// ----------------------------------------------------------------------------
//
// Loadbalancing Framework for Photon - Copyright (C) 2018 Exit Games GmbH
//
//
// If the game logic does not call Service() for whatever reason, this keeps the connection.
//
// developer@photonengine.com
// ----------------------------------------------------------------------------
#if UNITY_4_7 || UNITY_5 || UNITY_5_3_OR_NEWER
#define SUPPORTED_UNITY
#endif
namespace Photon.Realtime
{
using System;
using SupportClass = ExitGames.Client.Photon.SupportClass;
#if SUPPORTED_UNITY
using UnityEngine;
#endif
#if SUPPORTED_UNITY
public class ConnectionHandler : MonoBehaviour
#else
public class ConnectionHandler
#endif
{
///
/// Photon client to log information and statistics from.
///
public LoadBalancingClient Client { get; set; }
private byte fallbackThreadId = 255;
private bool didSendAcks;
private int startedAckingTimestamp;
private int deltaSinceStartedToAck;
/// Defines for how long the Fallback Thread should keep the connection, before it may time out as usual.
/// We want to the Client to keep it's connection when an app is in the background (and doesn't call Update / Service Clients should not keep their connection indefinitely in the background, so after some milliseconds, the Fallback Thread should stop keeping it up.
public int KeepAliveInBackground = 60000;
/// Counts how often the Fallback Thread called SendAcksOnly, which is purely of interest to monitor if the game logic called SendOutgoingCommands as intended.
public int CountSendAcksOnly { get; private set; }
public bool FallbackThreadRunning
{
get { return this.fallbackThreadId < 255; }
}
#if SUPPORTED_UNITY
/// Keeps the ConnectionHandler, even if a new scene gets loaded.
public bool ApplyDontDestroyOnLoad = true;
/// Indicates that the app is closing. Set in OnApplicationQuit().
[NonSerialized]
public static bool AppQuits;
/// Called by Unity when the application gets closed. The UnityEngine will also call OnDisable, which disconnects.
protected void OnApplicationQuit()
{
AppQuits = true;
}
///
protected virtual void Awake()
{
if (this.ApplyDontDestroyOnLoad)
{
DontDestroyOnLoad(this.gameObject);
}
}
/// Called by Unity when the application gets closed. Disconnects if OnApplicationQuit() was called before.
protected virtual void OnDisable()
{
this.StopFallbackSendAckThread();
if (AppQuits)
{
if (this.Client != null && this.Client.IsConnected)
{
this.Client.Disconnect();
this.Client.LoadBalancingPeer.StopThread();
}
SupportClass.StopAllBackgroundCalls();
}
}
#endif
public void StartFallbackSendAckThread()
{
#if !UNITY_WEBGL
if (this.FallbackThreadRunning)
{
return;
}
#if UNITY_SWITCH
this.fallbackThreadId = SupportClass.StartBackgroundCalls(this.RealtimeFallbackThread, 50); // as workaround, we don't name the Thread.
#else
this.fallbackThreadId = SupportClass.StartBackgroundCalls(this.RealtimeFallbackThread, 50, "RealtimeFallbackThread");
#endif
#endif
}
public void StopFallbackSendAckThread()
{
#if !UNITY_WEBGL
if (!this.FallbackThreadRunning)
{
return;
}
SupportClass.StopBackgroundCalls(this.fallbackThreadId);
this.fallbackThreadId = 255;
#endif
}
/// A thread which runs independent from the Update() calls. Keeps connections online while loading or in background. See .
public bool RealtimeFallbackThread()
{
if (this.Client != null)
{
if (!this.Client.IsConnected)
{
this.didSendAcks = false;
return true;
}
if (this.Client.LoadBalancingPeer.ConnectionTime - this.Client.LoadBalancingPeer.LastSendOutgoingTime > 100)
{
if (this.didSendAcks)
{
// check if the client should disconnect after some seconds in background
this.deltaSinceStartedToAck = Environment.TickCount - this.startedAckingTimestamp;
if (this.deltaSinceStartedToAck > this.KeepAliveInBackground)
{
return true;
}
}
else
{
this.startedAckingTimestamp = Environment.TickCount;
}
this.didSendAcks = true;
this.CountSendAcksOnly++;
this.Client.LoadBalancingPeer.SendAcksOnly();
}
else
{
this.didSendAcks = false;
}
}
return true;
}
}
}