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412 行
20 KiB
412 行
20 KiB
// ----------------------------------------------------------------------------------------------------------------------
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// <summary>The Photon Chat Api enables clients to connect to a chat server and communicate with other clients.</summary>
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// <remarks>ChatClient is the main class of this api.</remarks>
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// <copyright company="Exit Games GmbH">Photon Chat Api - Copyright (C) 2014 Exit Games GmbH</copyright>
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// ----------------------------------------------------------------------------------------------------------------------
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#if UNITY_4_7 || UNITY_5 || UNITY_5_3_OR_NEWER
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#define SUPPORTED_UNITY
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#endif
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namespace Photon.Chat
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{
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using System;
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using System.Diagnostics;
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using System.Collections.Generic;
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using ExitGames.Client.Photon;
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#if SUPPORTED_UNITY || NETFX_CORE
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using Hashtable = ExitGames.Client.Photon.Hashtable;
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using SupportClass = ExitGames.Client.Photon.SupportClass;
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#endif
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/// <summary>
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/// Provides basic operations of the Photon Chat server. This internal class is used by public ChatClient.
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/// </summary>
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public class ChatPeer : PhotonPeer
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{
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/// <summary>Name Server Host Name for Photon Cloud. Without port and without any prefix.</summary>
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public const string NameServerHost = "ns.exitgames.com";
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/// <summary>Name Server for HTTP connections to the Photon Cloud. Includes prefix and port.</summary>
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public const string NameServerHttp = "http://ns.exitgamescloud.com:80/photon/n";
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/// <summary>Name Server port per protocol (the UDP port is different than TCP, etc).</summary>
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private static readonly Dictionary<ConnectionProtocol, int> ProtocolToNameServerPort = new Dictionary<ConnectionProtocol, int>() { { ConnectionProtocol.Udp, 5058 }, { ConnectionProtocol.Tcp, 4533 }, { ConnectionProtocol.WebSocket, 9093 }, { ConnectionProtocol.WebSocketSecure, 19093 } }; //, { ConnectionProtocol.RHttp, 6063 } };
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/// <summary>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.</summary>
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public string NameServerAddress { get { return this.GetNameServerAddress(); } }
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virtual internal bool IsProtocolSecure { get { return this.UsedProtocol == ConnectionProtocol.WebSocketSecure; } }
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/// <summary> Chat Peer constructor. </summary>
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/// <param name="listener">Chat listener implementation.</param>
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/// <param name="protocol">Protocol to be used by the peer.</param>
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public ChatPeer(IPhotonPeerListener listener, ConnectionProtocol protocol) : base(listener, protocol)
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{
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this.ConfigUnitySockets();
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}
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// Sets up the socket implementations to use, depending on platform
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[Conditional("SUPPORTED_UNITY")]
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private void ConfigUnitySockets()
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{
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Type websocketType = null;
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#if UNITY_XBOXONE && !UNITY_EDITOR
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websocketType = Type.GetType("ExitGames.Client.Photon.SocketWebTcpNativeDynamic, PhotonWebSocket", false);
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if (websocketType == null)
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{
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websocketType = Type.GetType("ExitGames.Client.Photon.SocketWebTcpNativeDynamic, Assembly-CSharp-firstpass", false);
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}
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if (websocketType == null)
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{
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websocketType = Type.GetType("ExitGames.Client.Photon.SocketWebTcpNativeDynamic, Assembly-CSharp", false);
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}
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if (websocketType == null)
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{
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UnityEngine.Debug.LogError("UNITY_XBOXONE is defined but peer could not find SocketWebTcpNativeDynamic. Check your project files to make sure the native WSS implementation is available. Won't connect.");
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}
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#else
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// to support WebGL export in Unity, we find and assign the SocketWebTcp class (if it's in the project).
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// alternatively class SocketWebTcp might be in the Photon3Unity3D.dll
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websocketType = Type.GetType("ExitGames.Client.Photon.SocketWebTcp, PhotonWebSocket", false);
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if (websocketType == null)
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{
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websocketType = Type.GetType("ExitGames.Client.Photon.SocketWebTcp, Assembly-CSharp-firstpass", false);
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}
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if (websocketType == null)
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{
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websocketType = Type.GetType("ExitGames.Client.Photon.SocketWebTcp, Assembly-CSharp", false);
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}
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#endif
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if (websocketType != null)
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{
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this.SocketImplementationConfig[ConnectionProtocol.WebSocket] = websocketType;
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this.SocketImplementationConfig[ConnectionProtocol.WebSocketSecure] = websocketType;
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}
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#if NET_4_6 && (UNITY_EDITOR || !ENABLE_IL2CPP)
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this.SocketImplementationConfig[ConnectionProtocol.Udp] = typeof(SocketUdpAsync);
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this.SocketImplementationConfig[ConnectionProtocol.Tcp] = typeof(SocketTcpAsync);
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#endif
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}
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/// <summary>
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/// Gets the NameServer Address (with prefix and port), based on the set protocol (this.UsedProtocol).
