 2;
+ this.chatPeer.SentCountAllowance = 7;
+
+ // clean all channels
+ this.PublicChannels.Clear();
+ this.PrivateChannels.Clear();
+ this.PublicChannelsUnsubscribing.Clear();
+
+ #if UNITY_WEBGL
+ if (this.TransportProtocol == ConnectionProtocol.Tcp || this.TransportProtocol == ConnectionProtocol.Udp)
+ {
+ this.listener.DebugReturn(DebugLevel.WARNING, "WebGL requires WebSockets. Switching TransportProtocol to WebSocketSecure.");
+ this.TransportProtocol = ConnectionProtocol.WebSocketSecure;
+ }
+ #endif
+
+ this.NameServerAddress = this.chatPeer.NameServerAddress;
+
+ bool isConnecting = this.chatPeer.Connect();
+ if (isConnecting)
+ {
+ this.State = ChatState.ConnectingToNameServer;
+ }
+
+ if (this.UseBackgroundWorkerForSending)
+ {
+ #if UNITY_SWITCH
+ SupportClass.StartBackgroundCalls(this.SendOutgoingInBackground, this.msDeltaForServiceCalls); // as workaround, we don't name the Thread.
+ #else
+ SupportClass.StartBackgroundCalls(this.SendOutgoingInBackground, this.msDeltaForServiceCalls, "ChatClient Service Thread");
+ #endif
+ }
+
+ return isConnecting;
+ }
+
+ ///
+ /// Connects this client to the Photon Chat Cloud service, which will also authenticate the user (and set a UserId).
+ /// This also sets an online status once connected. By default it will set user status to .
+ /// See for more information.
+ ///
+ /// Get your Photon Chat AppId from the Dashboard .
+ /// Any version string you make up. Used to separate users and variants of your clients, which might be incompatible.
+ /// Values for authentication. You can leave this null, if you set a UserId before. If you set authValues, they will override any UserId set before.
+ /// User status to set when connected. Predefined states are in class . Other values can be used at will.
+ /// Optional status Also sets a status-message which your friends can get.
+ /// If the connection attempt could be sent at all.
+ public bool ConnectAndSetStatus(string appId, string appVersion, AuthenticationValues authValues,
+ int status = ChatUserStatus.Online, object message = null)
+ {
+ statusToSetWhenConnected = status;
+ messageToSetWhenConnected = message;
+ return Connect(appId, appVersion, authValues);
+ }
+
+ ///
+ /// Must be called regularly to keep connection between client and server alive and to process incoming messages.
+ ///
+ ///
+ /// This method limits the effort it does automatically using the private variable msDeltaForServiceCalls.
+ /// That value is lower for connect and multiplied by 4 when chat-server connection is ready.
+ ///
+ public void Service()
+ {
+ // Dispatch until every already-received message got dispatched
+ while (this.HasPeer && this.chatPeer.DispatchIncomingCommands())
+ {
+ }
+
+ // if there is no background thread for sending, Service() will do that as well, in intervals
+ if (!this.UseBackgroundWorkerForSending)
+ {
+ if (Environment.TickCount - this.msTimestampOfLastServiceCall > this.msDeltaForServiceCalls || this.msTimestampOfLastServiceCall == 0)
+ {
+ this.msTimestampOfLastServiceCall = Environment.TickCount;
+
+ while (this.HasPeer && this.chatPeer.SendOutgoingCommands())
+ {
+ }
+ }
+ }
+ }
+
+ ///
+ /// Called by a separate thread, this sends outgoing commands of this peer, as long as it's connected.
+ ///
+ /// True as long as the client is not disconnected.
+ private bool SendOutgoingInBackground()
+ {
+ while (this.HasPeer && this.chatPeer.SendOutgoingCommands())
+ {
+ }
+
+ return this.State != ChatState.Disconnected;
+ }
+
+ /// Obsolete: Better use UseBackgroundWorkerForSending and Service().
+ [Obsolete("Better use UseBackgroundWorkerForSending and Service().")]
+ public void SendAcksOnly()
+ {
+ if (this.HasPeer) this.chatPeer.SendAcksOnly();
+ }
+
+
+ ///
+ /// Disconnects from the Chat Server by sending a "disconnect command", which prevents a timeout server-side.
+ ///
+ public void Disconnect(ChatDisconnectCause cause = ChatDisconnectCause.DisconnectByClientLogic)
+ {
+ if (this.HasPeer && this.chatPeer.PeerState != PeerStateValue.Disconnected)
+ {
+ this.State = ChatState.Disconnecting;
+ this.DisconnectedCause = cause;
+ this.chatPeer.Disconnect();
+ }
+ }
+
+ ///
+ /// Locally shuts down the connection to the Chat Server. This resets states locally but the server will have to timeout this peer.
+ ///
+ public void StopThread()
+ {
+ if (this.HasPeer)
+ {
+ this.chatPeer.StopThread();
+ }
+ }
+
+ /// Sends operation to subscribe to a list of channels by name.
+ /// List of channels to subscribe to. Avoid null or empty values.
+ /// If the operation could be sent at all (Example: Fails if not connected to Chat Server).
+ public bool Subscribe(string[] channels)
+ {
+ return this.Subscribe(channels, 0);
+ }
+
+ ///
+ /// Sends operation to subscribe to a list of channels by name and possibly retrieve messages we did not receive while unsubscribed.
+ ///
+ /// List of channels to subscribe to. Avoid null or empty values.
+ /// ID of last message received per channel. Useful when re subscribing to receive only messages we missed.
+ /// If the operation could be sent at all (Example: Fails if not connected to Chat Server).
+ public bool Subscribe(string[] channels, int[] lastMsgIds)
+ {
+ if (!this.CanChat)
+ {
+ if (this.DebugOut >= DebugLevel.ERROR)
+ {
+ this.listener.DebugReturn(DebugLevel.ERROR, "Subscribe called while not connected to front end server.");
+ }
+ return false;
+ }
+
+ if (channels == null || channels.Length == 0)
+ {
+ if (this.DebugOut >= DebugLevel.WARNING)
+ {
+ this.listener.DebugReturn(DebugLevel.WARNING, "Subscribe can't be called for empty or null channels-list.");
+ }
+ return false;
+ }
+
+ for (int i = 0; i < channels.Length; i++)
+ {
+ if (string.IsNullOrEmpty(channels[i]))
+ {
+ if (this.DebugOut >= DebugLevel.ERROR)
+ {
+ this.listener.DebugReturn(DebugLevel.ERROR, string.Format("Subscribe can't be called with a null or empty channel name at index {0}.", i));
+ }
+ return false;
+ }
+ }
+
+ if (lastMsgIds == null || lastMsgIds.Length != channels.Length)
+ {
+ if (this.DebugOut >= DebugLevel.ERROR)
+ {
+ this.listener.DebugReturn(DebugLevel.ERROR, "Subscribe can't be called when \"lastMsgIds\" array is null or does not have the same length as \"channels\" array.");
+ }
+ return false;
+ }
+
+ Dictionary opParameters = new Dictionary
+ {
+ { ChatParameterCode.Channels, channels },
+ { ChatParameterCode.MsgIds, lastMsgIds},
+ { ChatParameterCode.HistoryLength, -1 } // server will decide how many messages to send to client
+ };
+
+ return this.chatPeer.SendOperation(ChatOperationCode.Subscribe, opParameters, SendOptions.SendReliable);
+ }
+
+ ///
+ /// Sends operation to subscribe client to channels, optionally fetching a number of messages from the cache.
+ ///
+ ///
+ /// Subscribes channels will forward new messages to this user. Use PublishMessage to do so.
+ /// The messages cache is limited but can be useful to get into ongoing conversations, if that's needed.
+ ///
+ /// List of channels to subscribe to. Avoid null or empty values.
+ /// 0: no history. 1 and higher: number of messages in history. -1: all available history.
+ /// If the operation could be sent at all (Example: Fails if not connected to Chat Server).
+ public bool Subscribe(string[] channels, int messagesFromHistory)
+ {
+ if (!this.CanChat)
+ {
+ if (this.DebugOut >= DebugLevel.ERROR)
+ {
+ this.listener.DebugReturn(DebugLevel.ERROR, "Subscribe called while not connected to front end server.");
+ }
+ return false;
+ }
+
+ if (channels == null || channels.Length == 0)
+ {
+ if (this.DebugOut >= DebugLevel.WARNING)
+ {
+ this.listener.DebugReturn(DebugLevel.WARNING, "Subscribe can't be called for empty or null channels-list.");
+ }
+ return false;
+ }
+
+ return this.SendChannelOperation(channels, (byte)ChatOperationCode.Subscribe, messagesFromHistory);
+ }
+
+ /// Unsubscribes from a list of channels, which stops getting messages from those.
+ ///
+ /// The client will remove these channels from the PublicChannels dictionary once the server sent a response to this request.
+ ///
+ /// The request will be sent to the server and IChatClientListener.OnUnsubscribed gets called when the server
+ /// actually removed the channel subscriptions.
+ ///
+ /// Unsubscribe will fail if you include null or empty channel names.
+ ///
+ /// Names of channels to unsubscribe.
+ /// False, if not connected to a chat server.
+ public bool Unsubscribe(string[] channels)
+ {
+ if (!this.CanChat)
+ {
+ if (this.DebugOut >= DebugLevel.ERROR)
+ {
+ this.listener.DebugReturn(DebugLevel.ERROR, "Unsubscribe called while not connected to front end server.");
+ }
+ return false;
+ }
+
+ if (channels == null || channels.Length == 0)
+ {
+ if (this.DebugOut >= DebugLevel.WARNING)
+ {
+ this.listener.DebugReturn(DebugLevel.WARNING, "Unsubscribe can't be called for empty or null channels-list.");
+ }
+ return false;
+ }
+
+ foreach (string ch in channels)
+ {
+ this.PublicChannelsUnsubscribing.Add(ch);
+ }
+ return this.SendChannelOperation(channels, ChatOperationCode.Unsubscribe, 0);
+ }
+
+ /// Sends a message to a public channel which this client subscribed to.
+ ///
+ /// Before you publish to a channel, you have to subscribe it.
+ /// Everyone in that channel will get the message.
+ ///
+ /// Name of the channel to publish to.
+ /// Your message (string or any serializable data).
+ /// Optionally, public messages can be forwarded as webhooks. Configure webhooks for your Chat app to use this.
+ /// False if the client is not yet ready to send messages.
+ public bool PublishMessage(string channelName, object message, bool forwardAsWebhook = false)
+ {
+ return this.publishMessage(channelName, message, true, forwardAsWebhook);
+ }
+
+ internal bool PublishMessageUnreliable(string channelName, object message, bool forwardAsWebhook = false)
+ {
+ return this.publishMessage(channelName, message, false, forwardAsWebhook);
+ }
+
+ private bool publishMessage(string channelName, object message, bool reliable, bool forwardAsWebhook = false)
+ {
+ if (!this.CanChat)
+ {
+ if (this.DebugOut >= DebugLevel.ERROR)
+ {
+ this.listener.DebugReturn(DebugLevel.ERROR, "PublishMessage called while not connected to front end server.");
+ }
+ return false;
+ }
+
+ if (string.IsNullOrEmpty(channelName) || message == null)
+ {
+ if (this.DebugOut >= DebugLevel.WARNING)
+ {
+ this.listener.DebugReturn(DebugLevel.WARNING, "PublishMessage parameters must be non-null and not empty.");
+ }
+ return false;
+ }
+
+ Dictionary parameters = new Dictionary
+ {
+ { (byte)ChatParameterCode.Channel, channelName },
+ { (byte)ChatParameterCode.Message, message }
+ };
+ if (forwardAsWebhook)
+ {
+ parameters.Add(ChatParameterCode.WebFlags, (byte)0x1);
+ }
+
+ return this.chatPeer.SendOperation(ChatOperationCode.Publish, parameters, new SendOptions() { Reliability = reliable });
+ }
+
+ ///
+ /// Sends a private message to a single target user. Calls OnPrivateMessage on the receiving client.
+ ///
+ /// Username to send this message to.
+ /// The message you want to send. Can be a simple string or anything serializable.
+ /// Optionally, private messages can be forwarded as webhooks. Configure webhooks for your Chat app to use this.
+ /// True if this clients can send the message to the server.
+ public bool SendPrivateMessage(string target, object message, bool forwardAsWebhook = false)
+ {
+ return this.SendPrivateMessage(target, message, false, forwardAsWebhook);
+ }
+
+ ///
+ /// Sends a private message to a single target user. Calls OnPrivateMessage on the receiving client.
+ ///
+ /// Username to send this message to.
+ /// The message you want to send. Can be a simple string or anything serializable.
+ /// Optionally, private messages can be encrypted. Encryption is not end-to-end as the server decrypts the message.
+ /// Optionally, private messages can be forwarded as webhooks. Configure webhooks for your Chat app to use this.
+ /// True if this clients can send the message to the server.
+ public bool SendPrivateMessage(string target, object message, bool encrypt, bool forwardAsWebhook)
+ {
+ return this.sendPrivateMessage(target, message, encrypt, true, forwardAsWebhook);
+ }
+
+ internal bool SendPrivateMessageUnreliable(string target, object message, bool encrypt, bool forwardAsWebhook = false)
+ {
+ return this.sendPrivateMessage(target, message, encrypt, false, forwardAsWebhook);
+ }
+
+ private bool sendPrivateMessage(string target, object message, bool encrypt, bool reliable, bool forwardAsWebhook = false)
+ {
+ if (!this.CanChat)
+ {
+ if (this.DebugOut >= DebugLevel.ERROR)
+ {
+ this.listener.DebugReturn(DebugLevel.ERROR, "SendPrivateMessage called while not connected to front end server.");
+ }
+ return false;
+ }
+
+ if (string.IsNullOrEmpty(target) || message == null)
+ {
+ if (this.DebugOut >= DebugLevel.WARNING)
+ {
+ this.listener.DebugReturn(DebugLevel.WARNING, "SendPrivateMessage parameters must be non-null and not empty.");
+ }
+ return false;
+ }
+
+ Dictionary parameters = new Dictionary
+ {
+ { ChatParameterCode.UserId, target },
+ { ChatParameterCode.Message, message }
+ };
+ if (forwardAsWebhook)
+ {
+ parameters.Add(ChatParameterCode.WebFlags, (byte)0x1);
+ }
+
+ return this.chatPeer.SendOperation(ChatOperationCode.SendPrivate, parameters, new SendOptions() { Reliability = reliable, Encrypt = encrypt });
+ }
+
+ /// Sets the user's status (pre-defined or custom) and an optional message.
+ ///
+ /// The predefined status values can be found in class ChatUserStatus.
+ /// State ChatUserStatus.Invisible will make you offline for everyone and send no message.
+ ///
+ /// You can set custom values in the status integer. Aside from the pre-configured ones,
+ /// all states will be considered visible and online. Else, no one would see the custom state.
+ ///
+ /// The message object can be anything that Photon can serialize, including (but not limited to)
+ /// Hashtable, object[] and string. This value is defined by your own conventions.
+ ///
+ /// Predefined states are in class ChatUserStatus. Other values can be used at will.
+ /// Optional string message or null.
+ /// If true, the message gets ignored. It can be null but won't replace any current message.
+ /// True if the operation gets called on the server.
+ private bool SetOnlineStatus(int status, object message, bool skipMessage)
+ {
+ if (!this.CanChat)
+ {
+ if (this.DebugOut >= DebugLevel.ERROR)
+ {
+ this.listener.DebugReturn(DebugLevel.ERROR, "SetOnlineStatus called while not connected to front end server.");
+ }
+ return false;
+ }
+
+ Dictionary parameters = new Dictionary
+ {
+ { ChatParameterCode.Status, status },
+ };
+
+ if (skipMessage)
+ {
+ parameters[ChatParameterCode.SkipMessage] = true;
+ }
+ else
+ {
+ parameters[ChatParameterCode.Message] = message;
+ }
+
+ return this.chatPeer.SendOperation(ChatOperationCode.UpdateStatus, parameters, SendOptions.SendReliable);
+ }
+
+ /// Sets the user's status without changing your status-message.
+ ///
+ /// The predefined status values can be found in class ChatUserStatus.
+ /// State ChatUserStatus.Invisible will make you offline for everyone and send no message.
+ ///
+ /// You can set custom values in the status integer. Aside from the pre-configured ones,
+ /// all states will be considered visible and online. Else, no one would see the custom state.
+ ///
+ /// This overload does not change the set message.
+ ///
+ /// Predefined states are in class ChatUserStatus. Other values can be used at will.
+ /// True if the operation gets called on the server.
+ public bool SetOnlineStatus(int status)
+ {
+ return this.SetOnlineStatus(status, null, true);
+ }
+
+ /// Sets the user's status without changing your status-message.
+ ///
+ /// The predefined status values can be found in class ChatUserStatus.
+ /// State ChatUserStatus.Invisible will make you offline for everyone and send no message.
+ ///
+ /// You can set custom values in the status integer. Aside from the pre-configured ones,
+ /// all states will be considered visible and online. Else, no one would see the custom state.
+ ///
+ /// The message object can be anything that Photon can serialize, including (but not limited to)
+ /// Hashtable, object[] and string. This value is defined by your own conventions.
+ ///
+ /// Predefined states are in class ChatUserStatus. Other values can be used at will.
+ /// Also sets a status-message which your friends can get.
+ /// True if the operation gets called on the server.
+ public bool SetOnlineStatus(int status, object message)
+ {
+ return this.SetOnlineStatus(status, message, false);
+ }
+
+ ///
+ /// Adds friends to a list on the Chat Server which will send you status updates for those.
+ ///
+ ///
+ /// AddFriends and RemoveFriends enable clients to handle their friend list
+ /// in the Photon Chat server. Having users on your friends list gives you access
+ /// to their current online status (and whatever info your client sets in it).
+ ///
+ /// Each user can set an online status consisting of an integer and an arbitrary
+ /// (serializable) object. The object can be null, Hashtable, object[] or anything
+ /// else Photon can serialize.
+ ///
+ /// The status is published automatically to friends (anyone who set your user ID
+ /// with AddFriends).
+ ///
+ /// Photon flushes friends-list when a chat client disconnects, so it has to be
+ /// set each time. If your community API gives you access to online status already,
+ /// you could filter and set online friends in AddFriends.
+ ///
+ /// Actual friend relations are not persistent and have to be stored outside
+ /// of Photon.
+ ///
+ /// Array of friend userIds.
+ /// If the operation could be sent.
+ public bool AddFriends(string[] friends)
+ {
+ if (!this.CanChat)
+ {
+ if (this.DebugOut >= DebugLevel.ERROR)
+ {
+ this.listener.DebugReturn(DebugLevel.ERROR, "AddFriends called while not connected to front end server.");
+ }
+ return false;
+ }
+
+ if (friends == null || friends.Length == 0)
+ {
+ if (this.DebugOut >= DebugLevel.WARNING)
+ {
+ this.listener.DebugReturn(DebugLevel.WARNING, "AddFriends can't be called for empty or null list.");
+ }
+ return false;
+ }
+ if (friends.Length > FriendRequestListMax)
+ {
+ if (this.DebugOut >= DebugLevel.WARNING)
+ {
+ this.listener.DebugReturn(DebugLevel.WARNING, "AddFriends max list size exceeded: " + friends.Length + " > " + FriendRequestListMax);
+ }
+ return false;
+ }
+
+ Dictionary parameters = new Dictionary
+ {
+ { ChatParameterCode.Friends, friends },
+ };
+
+ return this.chatPeer.SendOperation(ChatOperationCode.AddFriends, parameters, SendOptions.SendReliable);
+ }
+
+ ///
+ /// Removes the provided entries from the list on the Chat Server and stops their status updates.
+ ///
+ ///
+ /// Photon flushes friends-list when a chat client disconnects. Unless you want to
+ /// remove individual entries, you don't have to RemoveFriends.
+ ///
+ /// AddFriends and RemoveFriends enable clients to handle their friend list
+ /// in the Photon Chat server. Having users on your friends list gives you access
+ /// to their current online status (and whatever info your client sets in it).
+ ///
+ /// Each user can set an online status consisting of an integer and an arbitratry
+ /// (serializable) object. The object can be null, Hashtable, object[] or anything
+ /// else Photon can serialize.
+ ///
+ /// The status is published automatically to friends (anyone who set your user ID
+ /// with AddFriends).
+ ///
+ /// Photon flushes friends-list when a chat client disconnects, so it has to be
+ /// set each time. If your community API gives you access to online status already,
+ /// you could filter and set online friends in AddFriends.
+ ///
+ /// Actual friend relations are not persistent and have to be stored outside
+ /// of Photon.
+ ///
+ /// AddFriends and RemoveFriends enable clients to handle their friend list
+ /// in the Photon Chat server. Having users on your friends list gives you access
+ /// to their current online status (and whatever info your client sets in it).
+ ///
+ /// Each user can set an online status consisting of an integer and an arbitratry
+ /// (serializable) object. The object can be null, Hashtable, object[] or anything
+ /// else Photon can serialize.
+ ///
+ /// The status is published automatically to friends (anyone who set your user ID
+ /// with AddFriends).
+ ///
+ ///
+ /// Actual friend relations are not persistent and have to be stored outside
+ /// of Photon.
+ ///
+ /// Array of friend userIds.
+ /// If the operation could be sent.
+ public bool RemoveFriends(string[] friends)
+ {
+ if (!this.CanChat)
+ {
+ if (this.DebugOut >= DebugLevel.ERROR)
+ {
+ this.listener.DebugReturn(DebugLevel.ERROR, "RemoveFriends called while not connected to front end server.");
+ }
+ return false;
+ }
+
+ if (friends == null || friends.Length == 0)
+ {
+ if (this.DebugOut >= DebugLevel.WARNING)
+ {
+ this.listener.DebugReturn(DebugLevel.WARNING, "RemoveFriends can't be called for empty or null list.");
+ }
+ return false;
+ }
+ if (friends.Length > FriendRequestListMax)
+ {
+ if (this.DebugOut >= DebugLevel.WARNING)
+ {
+ this.listener.DebugReturn(DebugLevel.WARNING, "RemoveFriends max list size exceeded: " + friends.Length + " > " + FriendRequestListMax);
+ }
+ return false;
+ }
+
+ Dictionary parameters = new Dictionary
+ {
+ { ChatParameterCode.Friends, friends },
+ };
+
+ return this.chatPeer.SendOperation(ChatOperationCode.RemoveFriends, parameters, SendOptions.SendReliable);
+ }
+
+ ///
+ /// Get you the (locally used) channel name for the chat between this client and another user.
+ ///
+ /// Remote user's name or UserId.
+ /// The (locally used) channel name for a private channel.
+ /// Do not subscribe to this channel.
+ /// Private channels do not need to be explicitly subscribed to.
+ /// Use this for debugging purposes mainly.
+ public string GetPrivateChannelNameByUser(string userName)
+ {
+ return string.Format("{0}:{1}", this.UserId, userName);
+ }
+
+ ///
+ /// Simplified access to either private or public channels by name.
+ ///
+ /// Name of the channel to get. For private channels, the channel-name is composed of both user's names.
+ /// Define if you expect a private or public channel.
+ /// Out parameter gives you the found channel, if any.
+ /// True if the channel was found.
