// ---------------------------------------------------------------------------- // // 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; } } }