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/// </summary>
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/// <returns>NameServer Address (with prefix and port).</returns>
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private string GetNameServerAddress()
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{
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var protocolPort = 0;
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ProtocolToNameServerPort.TryGetValue(this.TransportProtocol, out protocolPort);
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switch (this.TransportProtocol)
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{
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case ConnectionProtocol.Udp:
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case ConnectionProtocol.Tcp:
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return string.Format("{0}:{1}", NameServerHost, protocolPort);
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#if RHTTP
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case ConnectionProtocol.RHttp:
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return NameServerHttp;
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#endif
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case ConnectionProtocol.WebSocket:
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return string.Format("ws://{0}:{1}", NameServerHost, protocolPort);
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case ConnectionProtocol.WebSocketSecure:
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return string.Format("wss://{0}:{1}", NameServerHost, protocolPort);
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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/// <summary> Connects to NameServer. </summary>
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/// <returns>If the connection attempt could be sent.</returns>
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public bool Connect()
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{
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if (this.DebugOut >= DebugLevel.INFO)
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{
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this.Listener.DebugReturn(DebugLevel.INFO, "Connecting to nameserver " + this.NameServerAddress);
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}
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return this.Connect(this.NameServerAddress, "NameServer");
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}
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/// <summary> Authenticates on NameServer. </summary>
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/// <returns>If the authentication operation request could be sent.</returns>
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public bool AuthenticateOnNameServer(string appId, string appVersion, string region, AuthenticationValues authValues)
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{
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if (this.DebugOut >= DebugLevel.INFO)
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{
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this.Listener.DebugReturn(DebugLevel.INFO, "OpAuthenticate()");
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}
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var opParameters = new Dictionary<byte, object>();
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opParameters[ParameterCode.AppVersion] = appVersion;
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opParameters[ParameterCode.ApplicationId] = appId;
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opParameters[ParameterCode.Region] = region;
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if (authValues != null)
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{
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if (!string.IsNullOrEmpty(authValues.UserId))
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{
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opParameters[ParameterCode.UserId] = authValues.UserId;
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}
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if (authValues != null && authValues.AuthType != CustomAuthenticationType.None)
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{
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opParameters[ParameterCode.ClientAuthenticationType] = (byte) authValues.AuthType;
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if (!string.IsNullOrEmpty(authValues.Token))
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{
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opParameters[ParameterCode.Secret] = authValues.Token;
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}
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else
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{
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if (!string.IsNullOrEmpty(authValues.AuthGetParameters))
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{
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opParameters[ParameterCode.ClientAuthenticationParams] = authValues.AuthGetParameters;
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}
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if (authValues.AuthPostData != null)
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{
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opParameters[ParameterCode.ClientAuthenticationData] = authValues.AuthPostData;
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}
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}
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}
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}
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return this.SendOperation(ChatOperationCode.Authenticate, opParameters, new SendOptions() { Reliability = true, Encrypt = this.IsEncryptionAvailable });
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}
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}
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/// <summary>
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/// Options for optional "Custom Authentication" services used with Photon. Used by OpAuthenticate after connecting to Photon.
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/// </summary>
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public enum CustomAuthenticationType : byte
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{
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/// <summary>Use a custom authentification service. Currently the only implemented option.</summary>
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Custom = 0,
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/// <summary>Authenticates users by their Steam Account. Set auth values accordingly!</summary>
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Steam = 1,
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/// <summary>Authenticates users by their Facebook Account. Set auth values accordingly!</summary>
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Facebook = 2,
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/// <summary>Authenticates users by their Oculus Account and token.</summary>
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Oculus = 3,
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/// <summary>Authenticates users by their PSN Account and token.</summary>
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PlayStation = 4,
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/// <summary>Authenticates users by their Xbox Account and XSTS token.</summary>
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Xbox = 5,
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/// <summary>Authenticates users by their HTC VIVEPORT Account and user token.</summary>
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Viveport = 10,
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/// <summary>Disables custom authentification. Same as not providing any AuthenticationValues for connect (more precisely for: OpAuthenticate).</summary>
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None = byte.MaxValue
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}
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/// <summary>
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/// Container for user authentication in Photon. Set AuthValues before you connect - all else is handled.