+ /// Public channels exist only when subscribed to them.
+ /// Private channels exist only when at least one message is exchanged with the target user privately.
+ public bool TryGetChannel(string channelName, bool isPrivate, out ChatChannel channel)
+ {
+ if (!isPrivate)
+ {
+ return this.PublicChannels.TryGetValue(channelName, out channel);
+ }
+ else
+ {
+ return this.PrivateChannels.TryGetValue(channelName, out channel);
+ }
+ }
+
+ ///
+ /// Simplified access to all channels by name. Checks public channels first, then private ones.
+ ///
+ /// Name of the channel to get.
+ /// Out parameter gives you the found channel, if any.
+ /// True if the channel was found.
+ /// Public channels exist only when subscribed to them.
+ /// Private channels exist only when at least one message is exchanged with the target user privately.
+ public bool TryGetChannel(string channelName, out ChatChannel channel)
+ {
+ bool found = false;
+ found = this.PublicChannels.TryGetValue(channelName, out channel);
+ if (found) return true;
+
+ found = this.PrivateChannels.TryGetValue(channelName, out channel);
+ return found;
+ }
+
+ ///
+ /// Simplified access to private channels by target user.
+ ///
+ /// UserId of the target user in the private channel.
+ /// Out parameter gives you the found channel, if any.
+ /// True if the channel was found.
+ public bool TryGetPrivateChannelByUser(string userId, out ChatChannel channel)
+ {
+ channel = null;
+ if (string.IsNullOrEmpty(userId))
+ {
+ return false;
+ }
+ string channelName = this.GetPrivateChannelNameByUser(userId);
+ return this.TryGetChannel(channelName, true, out channel);
+ }
+
+ ///
+ /// Sets the level (and amount) of debug output provided by the library.
+ ///
+ ///
+ /// This affects the callbacks to IChatClientListener.DebugReturn.
+ /// Default Level: Error.
+ ///
+ public DebugLevel DebugOut
+ {
+ set { this.chatPeer.DebugOut = value; }
+ get { return this.chatPeer.DebugOut; }
+ }
+
+ #region Private methods area
+
+ #region IPhotonPeerListener implementation
+
+ void IPhotonPeerListener.DebugReturn(DebugLevel level, string message)
+ {
+ this.listener.DebugReturn(level, message);
+ }
+
+ void IPhotonPeerListener.OnEvent(EventData eventData)
+ {
+ switch (eventData.Code)
+ {
+ case ChatEventCode.ChatMessages:
+ this.HandleChatMessagesEvent(eventData);
+ break;
+ case ChatEventCode.PrivateMessage:
+ this.HandlePrivateMessageEvent(eventData);
+ break;
+ case ChatEventCode.StatusUpdate:
+ this.HandleStatusUpdate(eventData);
+ break;
+ case ChatEventCode.Subscribe:
+ this.HandleSubscribeEvent(eventData);
+ break;
+ case ChatEventCode.Unsubscribe:
+ this.HandleUnsubscribeEvent(eventData);
+ break;
+ case ChatEventCode.UserSubscribed:
+ this.HandleUserSubscribedEvent(eventData);
+ break;
+ case ChatEventCode.UserUnsubscribed:
+ this.HandleUserUnsubscribedEvent(eventData);
+ break;
+ #if CHAT_EXTENDED
+ case ChatEventCode.PropertiesChanged:
+ this.HandlePropertiesChanged(eventData);
+ break;
+ case ChatEventCode.ErrorInfo:
+ this.HandleErrorInfoEvent(eventData);
+ break;
+ #endif
+ }
+ }
+
+ void IPhotonPeerListener.OnOperationResponse(OperationResponse operationResponse)
+ {
+ switch (operationResponse.OperationCode)
+ {
+ case (byte)ChatOperationCode.Authenticate:
+ this.HandleAuthResponse(operationResponse);
+ break;
+
+ // the following operations usually don't return useful data and no error.
+ case (byte)ChatOperationCode.Subscribe:
+ case (byte)ChatOperationCode.Unsubscribe:
+ case (byte)ChatOperationCode.Publish:
+ case (byte)ChatOperationCode.SendPrivate:
+ default:
+ if ((operationResponse.ReturnCode != 0) && (this.DebugOut >= DebugLevel.ERROR))
+ {
+ if (operationResponse.ReturnCode == -2)
+ {
+ this.listener.DebugReturn(DebugLevel.ERROR, string.Format("Chat Operation {0} unknown on server. Check your AppId and make sure it's for a Chat application.", operationResponse.OperationCode));
+ }
+ else
+ {
+ this.listener.DebugReturn(DebugLevel.ERROR, string.Format("Chat Operation {0} failed (Code: {1}). Debug Message: {2}", operationResponse.OperationCode, operationResponse.ReturnCode, operationResponse.DebugMessage));
+ }
+ }
+ break;
+ }
+ }
+
+ void IPhotonPeerListener.OnStatusChanged(StatusCode statusCode)
+ {
+ switch (statusCode)
+ {
+ case StatusCode.Connect:
+ if (!this.chatPeer.IsProtocolSecure)
+ {
+ if (!this.chatPeer.EstablishEncryption())
+ {
+ if (this.DebugOut >= DebugLevel.ERROR)
+ {
+ this.listener.DebugReturn(DebugLevel.ERROR, "Error establishing encryption");
+ }
+ }
+ }
+ else
+ {
+ this.TryAuthenticateOnNameServer();
+ }
+
+ if (this.State == ChatState.ConnectingToNameServer)
+ {
+ this.State = ChatState.ConnectedToNameServer;
+ this.listener.OnChatStateChange(this.State);
+ }
+ else if (this.State == ChatState.ConnectingToFrontEnd)
+ {
+ if (!this.AuthenticateOnFrontEnd())
+ {
+ if (this.DebugOut >= DebugLevel.ERROR)
+ {
+ this.listener.DebugReturn(DebugLevel.ERROR, string.Format("Error authenticating on frontend! Check log output, AuthValues and if you're connected. State: {0}", this.State));
+ }
+ }
+ }
+ break;
+ case StatusCode.EncryptionEstablished:
+ // once encryption is available, the client should send one (secure) authenticate. it includes the AppId (which identifies your app on the Photon Cloud)
+ this.TryAuthenticateOnNameServer();
+ break;
+ case StatusCode.Disconnect:
+ switch (this.State)
+ {
+ case ChatState.ConnectWithFallbackProtocol:
+ this.EnableProtocolFallback = false; // the client does a fallback only one time
+ this.chatPeer.NameServerPortOverride = 0; // resets a value in the peer only (as we change the protocol, the port has to change, too)
+ this.chatPeer.TransportProtocol = (this.chatPeer.TransportProtocol == ConnectionProtocol.Tcp) ? ConnectionProtocol.Udp : ConnectionProtocol.Tcp;
+ this.Connect(this.AppId, this.AppVersion, null);
+
+ // the client now has to return, instead of break, to avoid further processing of the disconnect call
+ return;
+
+ case ChatState.Authenticated:
+ this.ConnectToFrontEnd();
+ // client disconnected from nameserver after authentication
+ // to switch to frontend
+ return;
+ case ChatState.Disconnecting:
+ // expected disconnect
+ break;
+ default:
+ // unexpected disconnect, we log warning and stacktrace
+ string stacktrace = string.Empty;
+ #if DEBUG && !NETFX_CORE
+ stacktrace = new System.Diagnostics.StackTrace(true).ToString();
+ #endif
+ this.listener.DebugReturn(DebugLevel.WARNING, string.Format("Got a unexpected Disconnect in ChatState: {0}. Server: {1} Trace: {2}", this.State, this.chatPeer.ServerAddress, stacktrace));
+ break;
+ }
+ if (this.AuthValues != null)
+ {
+ this.AuthValues.Token = null; // when leaving the server, invalidate the secret (but not the auth values)
+ }
+ this.State = ChatState.Disconnected;
+ this.listener.OnChatStateChange(ChatState.Disconnected);
+ this.listener.OnDisconnected();
+ break;
+ case StatusCode.DisconnectByServerUserLimit:
+ this.listener.DebugReturn(DebugLevel.ERROR, "This connection was rejected due to the apps CCU limit.");
+ this.Disconnect(ChatDisconnectCause.MaxCcuReached);
+ break;
+ case StatusCode.ExceptionOnConnect:
+ case StatusCode.SecurityExceptionOnConnect:
+ case StatusCode.EncryptionFailedToEstablish:
+ this.DisconnectedCause = ChatDisconnectCause.ExceptionOnConnect;
+
+ // if enabled, the client can attempt to connect with another networking-protocol to check if that connects
+ if (this.EnableProtocolFallback && this.State == ChatState.ConnectingToNameServer)
+ {
+ this.State = ChatState.ConnectWithFallbackProtocol;
+ }
+ else
+ {
+ this.Disconnect(ChatDisconnectCause.ExceptionOnConnect);
+ }
+
+ break;
+ case StatusCode.Exception:
+ case StatusCode.ExceptionOnReceive:
+ this.Disconnect(ChatDisconnectCause.Exception);
+ break;
+ case StatusCode.DisconnectByServerTimeout:
+ this.Disconnect(ChatDisconnectCause.ServerTimeout);
+ break;
+ case StatusCode.DisconnectByServerLogic:
+ this.Disconnect(ChatDisconnectCause.DisconnectByServerLogic);
+ break;
+ case StatusCode.DisconnectByServerReasonUnknown:
+ this.Disconnect(ChatDisconnectCause.DisconnectByServerReasonUnknown);
+ break;
+ case StatusCode.TimeoutDisconnect:
+ this.DisconnectedCause = ChatDisconnectCause.ClientTimeout;
+
+ // if enabled, the client can attempt to connect with another networking-protocol to check if that connects
+ if (this.EnableProtocolFallback && this.State == ChatState.ConnectingToNameServer)
+ {
+ this.State = ChatState.ConnectWithFallbackProtocol;
+ }
+ else
+ {
+ this.Disconnect(ChatDisconnectCause.ClientTimeout);
+ }
+ break;
+ }
+ }
+
+ #if SDK_V4
+ void IPhotonPeerListener.OnMessage(object msg)
+ {
+ string channelName = null;
+ var receivedBytes = (byte[])msg;
+ var channelId = BitConverter.ToInt32(receivedBytes, 0);
+ var messageBytes = new byte[receivedBytes.Length - 4];
+ Array.Copy(receivedBytes, 4, messageBytes, 0, receivedBytes.Length - 4);
+
+ foreach (var channel in this.PublicChannels)
+ {
+ if (channel.Value.ChannelID == channelId)
+ {
+ channelName = channel.Key;
+ break;
+ }
+ }
+
+ if (channelName != null)
+ {
+ this.listener.DebugReturn(DebugLevel.ALL, string.Format("got OnMessage in channel {0}", channelName));
+ }
+ else
+ {
+ this.listener.DebugReturn(DebugLevel.WARNING, string.Format("got OnMessage in unknown channel {0}", channelId));
+ }
+
+ this.listener.OnReceiveBroadcastMessage(channelName, messageBytes);
+ }
+ #endif
+
+ #endregion
+
+ private void TryAuthenticateOnNameServer()
+ {
+ if (!this.didAuthenticate)
+ {
+ this.didAuthenticate = this.chatPeer.AuthenticateOnNameServer(this.AppId, this.AppVersion, this.ChatRegion, this.AuthValues);
+ if (!this.didAuthenticate)
+ {
+ if (this.DebugOut >= DebugLevel.ERROR)
+ {
+ this.listener.DebugReturn(DebugLevel.ERROR, string.Format("Error calling OpAuthenticate! Did not work on NameServer. Check log output, AuthValues and if you're connected. State: {0}", this.State));
+ }
+ }
+ }
+ }
+
+ private bool SendChannelOperation(string[] channels, byte operation, int historyLength)
+ {
+ Dictionary opParameters = new Dictionary { { (byte)ChatParameterCode.Channels, channels } };
+
+ if (historyLength != 0)
+ {
+ opParameters.Add((byte)ChatParameterCode.HistoryLength, historyLength);
+ }
+
+ return this.chatPeer.SendOperation(operation, opParameters, SendOptions.SendReliable);
+ }
+
+ private void HandlePrivateMessageEvent(EventData eventData)
+ {
+ //Console.WriteLine(SupportClass.DictionaryToString(eventData.Parameters));
+
+ object message = (object)eventData.Parameters[(byte)ChatParameterCode.Message];
+ string sender = (string)eventData.Parameters[(byte)ChatParameterCode.Sender];
+ int msgId = (int)eventData.Parameters[ChatParameterCode.MsgId];
+
+ string channelName;
+ if (this.UserId != null && this.UserId.Equals(sender))
+ {
+ string target = (string)eventData.Parameters[(byte)ChatParameterCode.UserId];
+ channelName = this.GetPrivateChannelNameByUser(target);
+ }
+ else
+ {
+ channelName = this.GetPrivateChannelNameByUser(sender);
+ }
+
+ ChatChannel channel;
+ if (!this.PrivateChannels.TryGetValue(channelName, out channel))
+ {
+ channel = new ChatChannel(channelName);
+ channel.IsPrivate = true;
+ channel.MessageLimit = this.MessageLimit;
+ this.PrivateChannels.Add(channel.Name, channel);
+ }
+
+ channel.Add(sender, message, msgId);
+ this.listener.OnPrivateMessage(sender, message, channelName);
+ }
+
+ private void HandleChatMessagesEvent(EventData eventData)
+ {
+ object[] messages = (object[])eventData.Parameters[(byte)ChatParameterCode.Messages];
+ string[] senders = (string[])eventData.Parameters[(byte)ChatParameterCode.Senders];
+ string channelName = (string)eventData.Parameters[(byte)ChatParameterCode.Channel];
+ int lastMsgId = (int)eventData.Parameters[ChatParameterCode.MsgId];
+
+ ChatChannel channel;
+ if (!this.PublicChannels.TryGetValue(channelName, out channel))
+ {
+ if (this.DebugOut >= DebugLevel.WARNING)
+ {
+ this.listener.DebugReturn(DebugLevel.WARNING, "Channel " + channelName + " for incoming message event not found.");
+ }
+ return;
+ }
+
+ channel.Add(senders, messages, lastMsgId);
+ this.listener.OnGetMessages(channelName, senders, messages);
+ }
+
+ private void HandleSubscribeEvent(EventData eventData)
+ {
+ string[] channelsInResponse = (string[])eventData.Parameters[ChatParameterCode.Channels];
+ bool[] results = (bool[])eventData.Parameters[ChatParameterCode.SubscribeResults];
+ for (int i = 0; i < channelsInResponse.Length; i++)
+ {
+ if (results[i])
+ {
+ string channelName = channelsInResponse[i];
+ ChatChannel channel;
+ if (!this.PublicChannels.TryGetValue(channelName, out channel))
+ {
+ channel = new ChatChannel(channelName);
+ channel.MessageLimit = this.MessageLimit;
+ this.PublicChannels.Add(channel.Name, channel);
+ }
+ object temp;
+ if (eventData.Parameters.TryGetValue(ChatParameterCode.Properties, out temp))
+ {
+ Dictionary channelProperties = temp as Dictionary;
+ channel.ReadChannelProperties(channelProperties);
+ }
+ if (channel.PublishSubscribers) // or maybe remove check & always add anyway?
+ {
+ channel.Subscribers.Add(this.UserId);
+ }
+ if (eventData.Parameters.TryGetValue(ChatParameterCode.ChannelSubscribers, out temp))
+ {
+ string[] subscribers = temp as string[];
+ channel.AddSubscribers(subscribers);
+ }
+ #if CHAT_EXTENDED
+ if (eventData.Parameters.TryGetValue(ChatParameterCode.UserProperties, out temp))
+ {
+ Dictionary> userProperties = temp as Dictionary>;
+ foreach (var pair in userProperties)
+ {
+ channel.ReadUserProperties(pair.Key, pair.Value);
+ }
+ }
+ #endif
+ }
+ }
+
+ this.listener.OnSubscribed(channelsInResponse, results);
+ }
+
+
+ private void HandleUnsubscribeEvent(EventData eventData)
+ {
+ string[] channelsInRequest = (string[])eventData[ChatParameterCode.Channels];
+ for (int i = 0; i < channelsInRequest.Length; i++)
+ {
+ string channelName = channelsInRequest[i];
+ this.PublicChannels.Remove(channelName);
+ this.PublicChannelsUnsubscribing.Remove(channelName);
+ }
+
+ this.listener.OnUnsubscribed(channelsInRequest);
+ }
+
+ private void HandleAuthResponse(OperationResponse operationResponse)
+ {
+ if (this.DebugOut >= DebugLevel.INFO)
+ {
+ this.listener.DebugReturn(DebugLevel.INFO, operationResponse.ToStringFull() + " on: " + this.chatPeer.NameServerAddress);
+ }
+
+ if (operationResponse.ReturnCode == 0)
+ {
+ if (this.State == ChatState.ConnectedToNameServer)
+ {
+ this.State = ChatState.Authenticated;
+ this.listener.OnChatStateChange(this.State);
+
+ if (operationResponse.Parameters.ContainsKey(ParameterCode.Secret))
+ {
+ if (this.AuthValues == null)
+ {
+ this.AuthValues = new AuthenticationValues();
+ }
+ this.AuthValues.Token = operationResponse[ParameterCode.Secret] as string;
+
+ this.FrontendAddress = (string)operationResponse[ParameterCode.Address];
+
+ // we disconnect and status handler starts to connect to front end
+ this.chatPeer.Disconnect();
+ }
+ else
+ {
+ if (this.DebugOut >= DebugLevel.ERROR)
+ {
+ this.listener.DebugReturn(DebugLevel.ERROR, "No secret in authentication response.");
+ }
+ }
+ if (operationResponse.Parameters.ContainsKey(ParameterCode.UserId))
+ {
+ string incomingId = operationResponse.Parameters[ParameterCode.UserId] as string;
+ if (!string.IsNullOrEmpty(incomingId))
+ {
+ this.UserId = incomingId;
+ this.listener.DebugReturn(DebugLevel.INFO, string.Format("Received your UserID from server. Updating local value to: {0}", this.UserId));
+ }
+ }
+ }
+ else if (this.State == ChatState.ConnectingToFrontEnd)
+ {
+ this.State = ChatState.ConnectedToFrontEnd;
+ this.listener.OnChatStateChange(this.State);
+ this.listener.OnConnected();
+ if (statusToSetWhenConnected.HasValue)
+ {
+ SetOnlineStatus(statusToSetWhenConnected.Value, messageToSetWhenConnected);
+ statusToSetWhenConnected = null;
+ }
+ }
+ }
+ else
+ {
+ //this.listener.DebugReturn(DebugLevel.INFO, operationResponse.ToStringFull() + " NS: " + this.NameServerAddress + " FrontEnd: " + this.frontEndAddress);
+
+ switch (operationResponse.ReturnCode)
+ {
+ case ErrorCode.InvalidAuthentication:
+ this.DisconnectedCause = ChatDisconnectCause.InvalidAuthentication;
+ break;
+ case ErrorCode.CustomAuthenticationFailed:
+ this.DisconnectedCause = ChatDisconnectCause.CustomAuthenticationFailed;
+ break;
+ case ErrorCode.InvalidRegion:
+ this.DisconnectedCause = ChatDisconnectCause.InvalidRegion;
+ break;
+ case ErrorCode.MaxCcuReached:
+ this.DisconnectedCause = ChatDisconnectCause.MaxCcuReached;
+ break;
+ case ErrorCode.OperationNotAllowedInCurrentState:
+ this.DisconnectedCause = ChatDisconnectCause.OperationNotAllowedInCurrentState;
+ break;
+ case ErrorCode.AuthenticationTicketExpired:
+ this.DisconnectedCause = ChatDisconnectCause.AuthenticationTicketExpired;
+ break;
+ }
+
+ if (this.DebugOut >= DebugLevel.ERROR)
+ {
+ this.listener.DebugReturn(DebugLevel.ERROR, string.Format("{0} ClientState: {1} ServerAddress: {2}", operationResponse.ToStringFull(), this.State, this.chatPeer.ServerAddress));
+ }
+
+
+ this.Disconnect(this.DisconnectedCause);
+ }
+ }
+
+ private void HandleStatusUpdate(EventData eventData)
+ {
+ string user = (string)eventData.Parameters[ChatParameterCode.Sender];
+ int status = (int)eventData.Parameters[ChatParameterCode.Status];
+
+ object message = null;
+ bool gotMessage = eventData.Parameters.ContainsKey(ChatParameterCode.Message);
+ if (gotMessage)
+ {
+ message = eventData.Parameters[ChatParameterCode.Message];
+ }
+
+ this.listener.OnStatusUpdate(user, status, gotMessage, message);
+ }
+
+ private bool ConnectToFrontEnd()
+ {
+ this.State = ChatState.ConnectingToFrontEnd;
+
+ if (this.DebugOut >= DebugLevel.INFO)
+ {
+ this.listener.DebugReturn(DebugLevel.INFO, "Connecting to frontend " + this.FrontendAddress);
+ }
+
+ #if UNITY_WEBGL
+ if (this.TransportProtocol == ConnectionProtocol.Tcp || this.TransportProtocol == ConnectionProtocol.Udp)
+ {
+ this.listener.DebugReturn(DebugLevel.WARNING, "WebGL requires WebSockets. Switching TransportProtocol to WebSocketSecure.");
+ this.TransportProtocol = ConnectionProtocol.WebSocketSecure;
+ }
+ #endif
+
+ if (!this.chatPeer.Connect(this.FrontendAddress, ChatAppName))
+ {
+ if (this.DebugOut >= DebugLevel.ERROR)
+ {
+ this.listener.DebugReturn(DebugLevel.ERROR, string.Format("Connecting to frontend {0} failed.", this.FrontendAddress));
+ }
+ return false;
+ }
+
+ return true;
+ }
+
+ private bool AuthenticateOnFrontEnd()
+ {
+ if (this.AuthValues != null)
+ {
+ if (this.AuthValues.Token == null)
+ {
+ if (this.DebugOut >= DebugLevel.ERROR)
+ {
+ this.listener.DebugReturn(DebugLevel.ERROR, "Can't authenticate on front end server. Secret (AuthValues.Token) is not set");
+ }
+ return false;
+ }
+ else
+ {
+ Dictionary opParameters = new Dictionary { { (byte)ChatParameterCode.Secret, this.AuthValues.Token } };
+ if (this.PrivateChatHistoryLength > -1)
+ {
+ opParameters[(byte)ChatParameterCode.HistoryLength] = this.PrivateChatHistoryLength;
+ }
+
+ return this.chatPeer.SendOperation(ChatOperationCode.Authenticate, opParameters, SendOptions.SendReliable);
+ }
+ }
+ else
+ {
+ if (this.DebugOut >= DebugLevel.ERROR)
+ {
+ this.listener.DebugReturn(DebugLevel.ERROR, "Can't authenticate on front end server. Authentication Values are not set");
+ }
+ return false;
+ }
+ }
+
+ private void HandleUserUnsubscribedEvent(EventData eventData)
+ {
+ string channelName = eventData.Parameters[ChatParameterCode.Channel] as string;
+ string userId = eventData.Parameters[ChatParameterCode.UserId] as string;
+ ChatChannel channel;
+ if (this.PublicChannels.TryGetValue(channelName, out channel))
+ {
+ if (!channel.PublishSubscribers)
+ {
+ if (this.DebugOut >= DebugLevel.WARNING)
+ {
+ this.listener.DebugReturn(DebugLevel.WARNING, string.Format("Channel \"{0}\" for incoming UserUnsubscribed (\"{1}\") event does not have PublishSubscribers enabled.", channelName, userId));
+ }
+ }
+ if (!channel.Subscribers.Remove(userId)) // user not found!
+ {
+ if (this.DebugOut >= DebugLevel.WARNING)
+ {
+ this.listener.DebugReturn(DebugLevel.WARNING, string.Format("Channel \"{0}\" does not contain unsubscribed user \"{1}\".", channelName, userId));
+ }
+ }
+ }
+ else
+ {
+ if (this.DebugOut >= DebugLevel.WARNING)
+ {
+ this.listener.DebugReturn(DebugLevel.WARNING, string.Format("Channel \"{0}\" not found for incoming UserUnsubscribed (\"{1}\") event.", channelName, userId));
+ }
+ }
+ this.listener.OnUserUnsubscribed(channelName, userId);
+ }
+
+ private void HandleUserSubscribedEvent(EventData eventData)
+ {
+ //TODO: Handle user properties!
+
+ string channelName = eventData.Parameters[ChatParameterCode.Channel] as string;
+ string userId = eventData.Parameters[ChatParameterCode.UserId] as string;
+ ChatChannel channel;
+ if (this.PublicChannels.TryGetValue(channelName, out channel))
+ {
+ if (!channel.PublishSubscribers)
+ {
+ if (this.DebugOut >= DebugLevel.WARNING)
+ {
+ this.listener.DebugReturn(DebugLevel.WARNING, string.Format("Channel \"{0}\" for incoming UserSubscribed (\"{1}\") event does not have PublishSubscribers enabled.", channelName, userId));
+ }
+ }
+ if (!channel.Subscribers.Add(userId)) // user came back from the dead ?
+ {
+ if (this.DebugOut >= DebugLevel.WARNING)
+ {
+ this.listener.DebugReturn(DebugLevel.WARNING, string.Format("Channel \"{0}\" already contains newly subscribed user \"{1}\".", channelName, userId));
+ }
+ }
+ else if (channel.MaxSubscribers > 0 && channel.Subscribers.Count > channel.MaxSubscribers)
+ {
+ if (this.DebugOut >= DebugLevel.WARNING)
+ {
+ this.listener.DebugReturn(DebugLevel.WARNING, string.Format("Channel \"{0}\"'s MaxSubscribers exceeded. count={1} > MaxSubscribers={2}.", channelName, channel.Subscribers.Count, channel.MaxSubscribers));
+ }
+ }
+ }
+ else
+ {
+ if (this.DebugOut >= DebugLevel.WARNING)
+ {
+ this.listener.DebugReturn(DebugLevel.WARNING, string.Format("Channel \"{0}\" not found for incoming UserSubscribed (\"{1}\") event.", channelName, userId));
+ }
+ }
+ this.listener.OnUserSubscribed(channelName, userId);
+ }
+
+ #endregion
+
+ ///
+ /// Subscribe to a single channel and optionally sets its well-know channel properties in case the channel is created.
+ ///
+ /// name of the channel to subscribe to
+ /// ID of the last received message from this channel when re subscribing to receive only missed messages, default is 0
+ /// how many missed messages to receive from history, default is -1 (available history). 0 will get you no items. Positive values are capped by a server side limit.
+ /// options to be used in case the channel to subscribe to will be created.
+ ///
+ public bool Subscribe(string channel, int lastMsgId = 0, int messagesFromHistory = -1, ChannelCreationOptions creationOptions = null)
+ {
+ if (creationOptions == null)
+ {
+ creationOptions = ChannelCreationOptions.Default;
+ }
+ int maxSubscribers = creationOptions.MaxSubscribers;
+ bool publishSubscribers = creationOptions.PublishSubscribers;
+ if (maxSubscribers < 0)
+ {
+ if (this.DebugOut >= DebugLevel.ERROR)
+ {
+ this.listener.DebugReturn(DebugLevel.ERROR, "Cannot set MaxSubscribers < 0.");
+ }
+ return false;
+ }
+ if (lastMsgId < 0)
+ {
+ if (this.DebugOut >= DebugLevel.ERROR)
+ {
+ this.listener.DebugReturn(DebugLevel.ERROR, "lastMsgId cannot be < 0.");
+ }
+ return false;
+ }
+ if (messagesFromHistory < -1)
+ {
+ if (this.DebugOut >= DebugLevel.WARNING)
+ {
+ this.listener.DebugReturn(DebugLevel.WARNING, "messagesFromHistory < -1, setting it to -1");
+ }
+ messagesFromHistory = -1;
+ }
+ if (lastMsgId > 0 && messagesFromHistory == 0)
+ {
+ if (this.DebugOut >= DebugLevel.WARNING)
+ {
+ this.listener.DebugReturn(DebugLevel.WARNING, "lastMsgId will be ignored because messagesFromHistory == 0");
+ }
+ lastMsgId = 0;
+ }
+ Dictionary properties = null;
+ if (publishSubscribers)
+ {
+ if (maxSubscribers > DefaultMaxSubscribers)
+ {
+ if (this.DebugOut >= DebugLevel.ERROR)
+ {
+ this.listener.DebugReturn(DebugLevel.ERROR,
+ string.Format("Cannot set MaxSubscribers > {0} when PublishSubscribers == true.", DefaultMaxSubscribers));
+ }
+ return false;
+ }
+ properties = new Dictionary();
+ properties[ChannelWellKnownProperties.PublishSubscribers] = true;
+ }
+ if (maxSubscribers > 0)
+ {
+ if (properties == null)
+ {
+ properties = new Dictionary();
+ }
+ properties[ChannelWellKnownProperties.MaxSubscribers] = maxSubscribers;
+ }
+ #if CHAT_EXTENDED
+ if (creationOptions.CustomProperties != null && creationOptions.CustomProperties.Count > 0)
+ {
+ foreach (var pair in creationOptions.CustomProperties)
+ {
+ properties.Add(pair.Key, pair.Value);
+ }
+ }
+ #endif
+ Dictionary opParameters = new Dictionary { { ChatParameterCode.Channels, new[] { channel } } };
+ if (messagesFromHistory != 0)
+ {
+ opParameters.Add(ChatParameterCode.HistoryLength, messagesFromHistory);
+ }
+ if (lastMsgId > 0)
+ {
+ opParameters.Add(ChatParameterCode.MsgIds, new[] { lastMsgId });
+ }
+ if (properties != null && properties.Count > 0)
+ {
+ opParameters.Add(ChatParameterCode.Properties, properties);
+ }
+
+ return this.chatPeer.SendOperation(ChatOperationCode.Subscribe, opParameters, SendOptions.SendReliable);
+ }
+
+ #if CHAT_EXTENDED
+
+ internal bool SetChannelProperties(string channelName, Dictionary channelProperties, Dictionary expectedProperties = null, bool httpForward = false)
+ {
+ if (!this.CanChat)
+ {
+ this.listener.DebugReturn(DebugLevel.ERROR, "SetChannelProperties called while not connected to front end server.");
+ return false;
+ }
+
+ if (string.IsNullOrEmpty(channelName) || channelProperties == null || channelProperties.Count == 0)
+ {
+ this.listener.DebugReturn(DebugLevel.WARNING, "SetChannelProperties parameters must be non-null and not empty.");
+ return false;
+ }
+ Dictionary parameters = new Dictionary
+ {
+ { ChatParameterCode.Channel, channelName },
+ { ChatParameterCode.Properties, channelProperties },
+ { ChatParameterCode.Broadcast, true }
+ };
+ if (httpForward)
+ {
+ parameters.Add(ChatParameterCode.WebFlags, HttpForwardWebFlag);
+ }
+ if (expectedProperties != null && expectedProperties.Count > 0)
+ {
+ parameters.Add(ChatParameterCode.ExpectedValues, expectedProperties);
+ }
+ return this.chatPeer.SendOperation(ChatOperationCode.SetProperties, parameters, SendOptions.SendReliable);
+ }
+
+ public bool SetCustomChannelProperties(string channelName, Dictionary channelProperties, Dictionary expectedProperties = null, bool httpForward = false)
+ {
+ if (channelProperties != null && channelProperties.Count > 0)
+ {
+ Dictionary properties = new Dictionary(channelProperties.Count);
+ foreach (var pair in channelProperties)
+ {
+ properties.Add(pair.Key, pair.Value);
+ }
+ Dictionary expected = null;
+ if (expectedProperties != null && expectedProperties.Count > 0)
+ {
+ expected = new Dictionary(expectedProperties.Count);
+ foreach (var pair in expectedProperties)
+ {
+ expected.Add(pair.Key, pair.Value);
+ }
+ }
+ return this.SetChannelProperties(channelName, properties, expected, httpForward);
+ }
+ return this.SetChannelProperties(channelName, null);
+ }
+
+ public bool SetCustomUserProperties(string channelName, string userId, Dictionary userProperties, Dictionary expectedProperties = null, bool httpForward = false)
+ {
+ if (userProperties != null && userProperties.Count > 0)
+ {
+ Dictionary properties = new Dictionary(userProperties.Count);
+ foreach (var pair in userProperties)
+ {
+ properties.Add(pair.Key, pair.Value);
+ }
+ Dictionary expected = null;
+ if (expectedProperties != null && expectedProperties.Count > 0)
+ {
+ expected = new Dictionary(expectedProperties.Count);
+ foreach (var pair in expectedProperties)
+ {
+ expected.Add(pair.Key, pair.Value);
+ }
+ }
+ return this.SetUserProperties(channelName, userId, properties, expected, httpForward);
+ }
+ return this.SetUserProperties(channelName, userId, null);
+ }
+
+ internal bool SetUserProperties(string channelName, string userId, Dictionary channelProperties, Dictionary expectedProperties = null, bool httpForward = false)
+ {
+ if (!this.CanChat)
+ {
+ this.listener.DebugReturn(DebugLevel.ERROR, "SetUserProperties called while not connected to front end server.");
+ return false;
+ }
+ if (string.IsNullOrEmpty(channelName))
+ {
+ this.listener.DebugReturn(DebugLevel.WARNING, "SetUserProperties \"channelName\" parameter must be non-null and not empty.");
+ return false;
+ }
+ if (channelProperties == null || channelProperties.Count == 0)
+ {
+ this.listener.DebugReturn(DebugLevel.WARNING, "SetUserProperties \"channelProperties\" parameter must be non-null and not empty.");
+ return false;
+ }
+ if (string.IsNullOrEmpty(userId))
+ {
+ this.listener.DebugReturn(DebugLevel.WARNING, "SetUserProperties \"userId\" parameter must be non-null and not empty.");
+ return false;
+ }
+ Dictionary parameters = new Dictionary
+ {
+ { ChatParameterCode.Channel, channelName },
+ { ChatParameterCode.Properties, channelProperties },
+ { ChatParameterCode.UserId, userId },
+ { ChatParameterCode.Broadcast, true }
+ };
+ if (httpForward)
+ {
+ parameters.Add(ChatParameterCode.WebFlags, HttpForwardWebFlag);
+ }
+ if (expectedProperties != null && expectedProperties.Count > 0)
+ {
+ parameters.Add(ChatParameterCode.ExpectedValues, expectedProperties);
+ }
+ return this.chatPeer.SendOperation(ChatOperationCode.SetProperties, parameters, SendOptions.SendReliable);
+ }
+
+ private void HandlePropertiesChanged(EventData eventData)
+ {
+ string channelName = eventData.Parameters[ChatParameterCode.Channel] as string;
+ ChatChannel channel;
+ if (!this.PublicChannels.TryGetValue(channelName, out channel))
+ {
+ this.listener.DebugReturn(DebugLevel.WARNING, string.Format("Channel {0} for incoming ChannelPropertiesUpdated event not found.", channelName));
+ return;
+ }
+ string senderId = eventData.Parameters[ChatParameterCode.Sender] as string;
+ Dictionary changedProperties = eventData.Parameters[ChatParameterCode.Properties] as Dictionary;
+ object temp;
+ if (eventData.Parameters.TryGetValue(ChatParameterCode.UserId, out temp))
+ {
+ string targetUserId = temp as string;
+ channel.ReadUserProperties(targetUserId, changedProperties);
+ this.listener.OnUserPropertiesChanged(channelName, targetUserId, senderId, changedProperties);
+ }
+ else
+ {
+ channel.ReadChannelProperties(changedProperties);
+ this.listener.OnChannelPropertiesChanged(channelName, senderId, changedProperties);
+ }
+ }
+
+ private void HandleErrorInfoEvent(EventData eventData)
+ {
+ string channel = eventData.Parameters[ChatParameterCode.Channel] as string;
+ string msg = eventData.Parameters[ChatParameterCode.DebugMessage] as string;
+ object data = eventData.Parameters[ChatParameterCode.DebugData];
+ this.listener.OnErrorInfo(channel, msg, data);
+ }
+
+ #endif
+ }
+}
diff --git a/Assets/Photon/PhotonChat/Code/ChatClient.cs.meta b/Assets/Photon/PhotonChat/Code/ChatClient.cs.meta
new file mode 100644
index 0000000..0a1bea9
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Code/ChatClient.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 692e391fa2a297c45b3d530aa85be610
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Assets/Photon/PhotonChat/Code/ChatDisconnectCause.cs b/Assets/Photon/PhotonChat/Code/ChatDisconnectCause.cs
new file mode 100644
index 0000000..47200cf
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Code/ChatDisconnectCause.cs
@@ -0,0 +1,43 @@
+// ----------------------------------------------------------------------------------------------------------------------
+// The Photon Chat Api enables clients to connect to a chat server and communicate with other clients.
+// ChatClient is the main class of this api.
+// Photon Chat Api - Copyright (C) 2014 Exit Games GmbH
+// ----------------------------------------------------------------------------------------------------------------------
+
+namespace Photon.Chat
+{
+ /// Enumeration of causes for Disconnects (used in ).
+ /// Read the individual descriptions to find out what to do about this type of disconnect.
+ public enum ChatDisconnectCause
+ {
+ /// No error was tracked.
+ None,
+ /// OnStatusChanged: The server is not available or the address is wrong. Make sure the port is provided and the server is up.
+ ExceptionOnConnect,
+ /// OnStatusChanged: The server disconnected this client from within the room's logic (the C# code).
+ DisconnectByServerLogic,
+ /// OnStatusChanged: The server disconnected this client for unknown reasons.
+ DisconnectByServerReasonUnknown,
+ /// OnStatusChanged: The server disconnected this client due to timing out (missing acknowledgement from the client).
+ ServerTimeout,
+
+ /// OnStatusChanged: This client detected that the server's responses are not received in due time.
+ ClientTimeout,
+ /// OnStatusChanged: Some internal exception caused the socket code to fail. Contact Exit Games.
+ Exception,
+ /// OnOperationResponse: Authenticate in the Photon Cloud with invalid AppId. Update your subscription or contact Exit Games.
+ InvalidAuthentication,
+ /// OnOperationResponse: Authenticate (temporarily) failed when using a Photon Cloud subscription without CCU Burst. Update your subscription.
+ MaxCcuReached,
+ /// OnOperationResponse: Authenticate when the app's Photon Cloud subscription is locked to some (other) region(s). Update your subscription or change region.
+ InvalidRegion,
+ /// OnOperationResponse: Operation that's (currently) not available for this client (not authorized usually). Only tracked for op Authenticate.
+ OperationNotAllowedInCurrentState,
+ /// OnOperationResponse: Authenticate in the Photon Cloud with invalid client values or custom authentication setup in Cloud Dashboard.
+ CustomAuthenticationFailed,
+ /// The authentication ticket should provide access to any Photon Cloud server without doing another authentication-service call. However, the ticket expired.
+ AuthenticationTicketExpired,
+ /// OnStatusChanged: The client disconnected from within the logic (the C# code).
+ DisconnectByClientLogic
+ }
+}
\ No newline at end of file
diff --git a/Assets/Photon/PhotonChat/Code/ChatDisconnectCause.cs.meta b/Assets/Photon/PhotonChat/Code/ChatDisconnectCause.cs.meta
new file mode 100644
index 0000000..c1f0c5b
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Code/ChatDisconnectCause.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: b90b85043f1857f43b94fd00edfc1ef1
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Assets/Photon/PhotonChat/Code/ChatEventCode.cs b/Assets/Photon/PhotonChat/Code/ChatEventCode.cs
new file mode 100644
index 0000000..07e803e
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Code/ChatEventCode.cs
@@ -0,0 +1,39 @@
+// ----------------------------------------------------------------------------------------------------------------------
+// The Photon Chat Api enables clients to connect to a chat server and communicate with other clients.
+// ChatClient is the main class of this api.
+// Photon Chat Api - Copyright (C) 2014 Exit Games GmbH
+// ----------------------------------------------------------------------------------------------------------------------
+
+namespace Photon.Chat
+{
+ ///
+ /// Wraps up internally used constants in Photon Chat events. You don't have to use them directly usually.
+ ///
+ public class ChatEventCode
+ {
+ /// (0) Event code for messages published in public channels.
+ public const byte ChatMessages = 0;
+ /// (1) Not Used.
+ public const byte Users = 1;// List of users or List of changes for List of users
+ /// (2) Event code for messages published in private channels
+ public const byte PrivateMessage = 2;
+ /// (3) Not Used.
+ public const byte FriendsList = 3;
+ /// (4) Event code for status updates.
+ public const byte StatusUpdate = 4;
+ /// (5) Event code for subscription acks.
+ public const byte Subscribe = 5;
+ /// (6) Event code for unsubscribe acks.
+ public const byte Unsubscribe = 6;
+ /// (7) Event code for properties update.
+ public const byte PropertiesChanged = 7;
+
+ /// (8) Event code for new user subscription to a channel where is enabled.
+ public const byte UserSubscribed = 8;
+ /// (9) Event code for when user unsubscribes from a channel where is enabled.
+ public const byte UserUnsubscribed = 9;
+ /// (10) Event code for when the server sends an error to the client.
+ /// This is currently only used by Chat WebHooks.
+ public const byte ErrorInfo = 10;
+ }
+}
diff --git a/Assets/Photon/PhotonChat/Code/ChatEventCode.cs.meta b/Assets/Photon/PhotonChat/Code/ChatEventCode.cs.meta
new file mode 100644
index 0000000..4c0b2e6
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Code/ChatEventCode.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 188e4a680bce12d4cbad8d57a24f7d44
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Assets/Photon/PhotonChat/Code/ChatOperationCode.cs b/Assets/Photon/PhotonChat/Code/ChatOperationCode.cs
new file mode 100644
index 0000000..588bc2b
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Code/ChatOperationCode.cs
@@ -0,0 +1,38 @@
+// ----------------------------------------------------------------------------------------------------------------------
+// The Photon Chat Api enables clients to connect to a chat server and communicate with other clients.
+// ChatClient is the main class of this api.
+// Photon Chat Api - Copyright (C) 2014 Exit Games GmbH
+// ----------------------------------------------------------------------------------------------------------------------
+
+namespace Photon.Chat
+{
+ ///
+ /// Wraps up codes for operations used internally in Photon Chat. You don't have to use them directly usually.
+ ///
+ public class ChatOperationCode
+ {
+ /// (230) Operation Authenticate.
+ public const byte Authenticate = 230;
+
+ /// (0) Operation to subscribe to chat channels.
+ public const byte Subscribe = 0;
+ /// (1) Operation to unsubscribe from chat channels.
+ public const byte Unsubscribe = 1;
+ /// (2) Operation to publish a message in a chat channel.
+ public const byte Publish = 2;
+ /// (3) Operation to send a private message to some other user.
+ public const byte SendPrivate = 3;
+
+ /// (4) Not used yet.
+ public const byte ChannelHistory = 4;
+
+ /// (5) Set your (client's) status.
+ public const byte UpdateStatus = 5;
+ /// (6) Add friends the list of friends that should update you of their status.
+ public const byte AddFriends = 6;
+ /// (7) Remove friends from list of friends that should update you of their status.
+ public const byte RemoveFriends = 7;
+ /// (8) Operation to set properties of public chat channel or users in public chat channels.
+ public const byte SetProperties = 8;
+ }
+}
\ No newline at end of file
diff --git a/Assets/Photon/PhotonChat/Code/ChatOperationCode.cs.meta b/Assets/Photon/PhotonChat/Code/ChatOperationCode.cs.meta
new file mode 100644
index 0000000..0375688
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Code/ChatOperationCode.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: c90a2a73f3ce648409739c724d3e6cef
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Assets/Photon/PhotonChat/Code/ChatParameterCode.cs b/Assets/Photon/PhotonChat/Code/ChatParameterCode.cs
new file mode 100644
index 0000000..7a56e6b
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Code/ChatParameterCode.cs
@@ -0,0 +1,85 @@
+// ----------------------------------------------------------------------------------------------------------------------
+// The Photon Chat Api enables clients to connect to a chat server and communicate with other clients.
+// ChatClient is the main class of this api.
+// Photon Chat Api - Copyright (C) 2014 Exit Games GmbH
+// ----------------------------------------------------------------------------------------------------------------------
+
+namespace Photon.Chat
+{
+ ///
+ /// Wraps up codes for parameters (in operations and events) used internally in Photon Chat. You don't have to use them directly usually.
+ ///
+ public class ChatParameterCode
+ {
+ /// (0) Array of chat channels.
+ public const byte Channels = 0;
+ /// (1) Name of a single chat channel.
+ public const byte Channel = 1;
+ /// (2) Array of chat messages.
+ public const byte Messages = 2;
+ /// (3) A single chat message.
+ public const byte Message = 3;
+ /// (4) Array of names of the users who sent the array of chat messages.
+ public const byte Senders = 4;
+ /// (5) Name of a the user who sent a chat message.
+ public const byte Sender = 5;
+ /// (6) Not used.
+ public const byte ChannelUserCount = 6;
+ /// (225) Name of user to send a (private) message to. The code is used in LoadBalancing and copied over here.
+ public const byte UserId = 225;
+ /// (8) Id of a message.
+ public const byte MsgId = 8;
+ /// (9) Not used.
+ public const byte MsgIds = 9;
+ /// (221) Secret token to identify an authorized user. The code is used in LoadBalancing and copied over here.
+ public const byte Secret = 221;
+ /// (15) Subscribe operation result parameter. A bool[] with result per channel.
+ public const byte SubscribeResults = 15;
+
+ /// (10) Status
+ public const byte Status = 10;
+ /// (11) Friends
+ public const byte Friends = 11;
+ /// (12) SkipMessage is used in SetOnlineStatus and if true, the message is not being broadcast.
+ public const byte SkipMessage = 12;
+
+ /// (14) Number of message to fetch from history. 0: no history. 1 and higher: number of messages in history. -1: all history.
+ public const byte HistoryLength = 14;
+
+ public const byte DebugMessage = 17;
+
+ /// (21) WebFlags object for changing behaviour of webhooks from client.
+ public const byte WebFlags = 21;
+
+ /// (22) WellKnown or custom properties of channel or user.