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/// </summary>
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/// <remarks>
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/// On Photon, user authentication is optional but can be useful in many cases.
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/// If you want to FindFriends, a unique ID per user is very practical.
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///
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/// There are basically three options for user authentification: None at all, the client sets some UserId
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/// or you can use some account web-service to authenticate a user (and set the UserId server-side).
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///
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/// Custom Authentication lets you verify end-users by some kind of login or token. It sends those
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/// values to Photon which will verify them before granting access or disconnecting the client.
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///
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/// The Photon Cloud Dashboard will let you enable this feature and set important server values for it.
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/// https://dashboard.photonengine.com
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/// </remarks>
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public class AuthenticationValues
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{
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/// <summary>See AuthType.</summary>
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private CustomAuthenticationType authType = CustomAuthenticationType.None;
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/// <summary>The type of custom authentication provider that should be used. Currently only "Custom" or "None" (turns this off).</summary>
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public CustomAuthenticationType AuthType
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{
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get { return authType; }
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set { authType = value; }
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}
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/// <summary>This string must contain any (http get) parameters expected by the used authentication service. By default, username and token.</summary>
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/// <remarks>
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/// Maps to operation parameter 216.
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/// Standard http get parameters are used here and passed on to the service that's defined in the server (Photon Cloud Dashboard).</remarks>
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public string AuthGetParameters { get; set; }
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/// <summary>Data to be passed-on to the auth service via POST. Default: null (not sent). Either string or byte[] (see setters).</summary>
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/// <remarks>Maps to operation parameter 214.</remarks>
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public object AuthPostData { get; private set; }
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/// <summary>After initial authentication, Photon provides a token for this client / user, which is subsequently used as (cached) validation.</summary>
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public string Token { get; set; }
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/// <summary>The UserId should be a unique identifier per user. This is for finding friends, etc..</summary>
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public string UserId { get; set; }
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/// <summary>Creates empty auth values without any info.</summary>
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public AuthenticationValues()
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{
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}
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/// <summary>Creates minimal info about the user. If this is authenticated or not, depends on the set AuthType.</summary>
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/// <param name="userId">Some UserId to set in Photon.</param>
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public AuthenticationValues(string userId)
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{
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this.UserId = userId;
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}
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/// <summary>Sets the data to be passed-on to the auth service via POST.</summary>
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/// <param name="stringData">String data to be used in the body of the POST request. Null or empty string will set AuthPostData to null.</param>
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public virtual void SetAuthPostData(string stringData)
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{
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this.AuthPostData = (string.IsNullOrEmpty(stringData)) ? null : stringData;
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}
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/// <summary>Sets the data to be passed-on to the auth service via POST.</summary>
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/// <param name="byteData">Binary token / auth-data to pass on.</param>
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public virtual void SetAuthPostData(byte[] byteData)
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{
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this.AuthPostData = byteData;
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}
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/// <summary>Adds a key-value pair to the get-parameters used for Custom Auth (AuthGetParameters).</summary>
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/// <remarks>This method does uri-encoding for you.</remarks>
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/// <param name="key">Key for the value to set.</param>
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/// <param name="value">Some value relevant for Custom Authentication.</param>
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public virtual void AddAuthParameter(string key, string value)
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{
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string ampersand = string.IsNullOrEmpty(this.AuthGetParameters) ? string.Empty : "&";
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this.AuthGetParameters = string.Format("{0}{1}{2}={3}", this.AuthGetParameters, ampersand, System.Uri.EscapeDataString(key), System.Uri.EscapeDataString(value));
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}
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/// <summary>
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/// Transform this object into string.