+ ///
+ /// In event it's always channel properties,
+ /// in event it's always user properties,
+ /// in event it's channel properties unless parameter value is not null
+ ///
+ public const byte Properties = 22;
+ /// (23) Array of UserIds of users already subscribed to a channel.
+ /// Used in Subscribe event when PublishSubscribers is enabled.
+ /// Does not include local user who just subscribed.
+ /// Maximum length is ( - 1).
+ public const byte ChannelSubscribers = 23;
+ /// (24) Optional data sent in ErrorInfo event from Chat WebHooks.
+ public const byte DebugData = 24;
+ /// (25) Code for values to be used for "Check And Swap" (CAS) when changing properties.
+ public const byte ExpectedValues = 25;
+ /// (26) Code for broadcast parameter of method.
+ public const byte Broadcast = 26;
+ ///
+ /// WellKnown and custom user properties.
+ ///
+ ///
+ /// Used only in event
+ ///
+ public const byte UserProperties = 28;
+
+ ///
+ /// Generated unique reusable room id
+ ///
+ public const byte UniqueRoomId = 29;
+ }
+}
\ No newline at end of file
diff --git a/Assets/Photon/PhotonChat/Code/ChatParameterCode.cs.meta b/Assets/Photon/PhotonChat/Code/ChatParameterCode.cs.meta
new file mode 100644
index 0000000..b0d8707
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Code/ChatParameterCode.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: d7a17b60c85fb30448492e397c58c7ce
+MonoImporter:
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+ userData:
diff --git a/Assets/Photon/PhotonChat/Code/ChatPeer.cs b/Assets/Photon/PhotonChat/Code/ChatPeer.cs
new file mode 100644
index 0000000..832c63b
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Code/ChatPeer.cs
@@ -0,0 +1,465 @@
+// ----------------------------------------------------------------------------------------------------------------------
+// The Photon Chat Api enables clients to connect to a chat server and communicate with other clients.
+// ChatClient is the main class of this api.
+// Photon Chat Api - Copyright (C) 2014 Exit Games GmbH
+// ----------------------------------------------------------------------------------------------------------------------
+
+#if UNITY_4_7 || UNITY_5 || UNITY_5_3_OR_NEWER
+#define SUPPORTED_UNITY
+#endif
+
+namespace Photon.Chat
+{
+ using System;
+ using System.Diagnostics;
+ using System.Collections.Generic;
+ using ExitGames.Client.Photon;
+
+ #if SUPPORTED_UNITY || NETFX_CORE
+ using Hashtable = ExitGames.Client.Photon.Hashtable;
+ using SupportClass = ExitGames.Client.Photon.SupportClass;
+ #endif
+
+
+ ///
+ /// Provides basic operations of the Photon Chat server. This internal class is used by public ChatClient.
+ ///
+ public class ChatPeer : PhotonPeer
+ {
+ /// Name Server Host Name for Photon Cloud. Without port and without any prefix.
+ public string NameServerHost = "ns.photonengine.io";
+
+ /// Name Server port per protocol (the UDP port is different than TCP, etc).
+ private static readonly Dictionary ProtocolToNameServerPort = new Dictionary() { { ConnectionProtocol.Udp, 5058 }, { ConnectionProtocol.Tcp, 4533 }, { ConnectionProtocol.WebSocket, 9093 }, { ConnectionProtocol.WebSocketSecure, 19093 } }; //, { ConnectionProtocol.RHttp, 6063 } };
+
+ /// Name Server Address for Photon Cloud (based on current protocol). You can use the default values and usually won't have to set this value.
+ public string NameServerAddress { get { return this.GetNameServerAddress(); } }
+
+ virtual internal bool IsProtocolSecure { get { return this.UsedProtocol == ConnectionProtocol.WebSocketSecure; } }
+
+ /// Chat Peer constructor.
+ /// Chat listener implementation.
+ /// Protocol to be used by the peer.
+ public ChatPeer(IPhotonPeerListener listener, ConnectionProtocol protocol) : base(listener, protocol)
+ {
+ this.ConfigUnitySockets();
+ }
+
+
+
+ // Sets up the socket implementations to use, depending on platform
+ [System.Diagnostics.Conditional("SUPPORTED_UNITY")]
+ private void ConfigUnitySockets()
+ {
+ Type websocketType = null;
+ #if (UNITY_XBOXONE || UNITY_GAMECORE) && !UNITY_EDITOR
+ websocketType = Type.GetType("ExitGames.Client.Photon.SocketNativeSource, Assembly-CSharp", false);
+ if (websocketType == null)
+ {
+ websocketType = Type.GetType("ExitGames.Client.Photon.SocketNativeSource, Assembly-CSharp-firstpass", false);
+ }
+ if (websocketType == null)
+ {
+ websocketType = Type.GetType("ExitGames.Client.Photon.SocketNativeSource, PhotonRealtime", false);
+ }
+ if (websocketType != null)
+ {
+ this.SocketImplementationConfig[ConnectionProtocol.Udp] = websocketType; // on Xbox, the native socket plugin supports UDP as well
+ }
+ #else
+ // to support WebGL export in Unity, we find and assign the SocketWebTcp class (if it's in the project).
+ // alternatively class SocketWebTcp might be in the Photon3Unity3D.dll
+ websocketType = Type.GetType("ExitGames.Client.Photon.SocketWebTcp, PhotonWebSocket", false);
+ if (websocketType == null)
+ {
+ websocketType = Type.GetType("ExitGames.Client.Photon.SocketWebTcp, Assembly-CSharp-firstpass", false);
+ }
+ if (websocketType == null)
+ {
+ websocketType = Type.GetType("ExitGames.Client.Photon.SocketWebTcp, Assembly-CSharp", false);
+ }
+ #endif
+
+ if (websocketType != null)
+ {
+ this.SocketImplementationConfig[ConnectionProtocol.WebSocket] = websocketType;
+ this.SocketImplementationConfig[ConnectionProtocol.WebSocketSecure] = websocketType;
+ }
+
+ #if NET_4_6 && (UNITY_EDITOR || !ENABLE_IL2CPP) && !NETFX_CORE
+ this.SocketImplementationConfig[ConnectionProtocol.Udp] = typeof(SocketUdpAsync);
+ this.SocketImplementationConfig[ConnectionProtocol.Tcp] = typeof(SocketTcpAsync);
+ #endif
+ }
+
+ /// If not zero, this is used for the name server port on connect. Independent of protocol (so this better matches). Set by ChatClient.ConnectUsingSettings.
+ /// This is reset when the protocol fallback is used.
+ public ushort NameServerPortOverride;
+
+ ///
+ /// Gets the NameServer Address (with prefix and port), based on the set protocol (this.UsedProtocol).
+ ///
+ /// NameServer Address (with prefix and port).
+ private string GetNameServerAddress()
+ {
+ var protocolPort = 0;
+ ProtocolToNameServerPort.TryGetValue(this.TransportProtocol, out protocolPort);
+
+ if (this.NameServerPortOverride != 0)
+ {
+ this.Listener.DebugReturn(DebugLevel.INFO, string.Format("Using NameServerPortInAppSettings as port for Name Server: {0}", this.NameServerPortOverride));
+ protocolPort = this.NameServerPortOverride;
+ }
+
+ switch (this.TransportProtocol)
+ {
+ case ConnectionProtocol.Udp:
+ case ConnectionProtocol.Tcp:
+ return string.Format("{0}:{1}", NameServerHost, protocolPort);
+ case ConnectionProtocol.WebSocket:
+ return string.Format("ws://{0}:{1}", NameServerHost, protocolPort);
+ case ConnectionProtocol.WebSocketSecure:
+ return string.Format("wss://{0}:{1}", NameServerHost, protocolPort);
+ default:
+ throw new ArgumentOutOfRangeException();
+ }
+ }
+
+ /// Connects to NameServer.
+ /// If the connection attempt could be sent.
+ public bool Connect()
+ {
+ if (this.DebugOut >= DebugLevel.INFO)
+ {
+ this.Listener.DebugReturn(DebugLevel.INFO, "Connecting to nameserver " + this.NameServerAddress);
+ }
+
+ return this.Connect(this.NameServerAddress, "NameServer");
+ }
+
+ /// Authenticates on NameServer.
+ /// If the authentication operation request could be sent.
+ public bool AuthenticateOnNameServer(string appId, string appVersion, string region, AuthenticationValues authValues)
+ {
+ if (this.DebugOut >= DebugLevel.INFO)
+ {
+ this.Listener.DebugReturn(DebugLevel.INFO, "OpAuthenticate()");
+ }
+
+ var opParameters = new Dictionary();
+
+ opParameters[ParameterCode.AppVersion] = appVersion;
+ opParameters[ParameterCode.ApplicationId] = appId;
+ opParameters[ParameterCode.Region] = region;
+
+ if (authValues != null)
+ {
+ if (!string.IsNullOrEmpty(authValues.UserId))
+ {
+ opParameters[ParameterCode.UserId] = authValues.UserId;
+ }
+
+ if (authValues.AuthType != CustomAuthenticationType.None)
+ {
+ opParameters[ParameterCode.ClientAuthenticationType] = (byte) authValues.AuthType;
+ if (authValues.Token != null)
+ {
+ opParameters[ParameterCode.Secret] = authValues.Token;
+ }
+ else
+ {
+ if (!string.IsNullOrEmpty(authValues.AuthGetParameters))
+ {
+ opParameters[ParameterCode.ClientAuthenticationParams] = authValues.AuthGetParameters;
+ }
+ if (authValues.AuthPostData != null)
+ {
+ opParameters[ParameterCode.ClientAuthenticationData] = authValues.AuthPostData;
+ }
+ }
+ }
+ }
+
+ return this.SendOperation(ChatOperationCode.Authenticate, opParameters, new SendOptions() { Reliability = true, Encrypt = this.IsEncryptionAvailable });
+ }
+ }
+
+ ///
+ /// Options for optional "Custom Authentication" services used with Photon. Used by OpAuthenticate after connecting to Photon.
+ ///
+ public enum CustomAuthenticationType : byte
+ {
+ /// Use a custom authentication service. Currently the only implemented option.
+ Custom = 0,
+
+ /// Authenticates users by their Steam Account. Set Steam's ticket as "ticket" via AddAuthParameter().
+ Steam = 1,
+
+ /// Authenticates users by their Facebook Account. Set Facebooks's tocken as "token" via AddAuthParameter().
+ Facebook = 2,
+
+ /// Authenticates users by their Oculus Account and token. Set Oculus' userid as "userid" and nonce as "nonce" via AddAuthParameter().
+ Oculus = 3,
+
+ /// Authenticates users by their PSN Account and token on PS4. Set token as "token", env as "env" and userName as "userName" via AddAuthParameter().
+ PlayStation4 = 4,
+ [Obsolete("Use PlayStation4 or PlayStation5 as needed")]
+ PlayStation = 4,
+
+ /// Authenticates users by their Xbox Account. Pass the XSTS token via SetAuthPostData().
+ Xbox = 5,
+
+ /// Authenticates users by their HTC Viveport Account. Set userToken as "userToken" via AddAuthParameter().
+ Viveport = 10,
+
+ /// Authenticates users by their NSA ID. Set token as "token" and appversion as "appversion" via AddAuthParameter(). The appversion is optional.
+ NintendoSwitch = 11,
+
+ /// Authenticates users by their PSN Account and token on PS5. Set token as "token", env as "env" and userName as "userName" via AddAuthParameter().
+ PlayStation5 = 12,
+ [Obsolete("Use PlayStation4 or PlayStation5 as needed")]
+ Playstation5 = 12,
+
+ /// Authenticates users with Epic Online Services (EOS). Set token as "token" and ownershipToken as "ownershipToken" via AddAuthParameter(). The ownershipToken is optional.
+ Epic = 13,
+
+ /// Authenticates users with Facebook Gaming api. Set token as "token" via AddAuthParameter().
+ FacebookGaming = 15,
+
+ /// Disables custom authentication. Same as not providing any AuthenticationValues for connect (more precisely for: OpAuthenticate).
+ None = byte.MaxValue
+ }
+
+
+ ///
+ /// Container for user authentication in Photon. Set AuthValues before you connect - all else is handled.
+ ///
+ ///
+ /// On Photon, user authentication is optional but can be useful in many cases.
+ /// If you want to FindFriends, a unique ID per user is very practical.
+ ///
+ /// There are basically three options for user authentication: None at all, the client sets some UserId
+ /// or you can use some account web-service to authenticate a user (and set the UserId server-side).
+ ///
+ /// Custom Authentication lets you verify end-users by some kind of login or token. It sends those
+ /// values to Photon which will verify them before granting access or disconnecting the client.
+ ///
+ /// The AuthValues are sent in OpAuthenticate when you connect, so they must be set before you connect.
+ /// If the AuthValues.UserId is null or empty when it's sent to the server, then the Photon Server assigns a UserId!
+ ///
+ /// The Photon Cloud Dashboard will let you enable this feature and set important server values for it.
+ /// https://dashboard.photonengine.com
+ ///
+ public class AuthenticationValues
+ {
+ /// See AuthType.
+ private CustomAuthenticationType authType = CustomAuthenticationType.None;
+
+ /// The type of authentication provider that should be used. Defaults to None (no auth whatsoever).
+ /// Several auth providers are available and CustomAuthenticationType.Custom can be used if you build your own service.
+ public CustomAuthenticationType AuthType
+ {
+ get { return authType; }
+ set { authType = value; }
+ }
+
+ /// This string must contain any (http get) parameters expected by the used authentication service. By default, username and token.
+ ///
+ /// Maps to operation parameter 216.
+ /// Standard http get parameters are used here and passed on to the service that's defined in the server (Photon Cloud Dashboard).
+ ///
+ public string AuthGetParameters { get; set; }
+
+ /// Data to be passed-on to the auth service via POST. Default: null (not sent). Either string or byte[] (see setters).
+ /// Maps to operation parameter 214.
+ public object AuthPostData { get; private set; }
+
+ /// Internal Photon token . After initial authentication, Photon provides a token for this client, subsequently used as (cached) validation.
+ /// Any token for custom authentication should be set via SetAuthPostData or AddAuthParameter.
+ public object Token { get; protected internal set; }
+
+ /// The UserId should be a unique identifier per user. This is for finding friends, etc..
+ /// See remarks of AuthValues for info about how this is set and used.
+ public string UserId { get; set; }
+
+
+ /// Creates empty auth values without any info.
+ public AuthenticationValues()
+ {
+ }
+
+ /// Creates minimal info about the user. If this is authenticated or not, depends on the set AuthType.
+ /// Some UserId to set in Photon.
+ public AuthenticationValues(string userId)
+ {
+ this.UserId = userId;
+ }
+
+ /// Sets the data to be passed-on to the auth service via POST.
+ /// AuthPostData is just one value. Each SetAuthPostData replaces any previous value. It can be either a string, a byte[] or a dictionary.
+ /// String data to be used in the body of the POST request. Null or empty string will set AuthPostData to null.
+ public virtual void SetAuthPostData(string stringData)
+ {
+ this.AuthPostData = (string.IsNullOrEmpty(stringData)) ? null : stringData;
+ }
+
+ /// Sets the data to be passed-on to the auth service via POST.
+ /// AuthPostData is just one value. Each SetAuthPostData replaces any previous value. It can be either a string, a byte[] or a dictionary.
+ /// Binary token / auth-data to pass on.
+ public virtual void SetAuthPostData(byte[] byteData)
+ {
+ this.AuthPostData = byteData;
+ }
+
+ /// Sets data to be passed-on to the auth service as Json (Content-Type: "application/json") via Post.
+ /// AuthPostData is just one value. Each SetAuthPostData replaces any previous value. It can be either a string, a byte[] or a dictionary.
+ /// A authentication-data dictionary will be converted to Json and passed to the Auth webservice via HTTP Post.
+ public virtual void SetAuthPostData(Dictionary dictData)
+ {
+ this.AuthPostData = dictData;
+ }
+
+ /// Adds a key-value pair to the get-parameters used for Custom Auth (AuthGetParameters).
+ /// This method does uri-encoding for you.
+ /// Key for the value to set.
+ /// Some value relevant for Custom Authentication.
+ public virtual void AddAuthParameter(string key, string value)
+ {
+ string ampersand = string.IsNullOrEmpty(this.AuthGetParameters) ? "" : "&";
+ this.AuthGetParameters = string.Format("{0}{1}{2}={3}", this.AuthGetParameters, ampersand, System.Uri.EscapeDataString(key), System.Uri.EscapeDataString(value));
+ }
+
+ ///
+ /// Transform this object into string.
+ ///
+ /// string representation of this object.
+ public override string ToString()
+ {
+ return string.Format("AuthenticationValues Type: {3} UserId: {0}, GetParameters: {1} Token available: {2}", this.UserId, this.AuthGetParameters, this.Token != null, this.AuthType);
+ }
+
+ ///
+ /// Make a copy of the current object.
+ ///
+ /// The object to be copied into.
+ /// The copied object.
+ public AuthenticationValues CopyTo(AuthenticationValues copy)
+ {
+ copy.AuthType = this.AuthType;
+ copy.AuthGetParameters = this.AuthGetParameters;
+ copy.AuthPostData = this.AuthPostData;
+ copy.UserId = this.UserId;
+ return copy;
+ }
+ }
+
+
+ /// Class for constants. Codes for parameters of Operations and Events.
+ public class ParameterCode
+ {
+ /// (224) Your application's ID: a name on your own Photon or a GUID on the Photon Cloud
+ public const byte ApplicationId = 224;
+ /// (221) Internally used to establish encryption
+ public const byte Secret = 221;
+ /// (220) Version of your application
+ public const byte AppVersion = 220;
+ /// (217) This key's (byte) value defines the target custom authentication type/service the client connects with. Used in OpAuthenticate
+ public const byte ClientAuthenticationType = 217;
+ /// (216) This key's (string) value provides parameters sent to the custom authentication type/service the client connects with. Used in OpAuthenticate
+ public const byte ClientAuthenticationParams = 216;
+ /// (214) This key's (string or byte[]) value provides parameters sent to the custom authentication service setup in Photon Dashboard. Used in OpAuthenticate
+ public const byte ClientAuthenticationData = 214;
+ /// (210) Used for region values in OpAuth and OpGetRegions.
+ public const byte Region = 210;
+ /// (230) Address of a (game) server to use.
+ public const byte Address = 230;
+ /// (225) User's ID
+ public const byte UserId = 225;
+ }
+
+ ///
+ /// ErrorCode defines the default codes associated with Photon client/server communication.
+ ///
+ public class ErrorCode
+ {
+ /// (0) is always "OK", anything else an error or specific situation.
+ public const int Ok = 0;
+
+ // server - Photon low(er) level: <= 0
+
+ ///
+ /// (-3) Operation can't be executed yet (e.g. OpJoin can't be called before being authenticated, RaiseEvent cant be used before getting into a room).
+ ///
+ ///
+ /// Before you call any operations on the Cloud servers, the automated client workflow must complete its authorization.
+ /// In PUN, wait until State is: JoinedLobby or ConnectedToMaster
+ ///
+ public const int OperationNotAllowedInCurrentState = -3;
+
+ /// (-2) The operation you called is not implemented on the server (application) you connect to. Make sure you run the fitting applications.
+ public const int InvalidOperationCode = -2;
+
+ /// (-1) Something went wrong in the server. Try to reproduce and contact Exit Games.
+ public const int InternalServerError = -1;
+
+ // server - PhotonNetwork: 0x7FFF and down
+ // logic-level error codes start with short.max
+
+ /// (32767) Authentication failed. Possible cause: AppId is unknown to Photon (in cloud service).
+ public const int InvalidAuthentication = 0x7FFF;
+
+ /// (32766) GameId (name) already in use (can't create another). Change name.
+ public const int GameIdAlreadyExists = 0x7FFF - 1;
+
+ /// (32765) Game is full. This rarely happens when some player joined the room before your join completed.
+ public const int GameFull = 0x7FFF - 2;
+
+ /// (32764) Game is closed and can't be joined. Join another game.
+ public const int GameClosed = 0x7FFF - 3;
+
+ /// (32762) Not in use currently.
+ public const int ServerFull = 0x7FFF - 5;
+
+ /// (32761) Not in use currently.
+ public const int UserBlocked = 0x7FFF - 6;
+
+ /// (32760) Random matchmaking only succeeds if a room exists that is neither closed nor full. Repeat in a few seconds or create a new room.
+ public const int NoRandomMatchFound = 0x7FFF - 7;
+
+ /// (32758) Join can fail if the room (name) is not existing (anymore). This can happen when players leave while you join.
+ public const int GameDoesNotExist = 0x7FFF - 9;
+
+ /// (32757) Authorization on the Photon Cloud failed because the concurrent users (CCU) limit of the app's subscription is reached.
+ ///
+ /// Unless you have a plan with "CCU Burst", clients might fail the authentication step during connect.
+ /// Affected client are unable to call operations. Please note that players who end a game and return
+ /// to the master server will disconnect and re-connect, which means that they just played and are rejected
+ /// in the next minute / re-connect.
+ /// This is a temporary measure. Once the CCU is below the limit, players will be able to connect an play again.
+ ///
+ /// OpAuthorize is part of connection workflow but only on the Photon Cloud, this error can happen.
+ /// Self-hosted Photon servers with a CCU limited license won't let a client connect at all.
+ ///
+ public const int MaxCcuReached = 0x7FFF - 10;
+
+ /// (32756) Authorization on the Photon Cloud failed because the app's subscription does not allow to use a particular region's server.
+ ///
+ /// Some subscription plans for the Photon Cloud are region-bound. Servers of other regions can't be used then.
+ /// Check your master server address and compare it with your Photon Cloud Dashboard's info.
+ /// https://cloud.photonengine.com/dashboard
+ ///
+ /// OpAuthorize is part of connection workflow but only on the Photon Cloud, this error can happen.
+ /// Self-hosted Photon servers with a CCU limited license won't let a client connect at all.
+ ///
+ public const int InvalidRegion = 0x7FFF - 11;
+
+ ///
+ /// (32755) Custom Authentication of the user failed due to setup reasons (see Cloud Dashboard) or the provided user data (like username or token). Check error message for details.
+ ///
+ public const int CustomAuthenticationFailed = 0x7FFF - 12;
+
+ /// (32753) The Authentication ticket expired. Usually, this is refreshed behind the scenes. Connect (and authorize) again.
+ public const int AuthenticationTicketExpired = 0x7FF1;
+ }
+
+}
diff --git a/Assets/Photon/PhotonChat/Code/ChatPeer.cs.meta b/Assets/Photon/PhotonChat/Code/ChatPeer.cs.meta
new file mode 100644
index 0000000..a002c43
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Code/ChatPeer.cs.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Photon/PhotonChat/Code/ChatState.cs b/Assets/Photon/PhotonChat/Code/ChatState.cs
new file mode 100644
index 0000000..2c87974
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Code/ChatState.cs
@@ -0,0 +1,39 @@
+// ----------------------------------------------------------------------------------------------------------------------
+// The Photon Chat Api enables clients to connect to a chat server and communicate with other clients.
+// ChatClient is the main class of this api.
+// Photon Chat Api - Copyright (C) 2014 Exit Games GmbH
+// ----------------------------------------------------------------------------------------------------------------------
+
+namespace Photon.Chat
+{
+ /// Possible states for a Chat Client.
+ public enum ChatState
+ {
+ /// Peer is created but not used yet.
+ Uninitialized,
+ /// Connecting to name server.
+ ConnectingToNameServer,
+ /// Connected to name server.
+ ConnectedToNameServer,
+ /// Authenticating on current server.
+ Authenticating,
+ /// Finished authentication on current server.
+ Authenticated,
+ /// Disconnecting from name server. This is usually a transition from name server to frontend server.
+ DisconnectingFromNameServer,
+ /// Connecting to frontend server.
+ ConnectingToFrontEnd,
+ /// Connected to frontend server.
+ ConnectedToFrontEnd,
+ /// Disconnecting from frontend server.
+ DisconnectingFromFrontEnd,
+ /// Currently not used.
+ QueuedComingFromFrontEnd,
+ /// The client disconnects (from any server).
+ Disconnecting,
+ /// The client is no longer connected (to any server).
+ Disconnected,
+ /// Client was unable to connect to Name Server and will attempt to connect with an alternative network protocol (TCP).
+ ConnectWithFallbackProtocol
+ }
+}
\ No newline at end of file
diff --git a/Assets/Photon/PhotonChat/Code/ChatState.cs.meta b/Assets/Photon/PhotonChat/Code/ChatState.cs.meta
new file mode 100644
index 0000000..e862818
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Code/ChatState.cs.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Photon/PhotonChat/Code/ChatUserStatus.cs b/Assets/Photon/PhotonChat/Code/ChatUserStatus.cs
new file mode 100644
index 0000000..08d6ef1
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Code/ChatUserStatus.cs
@@ -0,0 +1,35 @@
+// ----------------------------------------------------------------------------------------------------------------------
+// The Photon Chat Api enables clients to connect to a chat server and communicate with other clients.
+// ChatClient is the main class of this api.
+// Photon Chat Api - Copyright (C) 2014 Exit Games GmbH
+// ----------------------------------------------------------------------------------------------------------------------
+
+namespace Photon.Chat
+{
+ /// Contains commonly used status values for SetOnlineStatus. You can define your own.
+ ///
+ /// While "online" (value 2 and up), the status message will be sent to anyone who has you on his friend list.
+ ///
+ /// Define custom online status values as you like with these rules:
+ /// 0: Means "offline". It will be used when you are not connected. In this status, there is no status message.
+ /// 1: Means "invisible" and is sent to friends as "offline". They see status 0, no message but you can chat.
+ /// 2: And any higher value will be treated as "online". Status can be set.
+ ///
+ public static class ChatUserStatus
+ {
+ /// (0) Offline.
+ public const int Offline = 0;
+ /// (1) Be invisible to everyone. Sends no message.
+ public const int Invisible = 1;
+ /// (2) Online and available.
+ public const int Online = 2;
+ /// (3) Online but not available.
+ public const int Away = 3;
+ /// (4) Do not disturb.
+ public const int DND = 4;
+ /// (5) Looking For Game/Group. Could be used when you want to be invited or do matchmaking.
+ public const int LFG = 5;
+ /// (6) Could be used when in a room, playing.
+ public const int Playing = 6;
+ }
+}
diff --git a/Assets/Photon/PhotonChat/Code/ChatUserStatus.cs.meta b/Assets/Photon/PhotonChat/Code/ChatUserStatus.cs.meta
new file mode 100644
index 0000000..bfd0c52
--- /dev/null
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@@ -0,0 +1,8 @@
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+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Assets/Photon/PhotonChat/Code/IChatClientListener.cs b/Assets/Photon/PhotonChat/Code/IChatClientListener.cs
new file mode 100644
index 0000000..c711e59
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Code/IChatClientListener.cs
@@ -0,0 +1,148 @@
+// ----------------------------------------------------------------------------------------------------------------------
+// The Photon Chat Api enables clients to connect to a chat server and communicate with other clients.
+// ChatClient is the main class of this api.
+// Photon Chat Api - Copyright (C) 2014 Exit Games GmbH
+// ----------------------------------------------------------------------------------------------------------------------
+
+
+namespace Photon.Chat
+{
+ using System.Collections.Generic;
+ using ExitGames.Client.Photon;
+
+ ///
+ /// Callback interface for Chat client side. Contains callback methods to notify your app about updates.
+ /// Must be provided to new ChatClient in constructor
+ ///
+ public interface IChatClientListener
+ {
+ ///
+ /// All debug output of the library will be reported through this method. Print it or put it in a
+ /// buffer to use it on-screen.
+ ///
+ /// DebugLevel (severity) of the message.
+ /// Debug text. Print to System.Console or screen.
+ void DebugReturn(DebugLevel level, string message);
+
+ ///
+ /// Disconnection happened.
+ ///
+ void OnDisconnected();
+
+ ///
+ /// Client is connected now.
+ ///
+ ///
+ /// Clients have to be connected before they can send their state, subscribe to channels and send any messages.
+ ///
+ void OnConnected();
+
+ /// The ChatClient's state changed. Usually, OnConnected and OnDisconnected are the callbacks to react to.
+ /// The new state.
+ void OnChatStateChange(ChatState state);
+
+ ///
+ /// Notifies app that client got new messages from server
+ /// Number of senders is equal to number of messages in 'messages'. Sender with number '0' corresponds to message with
+ /// number '0', sender with number '1' corresponds to message with number '1' and so on
+ ///
+ /// channel from where messages came
+ /// list of users who sent messages
+ /// list of messages it self
+ void OnGetMessages(string channelName, string[] senders, object[] messages);
+
+ ///
+ /// Notifies client about private message
+ ///
+ /// user who sent this message
+ /// message it self
+ /// channelName for private messages (messages you sent yourself get added to a channel per target username)
+ void OnPrivateMessage(string sender, object message, string channelName);
+
+ ///
+ /// Result of Subscribe operation. Returns subscription result for every requested channel name.
+ ///
+ ///
+ /// If multiple channels sent in Subscribe operation, OnSubscribed may be called several times, each call with part of sent array or with single channel in "channels" parameter.
+ /// Calls order and order of channels in "channels" parameter may differ from order of channels in "channels" parameter of Subscribe operation.
+ ///
+ /// Array of channel names.
+ /// Per channel result if subscribed.
+ void OnSubscribed(string[] channels, bool[] results);
+
+ ///
+ /// Result of Unsubscribe operation. Returns for channel name if the channel is now unsubscribed.
+ ///
+ /// If multiple channels sent in Unsubscribe operation, OnUnsubscribed may be called several times, each call with part of sent array or with single channel in "channels" parameter.
+ /// Calls order and order of channels in "channels" parameter may differ from order of channels in "channels" parameter of Unsubscribe operation.
+ /// Array of channel names that are no longer subscribed.
+ void OnUnsubscribed(string[] channels);
+
+ ///
+ /// New status of another user (you get updates for users set in your friends list).
+ ///
+ /// Name of the user.
+ /// New status of that user.
+ /// True if the status contains a message you should cache locally. False: This status update does not include a message (keep any you have).
+ /// Message that user set.
+ void OnStatusUpdate(string user, int status, bool gotMessage, object message);
+
+ ///
+ /// A user has subscribed to a public chat channel
+ ///
+ /// Name of the chat channel
+ /// UserId of the user who subscribed
+ void OnUserSubscribed(string channel, string user);
+
+ ///
+ /// A user has unsubscribed from a public chat channel
+ ///
+ /// Name of the chat channel
+ /// UserId of the user who unsubscribed
+ void OnUserUnsubscribed(string channel, string user);
+
+
+ #if CHAT_EXTENDED
+
+ ///
+ /// Properties of a public channel has been changed
+ ///
+ /// Channel name in which the properties have changed
+ /// The UserID of the user who changed the properties
+ /// The properties that have changed
+ void OnChannelPropertiesChanged(string channel, string senderUserId, Dictionary properties);
+
+ ///
+ /// Properties of a user in a public channel has been changed
+ ///
+ /// Channel name in which the properties have changed
+ /// The UserID whom properties have changed
+ /// The UserID of the user who changed the properties
+ /// The properties that have changed
+ void OnUserPropertiesChanged(string channel, string targetUserId, string senderUserId, Dictionary properties);
+
+ ///
+ /// The server uses error events to make the client aware of some issues.
+ ///
+ ///
+ /// This is currently used only in Chat WebHooks.
+ ///
+ /// The name of the channel in which this error info has been received
+ /// The text message of the error info
+ /// Optional error data
+ void OnErrorInfo(string channel, string error, object data);
+
+ #endif
+
+
+ #if SDK_V4
+ ///
+ /// Received a broadcast message
+ ///
+ /// Name of the chat channel
+ /// Message data
+ void OnReceiveBroadcastMessage(string channel, byte[] message);
+ #endif
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/Photon/PhotonChat/Code/IChatClientListener.cs.meta b/Assets/Photon/PhotonChat/Code/IChatClientListener.cs.meta
new file mode 100644
index 0000000..797bdea
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@@ -0,0 +1,8 @@
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diff --git a/Assets/Photon/PhotonChat/Code/PhotonChat.asmdef b/Assets/Photon/PhotonChat/Code/PhotonChat.asmdef
new file mode 100644
index 0000000..bcabffe
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Code/PhotonChat.asmdef
@@ -0,0 +1,12 @@
+{
+ "name": "PhotonChat",
+ "references": [],
+ "optionalUnityReferences": [],
+ "includePlatforms": [],
+ "excludePlatforms": [],
+ "allowUnsafeCode": false,
+ "overrideReferences": false,
+ "precompiledReferences": [],
+ "autoReferenced": true,
+ "defineConstraints": []
+}
\ No newline at end of file
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new file mode 100644
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diff --git a/Assets/Photon/PhotonChat/Code/changes-chat.txt b/Assets/Photon/PhotonChat/Code/changes-chat.txt
new file mode 100644
index 0000000..1f11b75
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Code/changes-chat.txt
@@ -0,0 +1,137 @@
+
+Photon Chat C# Client - Changelog
+Exit Games GmbH - www.photonengine.com - forum.photonengine.com
+
+
+Version 4.1.6.11 (22. November 2021)
+ Added: CustomAuthenticationType.Epic to authenticate via Epic Online Services (EOS).
+ Added: CustomAuthenticationType.FacebookGaming to authenticate via Facebook Gaming services.
+
+Version 4.1.6.10 (21. October 2021 - rev6243)
+ Fixed: The ChatPeer.ConfigUnitySockets(), which used a surplus typeof() for Xbox configuration.
+
+Version 4.1.6.6 (21. September 2021 - rev6204)
+ Changed: For Xbox, order of checked assemblies when getting Type SocketNativeSource. It's more likely to be in Assembly-CSharp.
+
+Version 4.1.6.5 (24. August 2021 - rev6181)
+ Updated: The default name server host to "ns.photonengine.io". When using WSS on this, it expects TLS1.2 (Win 7 and old Unity versions may not support this).
+
+Version 4.1.6.2 (17. June 2021)
+ Changed: The enumeration CustomAuthenticationType was changed to fix naming inconsistencies. Use PlayStation4 and PlayStation5 respectively. Old variants are available as obsolete.
+
+Version 4.1.5.2 (12. March 2021)
+ ADDED: CustomAuthenticationType.Playstation5 (value 12).
+
+Version 4.1.5.0 (03. March 2021)
+ Updated: ChatPeer ConfigUnitySockets() to the analog of the Realtime API.
+
+Version 4.1.5.0 (3. February 2021)
+ Internal: AuthenticationValues.Token is now an object instead of a string (so some internal code changed). This enables the server to send a byte[], which is more effective than a string.
+
+Version 4.1.4.6 (16. November 2020)
+ Added: ChatClient.PrivateChatHistoryLength field. If set before you connect, this can be used to limit the number of private messages when the server (re)subscribes the client to (still alive) a private chat channel.
+ Added: Protocol Fallback option for Chat. Analog to the Realtime API, Chat can now try another protocol, if the initial connect to the Name Server fails. After the timeout or when an error happened, UDP will fallback to TCP. TCP will fallback to UDP.
+ Added: EnableProtocolFallback in ChatClient and ChatAppSettings. When using ConnectUsingSettings, the ChatClient's value gets set and used.
+ Changed: Connect(appid, appversion, authValues) will only apply the authvalues parameter, if that's non-null.
+ Changed: ChatAppSettings field AppId is now AppIdChat (matching the value in Realtime API AppSettings). The old name is currently just obsolete.
+ Added: ChatAppSettings.Port to override the Name Server Port if needed. Note: Chat does not support "Alternative Ports" yet (ports pre-defined per server).
+ Added: ChatPeer.NameServerPortOverride value to replace/override the default per-protocol port value (by the one in the AppSettings, e.g.).
+
+Version 4.1.4.5 (02. September 2020)
+ Added: Option for extended features: Channels may send a user list, channels and users can have custom properties and there are web-forwarding flags. Needs compile define CHAT_EXTENDED. This also adds new methods to the IChatClientListener.
+ Changed: AuthenticationValues has been refined, analog to the changes in the Realtime API.
+
+Version 4.1.4.2 (8. May 2020 - rev5519)
+ Added: Broadcast receive and read channel using UniqueRoomID UniqueRoomID read from SubscribeChannel response
+
+Version 4.1.2.20
+ Changed: ChatDisconnectCause enum and OnDisconnected callback usage updated to be in sync. with Realtime.
+ Added: ChatClient.ConnectUsingSettings(ChatAppSettings appSettings).
+ Added: more error logs when something fails internally.
+
+Version 4.1.2.19 (12. November 2019 - rev5266)
+ Changed: ChatPeer now look for SocketNativeSource instead of SocketWebTcpNativeDynamic when the target platform is XB One. A new Xbox addon is coming up on our SDK page.
+
+Version 4.1.2.16 (25. June 2019 - rev5168)
+ Added: ChatClient.TryGetPrivateChannelByUser.
+
+Version 4.1.2.14 (6. May 2019 - rev5097)
+ Changed: Chat API changes are now listed in a separate changes file.
+
+Version 4.1.2.13 (3. May 2019 - rev5086)
+ Fixed: Properly add local client's UserId to public channels' Subscribers list when applicable.
+
+Version 4.1.2.11 (15. April 2019 - rev5043)
+ Added: Feature: PublishSubscribers. Per channel, you can now define if the server broadcasts users joining and leaving.
+ Fixed: proper way to handle Subscribe event when channel properties are returned.
+ Added: Viveport Auth Provider enum value.
+ Added: Switch-related workaround. Setting a Thread.Name was causing a crash in some exports on console. This affects Unity to Nintendo Switch exports.
+ Added: ChannelCreationOptions class to be used in the new Subscribe overload method.
+ Changed: Chat to use the same 1.8 serialization as Realtime/PUN. This also now matches the SocketWebTcp.SerializationProtocol default.
+
+Version 4.1.2.9 (13. February 2019 - rev4985)
+ Added: Client API for Max Subscribers and Publish Subscribers features inside public channels.
+
+Version 4.1.2.1 (31. July 2018 - rev4787)
+ Changed: Namespace from "ExitGames.Client.Photon.Chat" to "Photon.Chat".
+ Added: ConnectAndSetStatus method.
+
+Version 4.1.1.17 (11. October 2017 - rev4465)
+ Fixed: Unity "6" compile define is now UNITY_2017.
+
+Version 4.1.1.15 (17. July 2017 - rev4232)
+ Added: ChatClient.TransportProtocol as shortcut to the use PhotonPeer's TransportProtocol value. This enables setting the protocol easily while not connected.
+ Added: ChatClient.SocketImplementationConfig as shortcut to modify PhotonPeer's SocketImplementationConfig. This enables you to setup which IPhotonSocket implementation to use for which network protocol.
+ Changed: ChatPeer.ConfigUnitySockets() to try to find our websocket implementations in the assembly, making the SocketWebTcpCoroutine and SocketWebTcpThread classes optional.
+ Removed: Class "SocketWebTcp" is no longer found by ConfigUnitySockets().
+
+Version 4.1.1.14 (5. July 2017 - rev4191)
+ Added: ChatClient can optionally run a thread to call SendOutgoingCommands in intervals. This makes sure the connection doesn't fail easily (e.g. when Unity is loading scenes, etc.). You still have to call Service to dispatch received messages.
+ Added: ChatClient.UseBackgroundWorkerForSending. Set this to true, to use the new background thread. Note: Do not use this in WebGL exports from Unity cause Threads are unavailable in them.
+
+Version 4.1.1.2 (13. September 2016 - rev3652)
+ Changed: GetNameServerAddress() is the same in Chat and LoadBalancing APIs now.
+ Changed: ChatPeer now has ConfigUnitySockets(), which defines the SocketImplementationConfig. It's only used in Unity (using UNITY define).
+ Changed: ChatClient is not setting socket implementations anymore.
+ Added: Hashtable definition to use Photon's own implementation for Windows Store builds (NETFX_CORE). This must be used but it means you to use the same Hashtable definition in all builds (no matter if 8.1 or 10).
+ Added: Support for WebGL export in Unity.
+
+Version 4.0.5.0 (3. December 2015 - rev3144)
+ Added: A MessageLimit field for ChatClient and ChatChannel to limit the number of messages the client keeps locally. It might be useful to limit memory usage in long running chats. Set ChatClient.MessageLimit to apply the limit to any channel subscribed afterwards or apply a limit individually.
+
+Version 4.0.0.11 (28. October 2015 - rev3093)
+ Added: More sanity checks on operations (empty userId or secret, max friends).
+ Added: Special debug logging when the server returns an error for "Operation Unknown". In this case, it's highly likely that you don't use a Chat AppId.
+ Added: More helpful error logging.
+
+Version 4.0.0.10 (14. July 2015 - rev2988)
+ Added: A Unity 4.6 demo with uGUI. It's missing a few features but should give you a good start to making your own.
+ Added: Unity/WebGL support (merged from PUN).
+ Added: Breaking! IChatClientListener.DebugReturn(). Photon lib and chat client log via this method (no logging to console by default).
+ Changed: ChatClient.CustomAuthenticationValues is now .AuthValues. You can use those values to identify a user, even if you don't setup an external, custom authentication service.
+ Changed: ChatClient.UserId no longer directly stores the id but puts it into AuthValues. This means, the UserId could also be set via setting AuthValues.
+ Changed: The API of AuthenticationValues. There is now the UserId and AddAuthParameter() replaces the less general SetAuthParameters() (which only set specific key/values).
+ Note: All users should have a UserId. You can set chatClient.UserId before you connect, or you can set the AuthenticationValues in Connect(..., authValues) to set a UserId.
+ Added: ChatChannel.ToStringMessages(), which gets all messages in a single string, line by line. The format is "Sender:Message".
+ Added: ChatClient.TryGetChannel() to find a channel only by name, no matter if public or private.
+
+Version 4.0.0.7 (12. January 2015 - rev2763)
+ Internal: Changed code for UserID from 7 to 225. The latter is used in LoadBalancing, too, so we want to re-use the code here.
+
+Version 4.0.0.1 (17. June 2014 - rev2663)
+ Changed: How the server responds to Subscribe and Unsubscribe. Events will now contain success/failure of those. This allows us to send the answer after calling a WebHook if needed and we can even send it to multiple clients (which authenticated with the same userID).
+ Changed: Handling of subscription responsed. This is done to allow web services to subscribe a client remotely and to be able to prevent joining some channel that a user should not join (the channel of some guild or another team, e.g.).
+ Changed: Debug loggging. In Unity we can't use Debug.Assert, etc. So we have to log more cleanly. This works in Editor and several platforms (but not all).
+ Changed: Folder for Chat API. It now begins with "Photon" which provides some context no matter where you copy the files. Easier to find in Unity projects.
+ Changed: Operation FriendList and method SendFriendList renamed to AddFriends
+ Added: Operation RemoveFriends and corresponding method in ChatClient.cs
+ Added: Console Demo has new command 'fr' to remove friends
+
+Version 4.0.0.0 (23. May 2014 - rev2614)
+ Added: SendPrivateMessage() overload that has option to encrypt private messages. Public messages don't need encryption.
+ Removed: lastId and LastMessageIndex from channels. Those were impractical and should be removed from the API.
+ Changed: UserStatus class to ChatUserStatus.
+ Changed: Most classes are defined in their own file now.
+ Removed: Folders "Shared" and their subfolders. This gives a much better overview.
+ Added: Handling for event SubscribeResponse. This is not actually a response but gives you info about channels that got subscribed (e.g. when you re-login quickly or when a user is logged in in multiple clients).
+ Added: HandleSubscriptionResults() method to handle the event and proper responses.
\ No newline at end of file
diff --git a/Assets/Photon/PhotonChat/Code/changes-chat.txt.meta b/Assets/Photon/PhotonChat/Code/changes-chat.txt.meta
new file mode 100644
index 0000000..e18ac75
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Code/changes-chat.txt.meta
@@ -0,0 +1,7 @@
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diff --git a/Assets/Photon/PhotonChat/Demos.meta b/Assets/Photon/PhotonChat/Demos.meta
new file mode 100644
index 0000000..9d52045
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Demos.meta
@@ -0,0 +1,9 @@
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diff --git a/Assets/Photon/PhotonChat/Demos/Common.meta b/Assets/Photon/PhotonChat/Demos/Common.meta
new file mode 100644
index 0000000..9661d1e
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Demos/Common.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 1aab6e4c105054f7e91af2cf027064d1
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+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Photon/PhotonChat/Demos/Common/EventSystemSpawner.cs b/Assets/Photon/PhotonChat/Demos/Common/EventSystemSpawner.cs
new file mode 100644
index 0000000..d58b6cd
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Demos/Common/EventSystemSpawner.cs
@@ -0,0 +1,40 @@
+// --------------------------------------------------------------------------------------------------------------------
+//
+//
+//
+// For additive Scene Loading context, eventSystem can't be added to each scene and instead should be instantiated only if necessary.
+// https://answers.unity.com/questions/1403002/multiple-eventsystem-in-scene-this-is-not-supporte.html
+//
+// developer@exitgames.com
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.EventSystems;
+
+namespace Photon.Chat.UtilityScripts
+{
+ ///
+ /// Event system spawner. Will add an EventSystem GameObject with an EventSystem component and a StandaloneInputModule component.
+ /// Use this in additive scene loading context where you would otherwise get a "Multiple EventSystem in scene... this is not supported" error from Unity.
+ ///
+ public class EventSystemSpawner : MonoBehaviour
+ {
+ void OnEnable()
+ {
+ #if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
+ Debug.LogError("PUN Demos are not compatible with the New Input System, unless you enable \"Both\" in: Edit > Project Settings > Player > Active Input Handling. Pausing App.");
+ Debug.Break();
+ return;
+ #endif
+
+ EventSystem sceneEventSystem = FindObjectOfType();
+ if (sceneEventSystem == null)
+ {
+ GameObject eventSystem = new GameObject("EventSystem");
+
+ eventSystem.AddComponent();
+ eventSystem.AddComponent();
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Photon/PhotonChat/Demos/Common/EventSystemSpawner.cs.meta b/Assets/Photon/PhotonChat/Demos/Common/EventSystemSpawner.cs.meta
new file mode 100644
index 0000000..1fcda3d
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Demos/Common/EventSystemSpawner.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: bd5ff9965d0784cad8e07f5eb9cb9c06
+timeCreated: 1538396402
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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diff --git a/Assets/Photon/PhotonChat/Demos/Common/OnStartDelete.cs b/Assets/Photon/PhotonChat/Demos/Common/OnStartDelete.cs
new file mode 100644
index 0000000..46ee2a0
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Demos/Common/OnStartDelete.cs
@@ -0,0 +1,24 @@
+// --------------------------------------------------------------------------------------------------------------------
+//
+// Part of: Photon Unity Utilities,
+//
+//
+// This component will destroy the GameObject it is attached to (in Start()).