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/// </summary>
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/// <returns>string representation of this object.</returns>
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public override string ToString()
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{
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return string.Format("AuthenticationValues UserId: {0}, GetParameters: {1} Token available: {2}", UserId, this.AuthGetParameters, Token != null);
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}
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}
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/// <summary>Class for constants. Codes for parameters of Operations and Events.</summary>
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public class ParameterCode
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{
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/// <summary>(224) Your application's ID: a name on your own Photon or a GUID on the Photon Cloud</summary>
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public const byte ApplicationId = 224;
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/// <summary>(221) Internally used to establish encryption</summary>
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public const byte Secret = 221;
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/// <summary>(220) Version of your application</summary>
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public const byte AppVersion = 220;
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/// <summary>(217) This key's (byte) value defines the target custom authentication type/service the client connects with. Used in OpAuthenticate</summary>
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public const byte ClientAuthenticationType = 217;
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/// <summary>(216) This key's (string) value provides parameters sent to the custom authentication type/service the client connects with. Used in OpAuthenticate</summary>
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public const byte ClientAuthenticationParams = 216;
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/// <summary>(214) This key's (string or byte[]) value provides parameters sent to the custom authentication service setup in Photon Dashboard. Used in OpAuthenticate</summary>
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public const byte ClientAuthenticationData = 214;
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/// <summary>(210) Used for region values in OpAuth and OpGetRegions.</summary>
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public const byte Region = 210;
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/// <summary>(230) Address of a (game) server to use.</summary>
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public const byte Address = 230;
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/// <summary>(225) User's ID</summary>
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public const byte UserId = 225;
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}
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/// <summary>
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/// ErrorCode defines the default codes associated with Photon client/server communication.
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/// </summary>
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public class ErrorCode
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{
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/// <summary>(0) is always "OK", anything else an error or specific situation.</summary>
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public const int Ok = 0;
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// server - Photon low(er) level: <= 0
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/// <summary>
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/// (-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).
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/// </summary>
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/// <remarks>
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/// Before you call any operations on the Cloud servers, the automated client workflow must complete its authorization.
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/// In PUN, wait until State is: JoinedLobby or ConnectedToMaster
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/// </remarks>
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public const int OperationNotAllowedInCurrentState = -3;
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/// <summary>(-2) The operation you called is not implemented on the server (application) you connect to. Make sure you run the fitting applications.</summary>
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public const int InvalidOperationCode = -2;
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/// <summary>(-1) Something went wrong in the server. Try to reproduce and contact Exit Games.</summary>
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public const int InternalServerError = -1;
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// server - PhotonNetwork: 0x7FFF and down
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// logic-level error codes start with short.max
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/// <summary>(32767) Authentication failed. Possible cause: AppId is unknown to Photon (in cloud service).</summary>
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public const int InvalidAuthentication = 0x7FFF;
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/// <summary>(32766) GameId (name) already in use (can't create another). Change name.</summary>
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public const int GameIdAlreadyExists = 0x7FFF - 1;
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/// <summary>(32765) Game is full. This rarely happens when some player joined the room before your join completed.</summary>
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public const int GameFull = 0x7FFF - 2;
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/// <summary>(32764) Game is closed and can't be joined. Join another game.</summary>
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public const int GameClosed = 0x7FFF - 3;
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/// <summary>(32762) Not in use currently.</summary>
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public const int ServerFull = 0x7FFF - 5;
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/// <summary>(32761) Not in use currently.</summary>
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public const int UserBlocked = 0x7FFF - 6;
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/// <summary>(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.</summary>
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public const int NoRandomMatchFound = 0x7FFF - 7;
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/// <summary>(32758) Join can fail if the room (name) is not existing (anymore). This can happen when players leave while you join.</summary>
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public const int GameDoesNotExist = 0x7FFF - 9;
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/// <summary>(32757) Authorization on the Photon Cloud failed because the concurrent users (CCU) limit of the app's subscription is reached.</summary>
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/// <remarks>
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/// Unless you have a plan with "CCU Burst", clients might fail the authentication step during connect.
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/// Affected client are unable to call operations. Please note that players who end a game and return
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/// to the master server will disconnect and re-connect, which means that they just played and are rejected
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/// in the next minute / re-connect.
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/// This is a temporary measure. Once the CCU is below the limit, players will be able to connect an play again.
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///
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/// OpAuthorize is part of connection workflow but only on the Photon Cloud, this error can happen.
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/// Self-hosted Photon servers with a CCU limited license won't let a client connect at all.
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/// </remarks>
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public const int MaxCcuReached = 0x7FFF - 10;
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/// <summary>(32756) Authorization on the Photon Cloud failed because the app's subscription does not allow to use a particular region's server.</summary>
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/// <remarks>
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/// Some subscription plans for the Photon Cloud are region-bound. Servers of other regions can't be used then.
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/// Check your master server address and compare it with your Photon Cloud Dashboard's info.
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/// https://cloud.photonengine.com/dashboard
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///
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/// OpAuthorize is part of connection workflow but only on the Photon Cloud, this error can happen.
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/// Self-hosted Photon servers with a CCU limited license won't let a client connect at all.
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/// </remarks>
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public const int InvalidRegion = 0x7FFF - 11;
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/// <summary>
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/// (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.
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/// </summary>
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public const int CustomAuthenticationFailed = 0x7FFF - 12;
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}
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}
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