+//
+// developer@exitgames.com
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+
+namespace Photon.Chat.UtilityScripts
+{
+ /// This component will destroy the GameObject it is attached to (in Start()).
+ public class OnStartDelete : MonoBehaviour
+ {
+ // Use this for initialization
+ private void Start()
+ {
+ Destroy(this.gameObject);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Photon/PhotonChat/Demos/Common/OnStartDelete.cs.meta b/Assets/Photon/PhotonChat/Demos/Common/OnStartDelete.cs.meta
new file mode 100644
index 0000000..c1b5428
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Demos/Common/OnStartDelete.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 0b1cdd4de66f84fa1af4cb197e5d901d
+timeCreated: 1538396603
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Photon/PhotonChat/Demos/Common/TextButtonTransition.cs b/Assets/Photon/PhotonChat/Demos/Common/TextButtonTransition.cs
new file mode 100644
index 0000000..a6fffeb
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Demos/Common/TextButtonTransition.cs
@@ -0,0 +1,70 @@
+// --------------------------------------------------------------------------------------------------------------------
+//
+//
+//
+// Use this on Button texts to have some color transition on the text as well without corrupting button's behaviour.
+//
+// developer@exitgames.com
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.EventSystems;
+using UnityEngine.UI;
+
+namespace Photon.Chat.UtilityScripts
+{
+
+ ///
+ /// Use this on Button texts to have some color transition on the text as well without corrupting button's behaviour.
+ ///
+ [RequireComponent(typeof(Text))]
+ public class TextButtonTransition : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
+ {
+
+ Text _text;
+
+ ///
+ /// The selectable Component.
+ ///
+ public Selectable Selectable;
+
+ ///
+ /// The color of the normal of the transition state.
+ ///
+ public Color NormalColor= Color.white;
+
+ ///
+ /// The color of the hover of the transition state.
+ ///
+ public Color HoverColor = Color.black;
+
+ public void Awake()
+ {
+ _text = GetComponent();
+ }
+
+ public void OnEnable()
+ {
+ _text.color = NormalColor;
+ }
+
+ public void OnDisable()
+ {
+ _text.color = NormalColor;
+ }
+
+ public void OnPointerEnter(PointerEventData eventData)
+ {
+ if (Selectable == null || Selectable.IsInteractable()) {
+ _text.color = HoverColor;
+ }
+ }
+
+ public void OnPointerExit(PointerEventData eventData)
+ {
+ if (Selectable == null || Selectable.IsInteractable()) {
+ _text.color = NormalColor;
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Photon/PhotonChat/Demos/Common/TextButtonTransition.cs.meta b/Assets/Photon/PhotonChat/Demos/Common/TextButtonTransition.cs.meta
new file mode 100644
index 0000000..460ca08
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Demos/Common/TextButtonTransition.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 060fe8295761a47268586d33ef5673e0
+timeCreated: 1538395273
+licenseType: Store
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+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Photon/PhotonChat/Demos/Common/TextToggleIsOnTransition.cs b/Assets/Photon/PhotonChat/Demos/Common/TextToggleIsOnTransition.cs
new file mode 100644
index 0000000..dd2a476
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Demos/Common/TextToggleIsOnTransition.cs
@@ -0,0 +1,86 @@
+// --------------------------------------------------------------------------------------------------------------------
+//
+//
+//
+// Use this on Button texts to have some color transition on the text as well without corrupting button's behaviour.
+//
+// developer@exitgames.com
+// --------------------------------------------------------------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.EventSystems;
+using UnityEngine.UI;
+
+namespace Photon.Chat.UtilityScripts
+{
+
+ ///
+ /// Use this on toggles texts to have some color transition on the text depending on the isOn State.
+ ///
+ [RequireComponent(typeof(Text))]
+ public class TextToggleIsOnTransition : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
+ {
+
+ ///
+ /// The toggle Component.
+ ///
+ public Toggle toggle;
+
+ Text _text;
+
+ ///
+ /// The color of the normal on transition state.
+ ///
+ public Color NormalOnColor= Color.white;
+
+ ///
+ /// The color of the normal off transition state.
+ ///
+ public Color NormalOffColor = Color.black;
+
+ ///
+ /// The color of the hover on transition state.
+ ///
+ public Color HoverOnColor= Color.black;
+
+ ///
+ /// The color of the hover off transition state.
+ ///
+ public Color HoverOffColor = Color.black;
+
+ bool isHover;
+
+ public void OnEnable()
+ {
+ _text = GetComponent();
+
+ OnValueChanged (toggle.isOn);
+
+ toggle.onValueChanged.AddListener(OnValueChanged);
+
+ }
+
+ public void OnDisable()
+ {
+ toggle.onValueChanged.RemoveListener(OnValueChanged);
+ }
+
+ public void OnValueChanged(bool isOn)
+ {
+ _text.color = isOn? (isHover?HoverOnColor:HoverOnColor) : (isHover?NormalOffColor:NormalOffColor) ;
+ }
+
+ public void OnPointerEnter(PointerEventData eventData)
+ {
+ isHover = true;
+ _text.color = toggle.isOn?HoverOnColor:HoverOffColor;
+ }
+
+ public void OnPointerExit(PointerEventData eventData)
+ {
+ isHover = false;
+ _text.color = toggle.isOn?NormalOnColor:NormalOffColor;
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/Photon/PhotonChat/Demos/Common/TextToggleIsOnTransition.cs.meta b/Assets/Photon/PhotonChat/Demos/Common/TextToggleIsOnTransition.cs.meta
new file mode 100644
index 0000000..a97b21f
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Demos/Common/TextToggleIsOnTransition.cs.meta
@@ -0,0 +1,12 @@
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diff --git a/Assets/Photon/PhotonChat/Demos/DemoChat.meta b/Assets/Photon/PhotonChat/Demos/DemoChat.meta
new file mode 100644
index 0000000..4068206
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Demos/DemoChat.meta
@@ -0,0 +1,9 @@
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diff --git a/Assets/Photon/PhotonChat/Demos/DemoChat/AppSettingsExtensions.cs b/Assets/Photon/PhotonChat/Demos/DemoChat/AppSettingsExtensions.cs
new file mode 100644
index 0000000..49a01b7
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Demos/DemoChat/AppSettingsExtensions.cs
@@ -0,0 +1,30 @@
+// --------------------------------------------------------------------------------------------------------------------
+//
+// Demo code for Photon Chat in Unity.
+// developer@exitgames.com
+// --------------------------------------------------------------------------------------------------------------------
+
+
+using Photon.Realtime;
+
+
+namespace Photon.Chat.Demo
+{
+ public static class AppSettingsExtensions
+ {
+ public static ChatAppSettings GetChatSettings(this AppSettings appSettings)
+ {
+ return new ChatAppSettings
+ {
+ AppIdChat = appSettings.AppIdChat,
+ AppVersion = appSettings.AppVersion,
+ FixedRegion = appSettings.IsBestRegion ? null : appSettings.FixedRegion,
+ NetworkLogging = appSettings.NetworkLogging,
+ Protocol = appSettings.Protocol,
+ EnableProtocolFallback = appSettings.EnableProtocolFallback,
+ Server = appSettings.IsDefaultNameServer ? null : appSettings.Server,
+ Port = (ushort)appSettings.Port
+ };
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Photon/PhotonChat/Demos/DemoChat/AppSettingsExtensions.cs.meta b/Assets/Photon/PhotonChat/Demos/DemoChat/AppSettingsExtensions.cs.meta
new file mode 100644
index 0000000..27b1407
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Demos/DemoChat/AppSettingsExtensions.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
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diff --git a/Assets/Photon/PhotonChat/Demos/DemoChat/ChannelSelector.cs b/Assets/Photon/PhotonChat/Demos/DemoChat/ChannelSelector.cs
new file mode 100644
index 0000000..4bf9644
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Demos/DemoChat/ChannelSelector.cs
@@ -0,0 +1,32 @@
+// --------------------------------------------------------------------------------------------------------------------
+//
+// Demo code for Photon Chat in Unity.
+// developer@exitgames.com
+// --------------------------------------------------------------------------------------------------------------------
+
+
+using UnityEngine;
+using UnityEngine.EventSystems;
+using UnityEngine.UI;
+
+
+namespace Photon.Chat.Demo
+{
+ public class ChannelSelector : MonoBehaviour, IPointerClickHandler
+ {
+ public string Channel;
+
+ public void SetChannel(string channel)
+ {
+ this.Channel = channel;
+ Text t = this.GetComponentInChildren();
+ t.text = this.Channel;
+ }
+
+ public void OnPointerClick(PointerEventData eventData)
+ {
+ ChatGui handler = FindObjectOfType();
+ handler.ShowChannel(this.Channel);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Photon/PhotonChat/Demos/DemoChat/ChannelSelector.cs.meta b/Assets/Photon/PhotonChat/Demos/DemoChat/ChannelSelector.cs.meta
new file mode 100644
index 0000000..f2739cd
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Demos/DemoChat/ChannelSelector.cs.meta
@@ -0,0 +1,10 @@
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+ assetBundleName:
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diff --git a/Assets/Photon/PhotonChat/Demos/DemoChat/ChatAppIdCheckerUI.cs b/Assets/Photon/PhotonChat/Demos/DemoChat/ChatAppIdCheckerUI.cs
new file mode 100644
index 0000000..003ec72
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Demos/DemoChat/ChatAppIdCheckerUI.cs
@@ -0,0 +1,54 @@
+// --------------------------------------------------------------------------------------------------------------------
+//
+// Demo code for Photon Chat in Unity.
+// developer@exitgames.com
+// --------------------------------------------------------------------------------------------------------------------
+
+
+using UnityEngine;
+
+#if PHOTON_UNITY_NETWORKING
+using UnityEngine.UI;
+using Photon.Pun;
+
+namespace Photon.Chat.Demo
+{
+ ///
+ /// This is used in the Editor Splash to properly inform the developer about the chat AppId requirement.
+ ///
+ [ExecuteInEditMode]
+ public class ChatAppIdCheckerUI : MonoBehaviour
+ {
+ public Text Description;
+
+ public void Update()
+ {
+ if (string.IsNullOrEmpty(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat))
+ {
+ if (this.Description != null)
+ {
+ this.Description.text = "WARNING: \nPlease setup a Chat AppId in the PhotonServerSettings file.";
+ }
+ }
+ else
+ {
+ if (this.Description != null)
+ {
+ this.Description.text = string.Empty;
+ }
+ }
+ }
+ }
+}
+
+#else
+
+namespace Photon.Chat.Demo
+{
+ public class ChatAppIdCheckerUI : MonoBehaviour
+ {
+ // empty class. if PUN is not present, we currently don't check Chat-AppId "presence".
+ }
+}
+
+#endif
\ No newline at end of file
diff --git a/Assets/Photon/PhotonChat/Demos/DemoChat/ChatAppIdCheckerUI.cs.meta b/Assets/Photon/PhotonChat/Demos/DemoChat/ChatAppIdCheckerUI.cs.meta
new file mode 100644
index 0000000..a4a8033
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Demos/DemoChat/ChatAppIdCheckerUI.cs.meta
@@ -0,0 +1,10 @@
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+ serializedVersion: 2
+ defaultReferences: []
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diff --git a/Assets/Photon/PhotonChat/Demos/DemoChat/ChatGui.cs b/Assets/Photon/PhotonChat/Demos/DemoChat/ChatGui.cs
new file mode 100644
index 0000000..6521403
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Demos/DemoChat/ChatGui.cs
@@ -0,0 +1,649 @@
+// --------------------------------------------------------------------------------------------------------------------
+//
+// Demo code for Photon Chat in Unity.
+// developer@exitgames.com
+// --------------------------------------------------------------------------------------------------------------------
+
+using System;
+using System.Collections.Generic;
+
+using UnityEngine;
+using UnityEngine.UI;
+
+using Photon.Chat;
+using Photon.Realtime;
+using AuthenticationValues = Photon.Chat.AuthenticationValues;
+#if PHOTON_UNITY_NETWORKING
+using Photon.Pun;
+#endif
+
+
+namespace Photon.Chat.Demo
+{
+ ///
+ /// This simple Chat UI demonstrate basics usages of the Chat Api
+ ///
+ ///
+ /// The ChatClient basically lets you create any number of channels.
+ ///
+ /// some friends are already set in the Chat demo "DemoChat-Scene", 'Joe', 'Jane' and 'Bob', simply log with them so that you can see the status changes in the Interface
+ ///
+ /// Workflow:
+ /// Create ChatClient, Connect to a server with your AppID, Authenticate the user (apply a unique name,)
+ /// and subscribe to some channels.
+ /// Subscribe a channel before you publish to that channel!
+ ///
+ ///
+ /// Note:
+ /// Don't forget to call ChatClient.Service() on Update to keep the Chatclient operational.
+ ///
+ public class ChatGui : MonoBehaviour, IChatClientListener
+ {
+
+ public string[] ChannelsToJoinOnConnect; // set in inspector. Demo channels to join automatically.
+
+ public string[] FriendsList;
+
+ public int HistoryLengthToFetch; // set in inspector. Up to a certain degree, previously sent messages can be fetched for context
+
+ public string UserName { get; set; }
+
+ private string selectedChannelName; // mainly used for GUI/input
+
+ public ChatClient chatClient;
+
+ #if !PHOTON_UNITY_NETWORKING
+ [SerializeField]
+ #endif
+ protected internal ChatAppSettings chatAppSettings;
+
+
+ public GameObject missingAppIdErrorPanel;
+ public GameObject ConnectingLabel;
+
+ public RectTransform ChatPanel; // set in inspector (to enable/disable panel)
+ public GameObject UserIdFormPanel;
+ public InputField InputFieldChat; // set in inspector
+ public Text CurrentChannelText; // set in inspector
+ public Toggle ChannelToggleToInstantiate; // set in inspector
+
+
+ public GameObject FriendListUiItemtoInstantiate;
+
+ private readonly Dictionary channelToggles = new Dictionary();
+
+ private readonly Dictionary friendListItemLUT = new Dictionary();
+
+ public bool ShowState = true;
+ public GameObject Title;
+ public Text StateText; // set in inspector
+ public Text UserIdText; // set in inspector
+
+ // private static string WelcomeText = "Welcome to chat. Type \\help to list commands.";
+ private static string HelpText = "\n -- HELP --\n" +
+ "To subscribe to channel(s) (channelnames are case sensitive) : \n" +
+ "\t\\subscribe
\n" +
+ "\tor\n" +
+ "\t\\s
\n" +
+ "\n" +
+ "To leave channel(s):\n" +
+ "\t\\unsubscribe
\n" +
+ "\tor\n" +
+ "\t\\u
\n" +
+ "\n" +
+ "To switch the active channel\n" +
+ "\t\\join \n" +
+ "\tor\n" +
+ "\t\\j \n" +
+ "\n" +
+ "To send a private message: (username are case sensitive)\n" +
+ "\t\\msg \n" +
+ "\n" +
+ "To change status:\n" +
+ "\t\\state \n" +
+ "0 = Offline " +
+ "1 = Invisible " +
+ "2 = Online " +
+ "3 = Away \n" +
+ "4 = Do not disturb " +
+ "5 = Looking For Group " +
+ "6 = Playing" +
+ "\n\n" +
+ "To clear the current chat tab (private chats get closed):\n" +
+ "\t\\clear ";
+
+
+ public void Start()
+ {
+ DontDestroyOnLoad(this.gameObject);
+
+ this.UserIdText.text = "";
+ this.StateText.text = "";
+ this.StateText.gameObject.SetActive(true);
+ this.UserIdText.gameObject.SetActive(true);
+ this.Title.SetActive(true);
+ this.ChatPanel.gameObject.SetActive(false);
+ this.ConnectingLabel.SetActive(false);
+
+ if (string.IsNullOrEmpty(this.UserName))
+ {
+ this.UserName = "user" + Environment.TickCount%99; //made-up username
+ }
+
+ #if PHOTON_UNITY_NETWORKING
+ this.chatAppSettings = PhotonNetwork.PhotonServerSettings.AppSettings.GetChatSettings();
+ #endif
+
+ bool appIdPresent = !string.IsNullOrEmpty(this.chatAppSettings.AppIdChat);
+
+ this.missingAppIdErrorPanel.SetActive(!appIdPresent);
+ this.UserIdFormPanel.gameObject.SetActive(appIdPresent);
+
+ if (!appIdPresent)
+ {
+ Debug.LogError("You need to set the chat app ID in the PhotonServerSettings file in order to continue.");
+ }
+ }
+
+ public void Connect()
+ {
+ this.UserIdFormPanel.gameObject.SetActive(false);
+
+ this.chatClient = new ChatClient(this);
+ #if !UNITY_WEBGL
+ this.chatClient.UseBackgroundWorkerForSending = true;
+ #endif
+ this.chatClient.AuthValues = new AuthenticationValues(this.UserName);
+ this.chatClient.ConnectUsingSettings(this.chatAppSettings);
+
+ this.ChannelToggleToInstantiate.gameObject.SetActive(false);
+ Debug.Log("Connecting as: " + this.UserName);
+
+ this.ConnectingLabel.SetActive(true);
+ }
+
+ /// To avoid that the Editor becomes unresponsive, disconnect all Photon connections in OnDestroy.
+ public void OnDestroy()
+ {
+ if (this.chatClient != null)
+ {
+ this.chatClient.Disconnect();
+ }
+ }
+
+ /// To avoid that the Editor becomes unresponsive, disconnect all Photon connections in OnApplicationQuit.
+ public void OnApplicationQuit()
+ {
+ if (this.chatClient != null)
+ {
+ this.chatClient.Disconnect();
+ }
+ }
+
+ public void Update()
+ {
+ if (this.chatClient != null)
+ {
+ this.chatClient.Service(); // make sure to call this regularly! it limits effort internally, so calling often is ok!
+ }
+
+ // check if we are missing context, which means we got kicked out to get back to the Photon Demo hub.
+ if ( this.StateText == null)
+ {
+ Destroy(this.gameObject);
+ return;
+ }
+
+ this.StateText.gameObject.SetActive(this.ShowState); // this could be handled more elegantly, but for the demo it's ok.
+ }
+
+
+ public void OnEnterSend()
+ {
+ if (Input.GetKey(KeyCode.Return) || Input.GetKey(KeyCode.KeypadEnter))
+ {
+ this.SendChatMessage(this.InputFieldChat.text);
+ this.InputFieldChat.text = "";
+ }
+ }
+
+ public void OnClickSend()
+ {
+ if (this.InputFieldChat != null)
+ {
+ this.SendChatMessage(this.InputFieldChat.text);
+ this.InputFieldChat.text = "";
+ }
+ }
+
+
+ public int TestLength = 2048;
+ private byte[] testBytes = new byte[2048];
+
+ private void SendChatMessage(string inputLine)
+ {
+ if (string.IsNullOrEmpty(inputLine))
+ {
+ return;
+ }
+ if ("test".Equals(inputLine))
+ {
+ if (this.TestLength != this.testBytes.Length)
+ {
+ this.testBytes = new byte[this.TestLength];
+ }
+
+ this.chatClient.SendPrivateMessage(this.chatClient.AuthValues.UserId, this.testBytes, true);
+ }
+
+
+ bool doingPrivateChat = this.chatClient.PrivateChannels.ContainsKey(this.selectedChannelName);
+ string privateChatTarget = string.Empty;
+ if (doingPrivateChat)
+ {
+ // the channel name for a private conversation is (on the client!!) always composed of both user's IDs: "this:remote"
+ // so the remote ID is simple to figure out
+
+ string[] splitNames = this.selectedChannelName.Split(new char[] { ':' });
+ privateChatTarget = splitNames[1];
+ }
+ //UnityEngine.Debug.Log("selectedChannelName: " + selectedChannelName + " doingPrivateChat: " + doingPrivateChat + " privateChatTarget: " + privateChatTarget);
+
+
+ if (inputLine[0].Equals('\\'))
+ {
+ string[] tokens = inputLine.Split(new char[] {' '}, 2);
+ if (tokens[0].Equals("\\help"))
+ {
+ this.PostHelpToCurrentChannel();
+ }
+ if (tokens[0].Equals("\\state"))
+ {
+ int newState = 0;
+
+
+ List messages = new List();
+ messages.Add ("i am state " + newState);
+ string[] subtokens = tokens[1].Split(new char[] {' ', ','});
+
+ if (subtokens.Length > 0)
+ {
+ newState = int.Parse(subtokens[0]);
+ }
+
+ if (subtokens.Length > 1)
+ {
+ messages.Add(subtokens[1]);
+ }
+
+ this.chatClient.SetOnlineStatus(newState,messages.ToArray()); // this is how you set your own state and (any) message
+ }
+ else if ((tokens[0].Equals("\\subscribe") || tokens[0].Equals("\\s")) && !string.IsNullOrEmpty(tokens[1]))
+ {
+ this.chatClient.Subscribe(tokens[1].Split(new char[] {' ', ','}));
+ }
+ else if ((tokens[0].Equals("\\unsubscribe") || tokens[0].Equals("\\u")) && !string.IsNullOrEmpty(tokens[1]))
+ {
+ this.chatClient.Unsubscribe(tokens[1].Split(new char[] {' ', ','}));
+ }
+ else if (tokens[0].Equals("\\clear"))
+ {
+ if (doingPrivateChat)
+ {
+ this.chatClient.PrivateChannels.Remove(this.selectedChannelName);
+ }
+ else
+ {
+ ChatChannel channel;
+ if (this.chatClient.TryGetChannel(this.selectedChannelName, doingPrivateChat, out channel))
+ {
+ channel.ClearMessages();
+ }
+ }
+ }
+ else if (tokens[0].Equals("\\msg") && !string.IsNullOrEmpty(tokens[1]))
+ {
+ string[] subtokens = tokens[1].Split(new char[] {' ', ','}, 2);
+ if (subtokens.Length < 2) return;
+
+ string targetUser = subtokens[0];
+ string message = subtokens[1];
+ this.chatClient.SendPrivateMessage(targetUser, message);
+ }
+ else if ((tokens[0].Equals("\\join") || tokens[0].Equals("\\j")) && !string.IsNullOrEmpty(tokens[1]))
+ {
+ string[] subtokens = tokens[1].Split(new char[] { ' ', ',' }, 2);
+
+ // If we are already subscribed to the channel we directly switch to it, otherwise we subscribe to it first and then switch to it implicitly
+ if (this.channelToggles.ContainsKey(subtokens[0]))
+ {
+ this.ShowChannel(subtokens[0]);
+ }
+ else
+ {
+ this.chatClient.Subscribe(new string[] { subtokens[0] });
+ }
+ }
+ else
+ {
+ Debug.Log("The command '" + tokens[0] + "' is invalid.");
+ }
+ }
+ else
+ {
+ if (doingPrivateChat)
+ {
+ this.chatClient.SendPrivateMessage(privateChatTarget, inputLine);
+ }
+ else
+ {
+ this.chatClient.PublishMessage(this.selectedChannelName, inputLine);
+ }
+ }
+ }
+
+ public void PostHelpToCurrentChannel()
+ {
+ this.CurrentChannelText.text += HelpText;
+ }
+
+ public void DebugReturn(ExitGames.Client.Photon.DebugLevel level, string message)
+ {
+ if (level == ExitGames.Client.Photon.DebugLevel.ERROR)
+ {
+ Debug.LogError(message);
+ }
+ else if (level == ExitGames.Client.Photon.DebugLevel.WARNING)
+ {
+ Debug.LogWarning(message);
+ }
+ else
+ {
+ Debug.Log(message);
+ }
+ }
+
+ public void OnConnected()
+ {
+ if (this.ChannelsToJoinOnConnect != null && this.ChannelsToJoinOnConnect.Length > 0)
+ {
+ this.chatClient.Subscribe(this.ChannelsToJoinOnConnect, this.HistoryLengthToFetch);
+ }
+
+ this.ConnectingLabel.SetActive(false);
+
+ this.UserIdText.text = "Connected as "+ this.UserName;
+
+ this.ChatPanel.gameObject.SetActive(true);
+
+ if (this.FriendsList!=null && this.FriendsList.Length>0)
+ {
+ this.chatClient.AddFriends(this.FriendsList); // Add some users to the server-list to get their status updates
+
+ // add to the UI as well
+ foreach(string _friend in this.FriendsList)
+ {
+ if (this.FriendListUiItemtoInstantiate != null && _friend!= this.UserName)
+ {
+ this.InstantiateFriendButton(_friend);
+ }
+
+ }
+
+ }
+
+ if (this.FriendListUiItemtoInstantiate != null)
+ {
+ this.FriendListUiItemtoInstantiate.SetActive(false);
+ }
+
+
+ this.chatClient.SetOnlineStatus(ChatUserStatus.Online); // You can set your online state (without a mesage).
+ }
+
+ public void OnDisconnected()
+ {
+ this.ConnectingLabel.SetActive(false);
+ }
+
+ public void OnChatStateChange(ChatState state)
+ {
+ // use OnConnected() and OnDisconnected()
+ // this method might become more useful in the future, when more complex states are being used.
+
+ this.StateText.text = state.ToString();
+ }
+
+ public void OnSubscribed(string[] channels, bool[] results)
+ {
+ // in this demo, we simply send a message into each channel. This is NOT a must have!
+ foreach (string channel in channels)
+ {
+ this.chatClient.PublishMessage(channel, "says 'hi'."); // you don't HAVE to send a msg on join but you could.
+
+ if (this.ChannelToggleToInstantiate != null)
+ {
+ this.InstantiateChannelButton(channel);
+
+ }
+ }
+
+ Debug.Log("OnSubscribed: " + string.Join(", ", channels));
+
+ /*
+ // select first subscribed channel in alphabetical order
+ if (this.chatClient.PublicChannels.Count > 0)
+ {
+ var l = new List(this.chatClient.PublicChannels.Keys);
+ l.Sort();
+ string selected = l[0];
+ if (this.channelToggles.ContainsKey(selected))
+ {
+ ShowChannel(selected);
+ foreach (var c in this.channelToggles)
+ {
+ c.Value.isOn = false;
+ }
+ this.channelToggles[selected].isOn = true;
+ AddMessageToSelectedChannel(WelcomeText);
+ }
+ }
+ */
+
+ // Switch to the first newly created channel
+ this.ShowChannel(channels[0]);
+ }
+
+ ///
+ public void OnSubscribed(string channel, string[] users, Dictionary properties)
+ {
+ Debug.LogFormat("OnSubscribed: {0}, users.Count: {1} Channel-props: {2}.", channel, users.Length, properties.ToStringFull());
+ }
+
+ private void InstantiateChannelButton(string channelName)
+ {
+ if (this.channelToggles.ContainsKey(channelName))
+ {
+ Debug.Log("Skipping creation for an existing channel toggle.");
+ return;
+ }
+
+ Toggle cbtn = (Toggle)Instantiate(this.ChannelToggleToInstantiate);
+ cbtn.gameObject.SetActive(true);
+ cbtn.GetComponentInChildren().SetChannel(channelName);
+ cbtn.transform.SetParent(this.ChannelToggleToInstantiate.transform.parent, false);
+
+ this.channelToggles.Add(channelName, cbtn);
+ }
+
+ private void InstantiateFriendButton(string friendId)
+ {
+ GameObject fbtn = (GameObject)Instantiate(this.FriendListUiItemtoInstantiate);
+ fbtn.gameObject.SetActive(true);
+ FriendItem _friendItem = fbtn.GetComponent();
+
+ _friendItem.FriendId = friendId;
+
+ fbtn.transform.SetParent(this.FriendListUiItemtoInstantiate.transform.parent, false);
+
+ this.friendListItemLUT[friendId] = _friendItem;
+ }
+
+
+ public void OnUnsubscribed(string[] channels)
+ {
+ foreach (string channelName in channels)
+ {
+ if (this.channelToggles.ContainsKey(channelName))
+ {
+ Toggle t = this.channelToggles[channelName];
+ Destroy(t.gameObject);
+
+ this.channelToggles.Remove(channelName);
+
+ Debug.Log("Unsubscribed from channel '" + channelName + "'.");
+
+ // Showing another channel if the active channel is the one we unsubscribed from before
+ if (channelName == this.selectedChannelName && this.channelToggles.Count > 0)
+ {
+ IEnumerator> firstEntry = this.channelToggles.GetEnumerator();
+ firstEntry.MoveNext();
+
+ this.ShowChannel(firstEntry.Current.Key);
+
+ firstEntry.Current.Value.isOn = true;
+ }
+ }
+ else
+ {
+ Debug.Log("Can't unsubscribe from channel '" + channelName + "' because you are currently not subscribed to it.");
+ }
+ }
+ }
+
+ public void OnGetMessages(string channelName, string[] senders, object[] messages)
+ {
+ if (channelName.Equals(this.selectedChannelName))
+ {
+ // update text
+ this.ShowChannel(this.selectedChannelName);
+ }
+ }
+
+ public void OnPrivateMessage(string sender, object message, string channelName)
+ {
+ // as the ChatClient is buffering the messages for you, this GUI doesn't need to do anything here
+ // you also get messages that you sent yourself. in that case, the channelName is determinded by the target of your msg
+ this.InstantiateChannelButton(channelName);
+
+ byte[] msgBytes = message as byte[];
+ if (msgBytes != null)
+ {
+ Debug.Log("Message with byte[].Length: "+ msgBytes.Length);
+ }
+ if (this.selectedChannelName.Equals(channelName))
+ {
+ this.ShowChannel(channelName);
+ }
+ }
+
+ ///
+ /// New status of another user (you get updates for users set in your friends list).
+ ///
+ /// Name of the user.
+ /// New status of that user.
+ /// True if the status contains a message you should cache locally. False: This status update does not include a
+ /// message (keep any you have).
+ /// Message that user set.
+ public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
+ {
+
+ Debug.LogWarning("status: " + string.Format("{0} is {1}. Msg:{2}", user, status, message));
+
+ if (this.friendListItemLUT.ContainsKey(user))
+ {
+ FriendItem _friendItem = this.friendListItemLUT[user];
+ if ( _friendItem!=null) _friendItem.OnFriendStatusUpdate(status,gotMessage,message);
+ }
+ }
+
+ public void OnUserSubscribed(string channel, string user)
+ {
+ Debug.LogFormat("OnUserSubscribed: channel=\"{0}\" userId=\"{1}\"", channel, user);
+ }
+
+ public void OnUserUnsubscribed(string channel, string user)
+ {
+ Debug.LogFormat("OnUserUnsubscribed: channel=\"{0}\" userId=\"{1}\"", channel, user);
+ }
+
+ ///
+ public void OnChannelPropertiesChanged(string channel, string userId, Dictionary properties)
+ {
+ Debug.LogFormat("OnChannelPropertiesChanged: {0} by {1}. Props: {2}.", channel, userId, Extensions.ToStringFull(properties));
+ }
+
+ public void OnUserPropertiesChanged(string channel, string targetUserId, string senderUserId, Dictionary properties)
+ {
+ Debug.LogFormat("OnUserPropertiesChanged: (channel:{0} user:{1}) by {2}. Props: {3}.", channel, targetUserId, senderUserId, Extensions.ToStringFull(properties));
+ }
+
+ ///
+ public void OnErrorInfo(string channel, string error, object data)
+ {
+ Debug.LogFormat("OnErrorInfo for channel {0}. Error: {1} Data: {2}", channel, error, data);
+ }
+
+ public void AddMessageToSelectedChannel(string msg)
+ {
+ ChatChannel channel = null;
+ bool found = this.chatClient.TryGetChannel(this.selectedChannelName, out channel);
+ if (!found)
+ {
+ Debug.Log("AddMessageToSelectedChannel failed to find channel: " + this.selectedChannelName);
+ return;
+ }
+
+ if (channel != null)
+ {
+ channel.Add("Bot", msg,0); //TODO: how to use msgID?
+ }
+ }
+
+
+
+ public void ShowChannel(string channelName)
+ {
+ if (string.IsNullOrEmpty(channelName))
+ {
+ return;
+ }
+
+ ChatChannel channel = null;
+ bool found = this.chatClient.TryGetChannel(channelName, out channel);
+ if (!found)
+ {
+ Debug.Log("ShowChannel failed to find channel: " + channelName);
+ return;
+ }
+
+ this.selectedChannelName = channelName;
+ this.CurrentChannelText.text = channel.ToStringMessages();
+ Debug.Log("ShowChannel: " + this.selectedChannelName);
+
+ foreach (KeyValuePair pair in this.channelToggles)
+ {
+ pair.Value.isOn = pair.Key == channelName ? true : false;
+ }
+ }
+
+ public void OpenDashboard()
+ {
+ Application.OpenURL("https://dashboard.photonengine.com");
+ }
+
+
+
+
+ }
+}
\ No newline at end of file
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diff --git a/Assets/Photon/PhotonChat/Demos/DemoChat/DemoChat-Scene.unity b/Assets/Photon/PhotonChat/Demos/DemoChat/DemoChat-Scene.unity
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diff --git a/Assets/Photon/PhotonChat/Demos/DemoChat/DemoChat-Scene.unity.meta b/Assets/Photon/PhotonChat/Demos/DemoChat/DemoChat-Scene.unity.meta
new file mode 100644
index 0000000..071ca86
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diff --git a/Assets/Photon/PhotonChat/Demos/DemoChat/FriendItem.cs b/Assets/Photon/PhotonChat/Demos/DemoChat/FriendItem.cs
new file mode 100644
index 0000000..1027894
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Demos/DemoChat/FriendItem.cs
@@ -0,0 +1,84 @@
+// --------------------------------------------------------------------------------------------------------------------
+//
+// Demo code for Photon Chat in Unity.
+// developer@exitgames.com
+// --------------------------------------------------------------------------------------------------------------------
+
+
+using UnityEngine;
+using UnityEngine.UI;
+
+
+namespace Photon.Chat.Demo
+{
+ ///
+ /// Friend UI item used to represent the friend status as well as message.
+ /// It aims at showing how to share health for a friend that plays on a different room than you for example.
+ /// But of course the message can be anything and a lot more complex.
+ ///
+ public class FriendItem : MonoBehaviour
+ {
+ [HideInInspector]
+ public string FriendId
+ {
+ set { this.NameLabel.text = value; }
+ get { return this.NameLabel.text; }
+ }
+
+ public Text NameLabel;
+ public Text StatusLabel;
+ public Text Health;
+
+ public void Awake()
+ {
+ this.Health.text = string.Empty;
+ }
+
+ public void OnFriendStatusUpdate(int status, bool gotMessage, object message)
+ {
+ string _status;
+
+ switch (status)
+ {
+ case 1:
+ _status = "Invisible";
+ break;
+ case 2:
+ _status = "Online";
+ break;
+ case 3:
+ _status = "Away";
+ break;
+ case 4:
+ _status = "Do not disturb";
+ break;
+ case 5:
+ _status = "Looking For Game/Group";
+ break;
+ case 6:
+ _status = "Playing";
+ break;
+ default:
+ _status = "Offline";
+ break;
+ }
+
+ this.StatusLabel.text = _status;
+
+ if (gotMessage)
+ {
+ string _health = string.Empty;
+ if (message != null)
+ {
+ string[] _messages = message as string[];
+ if (_messages != null && _messages.Length >= 2)
+ {
+ _health = (string)_messages[1] + "%";
+ }
+ }
+
+ this.Health.text = _health;
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Photon/PhotonChat/Demos/DemoChat/FriendItem.cs.meta b/Assets/Photon/PhotonChat/Demos/DemoChat/FriendItem.cs.meta
new file mode 100644
index 0000000..753c04d
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Demos/DemoChat/FriendItem.cs.meta
@@ -0,0 +1,10 @@
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+guid: 660b16ba396d0465b98be14947420288
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+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
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diff --git a/Assets/Photon/PhotonChat/Demos/DemoChat/IgnoreUiRaycastWhenInactive.cs b/Assets/Photon/PhotonChat/Demos/DemoChat/IgnoreUiRaycastWhenInactive.cs
new file mode 100644
index 0000000..921f0ff
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Demos/DemoChat/IgnoreUiRaycastWhenInactive.cs
@@ -0,0 +1,20 @@
+// --------------------------------------------------------------------------------------------------------------------
+//
+// Demo code for Photon Chat in Unity.
+// developer@exitgames.com
+// --------------------------------------------------------------------------------------------------------------------
+
+
+using UnityEngine;
+
+
+namespace Photon.Chat.Demo
+{
+ public class IgnoreUiRaycastWhenInactive : MonoBehaviour, ICanvasRaycastFilter
+ {
+ public bool IsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera)
+ {
+ return this.gameObject.activeInHierarchy;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Photon/PhotonChat/Demos/DemoChat/IgnoreUiRaycastWhenInactive.cs.meta b/Assets/Photon/PhotonChat/Demos/DemoChat/IgnoreUiRaycastWhenInactive.cs.meta
new file mode 100644
index 0000000..75adf53
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Demos/DemoChat/IgnoreUiRaycastWhenInactive.cs.meta
@@ -0,0 +1,10 @@
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diff --git a/Assets/Photon/PhotonChat/Demos/DemoChat/NamePickGui.cs b/Assets/Photon/PhotonChat/Demos/DemoChat/NamePickGui.cs
new file mode 100644
index 0000000..8e5852c
--- /dev/null
+++ b/Assets/Photon/PhotonChat/Demos/DemoChat/NamePickGui.cs
@@ -0,0 +1,55 @@
+// --------------------------------------------------------------------------------------------------------------------
+//
+// Demo code for Photon Chat in Unity.
+// developer@exitgames.com
+// --------------------------------------------------------------------------------------------------------------------
+
+
+using UnityEngine;
+using UnityEngine.UI;
+
+
+namespace Photon.Chat.Demo
+{
+ [RequireComponent(typeof(ChatGui))]
+ public class NamePickGui : MonoBehaviour
+ {
+ private const string UserNamePlayerPref = "NamePickUserName";
+
+ public ChatGui chatNewComponent;
+
+ public InputField idInput;
+
+ public void Start()
+ {
+ this.chatNewComponent = FindObjectOfType();
+
+
+ string prefsName = PlayerPrefs.GetString(UserNamePlayerPref);
+ if (!string.IsNullOrEmpty(prefsName))
+ {
+ this.idInput.text = prefsName;
+ }
+ }
+
+
+ // new UI will fire "EndEdit" event also when loosing focus. So check "enter" key and only then StartChat.
+ public void EndEditOnEnter()
+ {
+ if (Input.GetKey(KeyCode.Return) || Input.GetKey(KeyCode.KeypadEnter))
+ {
+ this.StartChat();
+ }
+ }
+
+ public void StartChat()
+ {
+ ChatGui chatNewComponent = FindObjectOfType();
+ chatNewComponent.UserName = this.idInput.text.Trim();
+ chatNewComponent.Connect();
+ this.enabled = false;
+
+ PlayerPrefs.SetString(UserNamePlayerPref, chatNewComponent.UserName);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Photon/PhotonChat/Demos/DemoChat/NamePickGui.cs.meta b/Assets/Photon/PhotonChat/Demos/DemoChat/NamePickGui.cs.meta
new file mode 100644
index 0000000..c0d3682
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diff --git a/Assets/Photon/PhotonNetworking-Documentation.pdf b/Assets/Photon/PhotonNetworking-Documentation.pdf
new file mode 100644
index 0000000..b25429e
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diff --git a/Assets/Photon/PhotonNetworking-Documentation.pdf.meta b/Assets/Photon/PhotonNetworking-Documentation.pdf.meta
new file mode 100644
index 0000000..32343cb
--- /dev/null
+++ b/Assets/Photon/PhotonNetworking-Documentation.pdf.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Photon/PhotonUnityNetworking/Resources/PhotonServerSettings.asset b/Assets/Photon/PhotonUnityNetworking/Resources/PhotonServerSettings.asset
index 62ec79d..ade9356 100644
--- a/Assets/Photon/PhotonUnityNetworking/Resources/PhotonServerSettings.asset
+++ b/Assets/Photon/PhotonUnityNetworking/Resources/PhotonServerSettings.asset
@@ -13,7 +13,7 @@ MonoBehaviour:
m_Name: PhotonServerSettings
m_EditorClassIdentifier:
AppSettings:
- AppIdRealtime:
+ AppIdRealtime: b881ecc2-40c8-45a3-9fc0-4852da694a2d
AppIdFusion:
AppIdChat:
AppIdVoice:
@@ -28,7 +28,7 @@ MonoBehaviour:
AuthMode: 0
EnableLobbyStatistics: 0
NetworkLogging: 1
- DevRegion:
+ DevRegion: kr
PunLogging: 0
EnableSupportLogger: 0
RunInBackground: 1
@@ -39,6 +39,7 @@ MonoBehaviour:
- DestroySpaceship
- Fire
- RespawnSpaceship
+ - ShowFace
DisableAutoOpenWizard: 1
ShowSettings: 0
- DevRegionSetOnce: 0
+ DevRegionSetOnce: 1
diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs
index dc24ebf..50614b8 100644
--- a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs
@@ -1,4 +1,4 @@
-// Author: Daniele Giardini - http://www.demigiant.com
+// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
#if true && (UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // MODULE_MARKER
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new file mode 100644
index 0000000..a318cd1
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+++ b/Assets/Resources/Heart.prefab
@@ -0,0 +1,114 @@
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new file mode 100644
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diff --git a/Assets/Scenes/SampleScene.unity.meta b/Assets/Scenes/SceneQ.unity.meta
similarity index 100%
rename from Assets/Scenes/SampleScene.unity.meta
rename to Assets/Scenes/SceneQ.unity.meta
diff --git a/Assets/Scripts/HeartTransformView.cs b/Assets/Scripts/HeartTransformView.cs
new file mode 100644
index 0000000..aa4add6
--- /dev/null
+++ b/Assets/Scripts/HeartTransformView.cs
@@ -0,0 +1,170 @@
+
+using Photon.Pun;
+using System.Collections;
+using UnityEngine;
+public class HeartTransformView : MonoBehaviourPun, IPunObservable
+{
+ private float m_Distance;
+
+ private Vector3 m_Direction;
+ private Vector3 m_NetworkPosition;
+ private Vector3 m_StoredPosition;
+ private Quaternion m_StoredRotation;
+ private bool isDestroyed = false;
+
+ [SerializeField]
+ private bool m_SynchronizePosition = true;
+ [SerializeField]
+ private bool m_UseLocal;
+
+ bool m_firstTake = false;
+
+
+ public void Awake()
+ {
+ m_StoredPosition = transform.localPosition;
+ transform.Rotate(-90f, 0f, 0f);
+ m_StoredRotation = transform.rotation;
+ m_NetworkPosition = Vector3.zero;
+
+ }
+
+
+ private void Reset()
+ {
+ // Only default to true with new instances. useLocal will remain false for old projects that are updating PUN.
+ m_UseLocal = true;
+ }
+
+ void OnEnable()
+ {
+ m_firstTake = true;
+ }
+
+ public void Update()
+ {
+ var tr = transform;
+ tr.rotation = m_StoredRotation;
+ if (!this.photonView.IsMine)
+ {
+
+ if (m_UseLocal)
+
+ {
+ tr.localPosition = Vector3.MoveTowards(tr.localPosition, this.m_NetworkPosition, this.m_Distance * Time.deltaTime * PhotonNetwork.SerializationRate);
+ }
+ else
+ {
+ tr.position = Vector3.MoveTowards(tr.position, this.m_NetworkPosition, this.m_Distance * Time.deltaTime * PhotonNetwork.SerializationRate);
+ }
+ }
+ else
+ {
+
+ if (m_UseLocal)
+ {
+
+ this.transform.localPosition = new Vector3(this.transform.parent.position.x, 1.5f, this.transform.parent.position.z);
+
+
+ }
+ else
+ {
+
+ this.transform.position = new Vector3(this.transform.parent.position.x, 1.5f, this.transform.parent.position.z);
+
+ }
+
+ }
+
+ }
+
+ public IEnumerator HeartDestroyed()
+ {
+ Debug.Log("destroy call");
+ if (!isDestroyed)
+ {
+ isDestroyed = true;
+ yield return new WaitForEndOfFrame();
+ Destroy(this.gameObject);
+ }
+ }
+
+ public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
+ {
+ var tr = transform;
+ // Write
+ if (stream.IsWriting)
+ {
+ if (this.m_SynchronizePosition)
+ {
+ if (m_UseLocal)
+ {
+ this.m_Direction = tr.localPosition - this.m_StoredPosition;
+ this.m_StoredPosition = tr.localPosition;
+ stream.SendNext(tr.localPosition);
+ stream.SendNext(this.m_Direction);
+ stream.SendNext(this.isDestroyed);
+ }
+ else
+ {
+ this.m_Direction = tr.position - this.m_StoredPosition;
+ this.m_StoredPosition = tr.position;
+ stream.SendNext(tr.position);
+ stream.SendNext(this.m_Direction);
+ stream.SendNext(this.isDestroyed);
+ }
+ }
+
+ if (isDestroyed)
+ {
+ Destroy(this.gameObject); //isDestroyed가 true로 전송되는 순간 게임 오브젝트를 파괴하고 끝
+ }
+ }
+ // Read
+ else
+ {
+ if (this.m_SynchronizePosition)
+ {
+ this.m_NetworkPosition = (Vector3)stream.ReceiveNext();
+ this.m_Direction = (Vector3)stream.ReceiveNext();
+ this.isDestroyed = (bool)stream.ReceiveNext();
+ Debug.Log($"R: Pos: {m_NetworkPosition}, {m_Direction}, destroy?? {isDestroyed}");
+
+ if (m_firstTake)
+ {
+ if (m_UseLocal)
+ tr.localPosition = this.m_NetworkPosition;
+ else
+ tr.position = this.m_NetworkPosition;
+
+ this.m_Distance = 0f;
+ }
+ else
+ {
+ float lag = Mathf.Abs((float)(PhotonNetwork.Time - info.SentServerTime));
+ this.m_NetworkPosition += this.m_Direction * lag;
+ if (m_UseLocal)
+ {
+ this.m_Distance = Vector3.Distance(tr.localPosition, this.m_NetworkPosition);
+ }
+ else
+ {
+ this.m_Distance = Vector3.Distance(tr.position, this.m_NetworkPosition);
+ }
+ }
+
+ }
+
+ if (isDestroyed)
+ {
+ Debug.Log("PHOTON: Heart is destroyed");
+ Destroy(this.gameObject); //isDestroyed가 true로 전송되는 순간 게임 오브젝트를 파괴하고 끝
+ }
+ if (m_firstTake)
+ {
+ m_firstTake = false;
+ }
+ }
+ }
+}
diff --git a/Assets/Scripts/HeartTransformView.cs.meta b/Assets/Scripts/HeartTransformView.cs.meta
new file mode 100755
index 0000000..93a02df
--- /dev/null
+++ b/Assets/Scripts/HeartTransformView.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 9b8f09150a1b6424eb048acd6579e076
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Photon.meta b/Assets/Scripts/Photon.meta
new file mode 100644
index 0000000..a0e7b4a
--- /dev/null
+++ b/Assets/Scripts/Photon.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 3cda8070a894c426a8a29fe831b9ffd1
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
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diff --git a/Assets/Scripts/Photon/ConnectToNetwork.cs b/Assets/Scripts/Photon/ConnectToNetwork.cs
new file mode 100644
index 0000000..589e93e
--- /dev/null
+++ b/Assets/Scripts/Photon/ConnectToNetwork.cs
@@ -0,0 +1,191 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using Photon.Pun;
+using Photon.Realtime;
+using UnityEngine.SceneManagement;
+using Cinemachine;
+
+public class ConnectToNetwork : MonoBehaviourPunCallbacks
+{
+ public static ConnectToNetwork Instance = null;
+ string nickname = "Player";
+ string gameVersion = "0.0.1";
+ private string SceneNameToLoad;
+ GameObject heart;
+ Renderer suitRenderer;
+ bool isInitiated;
+
+ const string SUIT_COLOR_KEY = "SuitColor";
+
+ public enum ColorEnum
+ {
+ Red,
+ Green,
+ Blue
+ }
+
+ private void Awake()
+ {
+ if (Instance == null)
+ {
+ Instance = this;
+ }
+ else if (Instance != this)
+ {
+ Destroy(this.gameObject);
+ }
+ SceneNameToLoad = "SceneQ";
+ DontDestroyOnLoad(this.gameObject);
+ }
+
+ private void Start()
+ {
+ PhotonNetwork.AutomaticallySyncScene = true;
+ nickname += $"{Random.Range(1, 1000)}";
+ PhotonNetwork.NickName = nickname;
+ PhotonNetwork.GameVersion = gameVersion;
+ PhotonNetwork.ConnectUsingSettings(); // 마스터 서버와 연결시킵니다
+ isInitiated = false;
+ }
+
+ private void Update()
+ {
+ if (Input.GetKeyDown(KeyCode.Q) &&
+ SceneManager.GetActiveScene().name != "SceneQ")
+ {
+ SceneNameToLoad = "SceneQ";
+ PhotonNetwork.LeaveRoom();
+ }
+ if (Input.GetKeyDown(KeyCode.E) &&
+ SceneManager.GetActiveScene().name != "SceneE")
+ {
+ SceneNameToLoad = "SceneE";
+ PhotonNetwork.LeaveRoom();
+ }
+ if (Input.GetKeyDown(KeyCode.R)) SetColorProperty(ColorEnum.Red);
+ if (Input.GetKeyDown(KeyCode.G)) SetColorProperty(ColorEnum.Green);
+ if (Input.GetKeyDown(KeyCode.B)) SetColorProperty(ColorEnum.Blue);
+
+
+ }
+
+ public override void OnConnectedToMaster() // 마스터와 연결되었을 때
+ {
+ PhotonNetwork.JoinLobby(); // 마스터 서버 연결 후 로비에 접속
+ }
+
+ public override void OnJoinedLobby() // 로비에 접속했을 때
+ {
+ if (SceneNameToLoad == "SceneQ")
+ {
+ PhotonNetwork.JoinOrCreateRoom("RoomQ", new RoomOptions(), TypedLobby.Default);
+ }
+ else
+ {
+
+ PhotonNetwork.JoinOrCreateRoom("RoomE", new RoomOptions(), TypedLobby.Default);
+ }
+ }
+
+ public override void OnJoinedRoom()
+ {
+ Debug.Log("PlayerManager/JoinedRoom as " + PhotonNetwork.LocalPlayer.NickName);
+ // load scene with PhotonNetwork.LoadLevel ONLY if I'm the only player in the room
+ // we rely on AutomaticallySyncScene if there are other players in the room
+ if (PhotonNetwork.CurrentRoom.PlayerCount == 1)
+ {
+ // Must load level with PhotonNetwork.LoadLevel, not SceneManager.LoadScene
+ PhotonNetwork.LoadLevel(SceneNameToLoad);
+ }
+
+ }
+
+ public override void OnJoinRandomFailed(short returnCode, string message)
+ {
+ // we create a new room.
+ PhotonNetwork.CreateRoom(null, new RoomOptions());
+ }
+
+ public override void OnPlayerEnteredRoom(Player newPlayer)
+ {
+ // this will not get called on myself.
+ Debug.Log($"Player {newPlayer.NickName} joined");
+ }
+
+ public override void OnDisconnected(DisconnectCause cause)
+ {
+ Debug.Log("Disconnected from server: " + cause.ToString());
+ Application.Quit();
+ }
+
+ void OnSceneLoaded(Scene scene, LoadSceneMode mode)
+ {
+ if (PhotonNetwork.OfflineMode || PhotonNetwork.InRoom)
+ {
+ InitializePlayer();
+ }
+ }
+
+ void InitializePlayer()
+ {
+ //Resources.Load는 Resources폴더 안에서 주어진 경로의 prefab을 찾는데 이용
+ var prefab = (GameObject)Resources.Load("PhotonPrefab/PlayerFollowCamera");
+ var cam = Instantiate(prefab, Vector3.zero, Quaternion.identity);
+ cam.name = "PlayerFollowCamera";
+
+ // instantiate player and link camera
+ // PhotonNetwork.Instantiate 에 바로 경로를 주는 경우에도 Resources 밑의 경로만 사용.
+ var player = PhotonNetwork.Instantiate("PhotonPrefab/CharacterPrefab", Vector3.zero, Quaternion.identity);
+ // 이 줄은 지난 과제에서 cam을 어떻게 구현하셨는지에 따라 다를 수 잇습니다.
+ if (cam != null && player != null)
+ {
+ cam.GetComponent().Follow = player.transform.Find("FollowTarget");
+ player.GetComponent().CinemachineCameraTarget = cam;
+ }
+ }
+
+ public override void OnEnable()
+ {
+ base.OnEnable();
+ SceneManager.sceneLoaded += OnSceneLoaded;
+ }
+
+ public override void OnDisable()
+ {
+ base.OnDisable();
+ SceneManager.sceneLoaded -= OnSceneLoaded;
+ }
+
+
+
+ public void SetSuitColor(Player player, ColorEnum col)
+ {
+ MaterialPropertyBlock block = new MaterialPropertyBlock();
+ block.SetColor("_Color", ToColor(col.ToString()));
+
+ // get the renderer of the player
+ GameObject playerGo = (GameObject)player.TagObject;
+ suitRenderer = playerGo.transform.Find("Space_Suit/Tpose_/Man_Suit/Body").GetComponent();
+
+ suitRenderer.SetPropertyBlock(block);
+ }
+
+ private Color ToColor(string color)
+ {
+ return (Color)typeof(Color).GetProperty(color.ToLowerInvariant()).GetValue(null, null);
+ }
+
+ public void SetColorProperty(ColorEnum col)
+ {
+ PhotonNetwork.LocalPlayer.SetCustomProperties(new ExitGames.Client.Photon.Hashtable { { SUIT_COLOR_KEY, col } });
+ }
+
+ public override void OnPlayerPropertiesUpdate(Player player, ExitGames.Client.Photon.Hashtable updatedProps)
+ {
+ if (updatedProps.ContainsKey(SUIT_COLOR_KEY))
+ {
+ SetSuitColor(player, (ColorEnum)updatedProps[SUIT_COLOR_KEY]);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Photon/ConnectToNetwork.cs.meta b/Assets/Scripts/Photon/ConnectToNetwork.cs.meta
new file mode 100644
index 0000000..d6a941c
--- /dev/null
+++ b/Assets/Scripts/Photon/ConnectToNetwork.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: c2e8c83b4d0ac47bc883daee1430035e
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Photon/PlayerAvatar.cs b/Assets/Scripts/Photon/PlayerAvatar.cs
new file mode 100644
index 0000000..e3c1f56
--- /dev/null
+++ b/Assets/Scripts/Photon/PlayerAvatar.cs
@@ -0,0 +1,14 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using Photon.Pun;
+using Photon.Realtime;
+
+public class PlayerAvatar : MonoBehaviour, IPunInstantiateMagicCallback
+{
+ public void OnPhotonInstantiate(PhotonMessageInfo info)
+ {
+ info.Sender.TagObject = this.gameObject;
+
+ }
+}
diff --git a/Assets/Scripts/Photon/PlayerAvatar.cs.meta b/Assets/Scripts/Photon/PlayerAvatar.cs.meta
new file mode 100644
index 0000000..54ebd66
--- /dev/null
+++ b/Assets/Scripts/Photon/PlayerAvatar.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 9e7e81f6a69c3422da202c1241bea4dc
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Photon/PlayerNameTag.cs b/Assets/Scripts/Photon/PlayerNameTag.cs
new file mode 100644
index 0000000..15a027a
--- /dev/null
+++ b/Assets/Scripts/Photon/PlayerNameTag.cs
@@ -0,0 +1,23 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using Photon.Pun;
+using TMPro;
+
+public class PlayerNameTag : MonoBehaviourPun
+{
+ // Start is called before the first frame update
+ private TextMeshPro nameText;
+ void Start()
+ {
+ nameText = gameObject.GetComponent();
+ if (photonView.IsMine)
+ {
+ nameText.gameObject.SetActive(false);
+ return;
+ }
+ SetName();
+ }
+
+ private void SetName() => nameText.text = photonView.Owner.NickName;
+}
diff --git a/Assets/Scripts/Photon/PlayerNameTag.cs.meta b/Assets/Scripts/Photon/PlayerNameTag.cs.meta
new file mode 100644
index 0000000..2e9d6cf
--- /dev/null
+++ b/Assets/Scripts/Photon/PlayerNameTag.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 0aaf36af448ee4f5d9a76e4496c6d20b
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/UI/CloseButton.cs b/Assets/Scripts/UI/CloseButton.cs
new file mode 100644
index 0000000..0f7bacd
--- /dev/null
+++ b/Assets/Scripts/UI/CloseButton.cs
@@ -0,0 +1,13 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.EventSystems;
+
+public class CloseButton : MonoBehaviour, IPointerClickHandler
+{
+ public GameObject panel;
+ public void OnPointerClick(PointerEventData eventData)
+ {
+ panel.SetActive(false);
+ }
+}
diff --git a/Assets/Scripts/UI/CloseButton.cs.meta b/Assets/Scripts/UI/CloseButton.cs.meta
new file mode 100644
index 0000000..7c442fd
--- /dev/null
+++ b/Assets/Scripts/UI/CloseButton.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 7f5ddd4f3eff24ac0ab55d99c0ddf81b
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Senior A/Emojis/Scripts/AvatarFaceControl.cs b/Assets/Senior A/Emojis/Scripts/AvatarFaceControl.cs
new file mode 100644
index 0000000..d96d494
--- /dev/null
+++ b/Assets/Senior A/Emojis/Scripts/AvatarFaceControl.cs
@@ -0,0 +1,71 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+using UnityEngine.EventSystems;
+using Photon.Pun;
+using Photon.Realtime;
+
+public class AvatarFaceControl : MonoBehaviour
+{
+ [SerializeField] Material _avatarFace; // Material "Face"
+ [SerializeField] Texture _defaultTexture; // PNG Image "/UI Assets/Face Images/emoticon/happy.png"
+
+ bool _crRunning = false;
+ IEnumerator _coroutine;
+
+ private MaterialPropertyBlock block;
+
+ void Start()
+ {
+ _avatarFace.SetTexture("_MainTex", _defaultTexture);
+ block = new MaterialPropertyBlock();
+ block.SetTexture(_defaultTexture.name, _defaultTexture);
+ }
+
+ IEnumerator ShowFaceCoroutine(int index)
+ {
+ _crRunning = true;
+
+ // 표정 변경
+ ChangeFace(index);
+
+ // 10초 대기
+ yield return new WaitForSeconds(10f);
+
+ // 표정을 다시 default로 바꾸기 (Start에서 fid를 받아오는 방법도 가능)
+ ChangeFace(11);
+ _crRunning = false;
+ }
+
+ public void ChangeFace(int faceIndex)
+ {
+
+ block.SetTexture("_MainTex", QuickSlotManager_Sol.s_faceTextures[faceIndex]);
+
+ var faceRenderer = transform.Find("Space_Suit/Tpose_/Man_Suit/Face").GetComponent();
+ faceRenderer.SetPropertyBlock(block);
+ }
+
+ [PunRPC]
+ void ShowFace(byte index)
+ {
+ if (_crRunning && _coroutine != null)
+ {
+ StopCoroutine(_coroutine);
+ }
+
+ _coroutine = ShowFaceCoroutine(index);
+ StartCoroutine(_coroutine);
+ }
+
+ void Update()
+ {
+ if (!PhotonView.Get(this).IsMine) return;
+ if (Input.GetKeyUp(KeyCode.Alpha1)) PhotonView.Get(this).RPC("ShowFace", RpcTarget.All, (byte)0);
+ if (Input.GetKeyUp(KeyCode.Alpha2)) PhotonView.Get(this).RPC("ShowFace", RpcTarget.All, (byte)1);
+ if (Input.GetKeyUp(KeyCode.Alpha3)) PhotonView.Get(this).RPC("ShowFace", RpcTarget.All, (byte)2);
+ if (Input.GetKeyUp(KeyCode.Alpha4)) PhotonView.Get(this).RPC("ShowFace", RpcTarget.All, (byte)3);
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/Senior A/Emojis/Scripts/AvatarFaceControl.cs.meta b/Assets/Senior A/Emojis/Scripts/AvatarFaceControl.cs.meta
new file mode 100644
index 0000000..b88c061
--- /dev/null
+++ b/Assets/Senior A/Emojis/Scripts/AvatarFaceControl.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: a0c7e79aca56e4981b09552b4c00066b
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Senior A/Emojis/Scripts/EmoticonUI.cs b/Assets/Senior A/Emojis/Scripts/EmoticonUI.cs
index 5f276b7..1d4fd0a 100644
--- a/Assets/Senior A/Emojis/Scripts/EmoticonUI.cs
+++ b/Assets/Senior A/Emojis/Scripts/EmoticonUI.cs
@@ -20,12 +20,15 @@ enum Images
public override void Init()
{
Bind(typeof(Images));
- GetUIComponent((int)Images.ExitButton).gameObject.BindEvent(OnClick_Complete);
+ //GetUIComponent((int)Images.ExitButton).gameObject.BindEvent(OnClick_Complete);
+ //Debug.Log(GetUIComponent((int)Images.ExitButton).gameObject);
+
}
-
+
public void OnClick_Complete(PointerEventData data)
{
+ Debug.Log("close");
UIManager.UI.ClosePopupUI();
}
diff --git a/Assets/Senior A/Emojis/Scripts/QuickSlotManager_Sol.cs b/Assets/Senior A/Emojis/Scripts/QuickSlotManager_Sol.cs
index 90ca1fc..453f726 100644
--- a/Assets/Senior A/Emojis/Scripts/QuickSlotManager_Sol.cs
+++ b/Assets/Senior A/Emojis/Scripts/QuickSlotManager_Sol.cs
@@ -8,20 +8,23 @@ public class QuickSlotManager_Sol : MonoBehaviour, IPointerClickHandler
// Reference(s) in Scene
[SerializeField] List _quickSlots;
[SerializeField] List _buttonIcons;
+ [SerializeField] List _faceTextures;
public Transform GridLayout;
+ public static List s_faceTextures;
+
// Reference(s) in Directory
[SerializeField] GameObject _viewportButtonPrefab;
public static QuickSlotButton_Sol CurrentlySelected;
- static List s_quickSlots;
+ public static List s_quickSlots;
void Start()
{
GameObject buttonInstance;
QuickSlotButton_Sol buttonProp;
- for(int i = 0; i < _buttonIcons.Count; i++)
+ for (int i = 0; i < _buttonIcons.Count; i++)
{
// Instantiate at Start of Game
buttonInstance = Instantiate(_viewportButtonPrefab, GridLayout);
@@ -42,6 +45,13 @@ void Start()
_quickSlots[i].ButtonImage.sprite = _buttonIcons[_quickSlots[i].fid];
s_quickSlots.Add(_quickSlots[i]);
}
+
+ // _faceTextures의 값 모두 추가
+ s_faceTextures = new List();
+ for (int i = 0; i < _faceTextures.Count; i++)
+ {
+ s_faceTextures.Add(_faceTextures[i]);
+ }
}
// Function to Add Button to Quick Slots
@@ -49,7 +59,7 @@ public static void AddToQuickSlot(QuickSlotButton_Sol quickslotButton)
{
int index = CheckDistinct();
- if(index == -1)
+ if (index == -1)
{
Debug.Log($"set #{quickslotButton.transform.GetSiblingIndex()} to fid#{CurrentlySelected.fid}");
quickslotButton.ButtonImage.sprite = CurrentlySelected.ButtonImage.sprite;
@@ -69,7 +79,7 @@ static int CheckDistinct()
{
int retVal = -1;
- for(int i = 0; i < s_quickSlots.Count; i++)
+ for (int i = 0; i < s_quickSlots.Count; i++)
{
if (s_quickSlots[i].fid == CurrentlySelected.fid)
retVal = i;
diff --git a/Assets/StaticAssets/CartoonSpaceSuit/Materials/Face.mat b/Assets/StaticAssets/CartoonSpaceSuit/Materials/Face.mat
index 1fc5f98..e1475df 100644
--- a/Assets/StaticAssets/CartoonSpaceSuit/Materials/Face.mat
+++ b/Assets/StaticAssets/CartoonSpaceSuit/Materials/Face.mat
@@ -41,7 +41,7 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
- m_Texture: {fileID: 2800000, guid: 52a2d7980a266ee42b6cfad2d157be65, type: 3}
+ m_Texture: {fileID: 2800000, guid: e20e4a6f4ff73424dad9a9852996b8d3, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
diff --git a/Assets/StaticAssets/StarterAssets/ThirdPersonController/Scripts/ThirdPersonControllerMulti.cs b/Assets/StaticAssets/StarterAssets/ThirdPersonController/Scripts/ThirdPersonControllerMulti.cs
new file mode 100644
index 0000000..5aee85f
--- /dev/null
+++ b/Assets/StaticAssets/StarterAssets/ThirdPersonController/Scripts/ThirdPersonControllerMulti.cs
@@ -0,0 +1,61 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using Photon.Pun;
+using Photon.Realtime;
+
+namespace StarterAssets
+{
+ public class ThirdPersonControllerMulti : ThirdPersonController
+ {
+ private PhotonView _view;
+ GameObject heart;
+ protected sealed override void Awake()
+ {
+ _view = GetComponent();
+ if (_view.IsMine)
+ {
+ base.Awake();
+ }
+ }
+
+ protected override void LateUpdate()
+ {
+ if (_view.IsMine)
+ {
+ base.LateUpdate();
+ }
+ }
+
+
+ protected override void Start()
+ {
+ if (_view.IsMine)
+ {
+ base.Start();
+ }
+ }
+
+ protected override void Update()
+ {
+ if (_view.IsMine)
+ {
+ base.Update();
+ if (Input.GetKeyDown(KeyCode.H))
+ {
+ heart = PhotonNetwork.Instantiate("PhotonViewHeart", transform.position, Quaternion.identity);
+ heart.transform.parent = gameObject.transform;
+ heart.transform.Rotate(-90f, 0f, 0f);
+ Debug.Log(heart.ToString());
+ }
+ if (Input.GetKeyUp(KeyCode.H))
+ {
+ Debug.Log("Key up");
+ StartCoroutine(heart.GetComponent().HeartDestroyed());
+ }
+ }
+ }
+
+ }
+}
+
diff --git a/Assets/StaticAssets/StarterAssets/ThirdPersonController/Scripts/ThirdPersonControllerMulti.cs.meta b/Assets/StaticAssets/StarterAssets/ThirdPersonController/Scripts/ThirdPersonControllerMulti.cs.meta
new file mode 100644
index 0000000..965a932
--- /dev/null
+++ b/Assets/StaticAssets/StarterAssets/ThirdPersonController/Scripts/ThirdPersonControllerMulti.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 0aaad26e20534494aac7f9d412c2b98c
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset
index 7aedc0f..23fef56 100644
--- a/ProjectSettings/EditorBuildSettings.asset
+++ b/ProjectSettings/EditorBuildSettings.asset
@@ -5,14 +5,20 @@ EditorBuildSettings:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Scenes:
+ - enabled: 0
+ path:
+ guid: 00000000000000000000000000000000
- enabled: 1
- path: Assets/Scenes/Launcher.unity
- guid: 90ba754b841e8574e8023afac3c28d19
- - enabled: 1
- path: Assets/Scenes/SampleScene.unity
+ path: Assets/Scenes/SceneQ.unity
guid: 9fc0d4010bbf28b4594072e72b8655ab
+ - enabled: 0
+ path:
+ guid: 00000000000000000000000000000000
+ - enabled: 0
+ path:
+ guid: 00000000000000000000000000000000
- enabled: 1
- path: Assets/Scenes/OtherScene.unity
- guid: aa8280074927ffe499923c9a927efc89
+ path: Assets/Scenes/SceneE.unity
+ guid: ce95c04e2f5b64f0dbf49c9ce1034d87
m_configObjects:
com.unity.input.settings: {fileID: 11400000, guid: 9e7be553448fa2546aea5752021cbcf7, type: 2}
diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset
index ed69d01..d563fae 100644
--- a/ProjectSettings/ProjectSettings.asset
+++ b/ProjectSettings/ProjectSettings.asset
@@ -364,10 +364,10 @@ PlayerSettings:
enableInternalProfiler: 0
logObjCUncaughtExceptions: 1
enableCrashReportAPI: 0
- cameraUsageDescription:
+ cameraUsageDescription: use camera
locationUsageDescription:
- microphoneUsageDescription:
- bluetoothUsageDescription:
+ microphoneUsageDescription: use microphone
+ bluetoothUsageDescription: use description
switchNMETAOverride:
switchNetLibKey:
switchSocketMemoryPoolSize: 6144