Browse Source

Bolt Update

bolt_update
laurids 3 years ago
parent
commit
5448ad1a99
209 changed files with 24352 additions and 6777 deletions
  1. +4
    -4
      Assets/GWConquest/Prefabs/Battle.prefab
  2. +4
    -4
      Assets/GWConquest/Prefabs/BattleFlank.prefab
  3. +4
    -4
      Assets/GWConquest/Prefabs/District.prefab
  4. +4
    -4
      Assets/GWConquest/Prefabs/Factory.prefab
  5. +4
    -4
      Assets/GWConquest/Prefabs/Formation.prefab
  6. +3
    -3
      Assets/GWConquest/Prefabs/Planet.prefab
  7. +4
    -4
      Assets/GWConquest/Prefabs/Player.prefab
  8. +4
    -4
      Assets/GWConquest/Prefabs/Unit.prefab
  9. +170
    -170
      Assets/GWConquest/Scenes/GalaxyMap.unity
  10. +2
    -0
      Assets/GWConquest/Scripts/Battle.cs
  11. +1
    -0
      Assets/GWConquest/Scripts/BattleFlank.cs
  12. +1
    -1
      Assets/GWConquest/Scripts/BattleLog.cs
  13. +1
    -1
      Assets/GWConquest/Scripts/BoltEntityCache.cs
  14. +1
    -1
      Assets/GWConquest/Scripts/BoltList.cs
  15. +2
    -0
      Assets/GWConquest/Scripts/District.cs
  16. +2
    -0
      Assets/GWConquest/Scripts/DistrictFactory.cs
  17. +1
    -1
      Assets/GWConquest/Scripts/EntityList.cs
  18. +3
    -1
      Assets/GWConquest/Scripts/Formation.cs
  19. +7
    -5
      Assets/GWConquest/Scripts/GWBoltBehaviour.cs
  20. +2
    -0
      Assets/GWConquest/Scripts/GameManager.cs
  21. +4
    -3
      Assets/GWConquest/Scripts/GlobalCallbacks.cs
  22. +2
    -1
      Assets/GWConquest/Scripts/Inventory.cs
  23. +2
    -0
      Assets/GWConquest/Scripts/Planet.cs
  24. +2
    -0
      Assets/GWConquest/Scripts/PlanetConnection.cs
  25. +2
    -0
      Assets/GWConquest/Scripts/PlanetPlacement.cs
  26. +2
    -0
      Assets/GWConquest/Scripts/PlanetRegistry.cs
  27. +2
    -0
      Assets/GWConquest/Scripts/Player.cs
  28. +5
    -4
      Assets/GWConquest/Scripts/ServerCallbacks.cs
  29. +2
    -0
      Assets/GWConquest/Scripts/SpawnAIUnits.cs
  30. +4
    -2
      Assets/GWConquest/Scripts/UI/BattleArmyPanel.cs
  31. +3
    -1
      Assets/GWConquest/Scripts/UI/BattleFlankUI.cs
  32. +3
    -1
      Assets/GWConquest/Scripts/UI/BattleUI.cs
  33. +2
    -0
      Assets/GWConquest/Scripts/UI/BattleUnitIcon.cs
  34. +2
    -0
      Assets/GWConquest/Scripts/UI/FormationIcon.cs
  35. +2
    -0
      Assets/GWConquest/Scripts/UI/FormationUI.cs
  36. +2
    -0
      Assets/GWConquest/Scripts/UI/GarrisonUI.cs
  37. +2
    -0
      Assets/GWConquest/Scripts/UI/IngameUI.cs
  38. +3
    -1
      Assets/GWConquest/Scripts/UI/ItemMoveTooltip.cs
  39. +5
    -3
      Assets/GWConquest/Scripts/UI/MainMenu.cs
  40. +2
    -1
      Assets/GWConquest/Scripts/UI/PauseMenu.cs
  41. +1
    -0
      Assets/GWConquest/Scripts/UI/PlanetViewUI.cs
  42. +2
    -1
      Assets/GWConquest/Scripts/UI/ProductionMenu.cs
  43. +1
    -0
      Assets/GWConquest/Scripts/UI/SelectFactionMenu.cs
  44. +1
    -0
      Assets/GWConquest/Scripts/UI/TransportUI.cs
  45. +1
    -0
      Assets/GWConquest/Scripts/UI/TransportUIItemIcon.cs
  46. +2
    -1
      Assets/GWConquest/Scripts/UI/TransportUIUnitIcon.cs
  47. +2
    -0
      Assets/GWConquest/Scripts/Unit.cs
  48. +1
    -0
      Assets/GWConquest/Scripts/UnitClass.cs
  49. +2
    -0
      Assets/GWConquest/Scripts/Zone.cs
  50. BIN
      Assets/Gizmos/Bolt Icon.png
  51. +128
    -0
      Assets/Gizmos/Bolt Icon.png.meta
  52. +1
    -5
      Assets/Photon/PhotonBolt/README.txt
  53. BIN
      Assets/Photon/PhotonBolt/assemblies/bolt.dll
  54. +83
    -94
      Assets/Photon/PhotonBolt/assemblies/bolt.dll.meta
  55. BIN
      Assets/Photon/PhotonBolt/assemblies/bolt.dll.release
  56. BIN
      Assets/Photon/PhotonBolt/assemblies/bolt.user.dll
  57. BIN
      Assets/Photon/PhotonBolt/assemblies/bolt.user.dll.backup
  58. BIN
      Assets/Photon/PhotonBolt/assemblies/bolt.user.dll.mdb
  59. +1
    -1
      Assets/Photon/PhotonBolt/assemblies/bolt.user.dll.mdb.meta
  60. +2471
    -1904
      Assets/Photon/PhotonBolt/assemblies/bolt.xml
  61. BIN
      Assets/Photon/PhotonBolt/assemblies/editor/bolt.compiler.dll
  62. BIN
      Assets/Photon/PhotonBolt/assemblies/editor/bolt.compiler.dll.release
  63. +942
    -51
      Assets/Photon/PhotonBolt/assemblies/editor/bolt.compiler.xml
  64. BIN
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  65. BIN
      Assets/Photon/PhotonBolt/assemblies/editor/bolt.editor.dll.release
  66. +101
    -30
      Assets/Photon/PhotonBolt/assemblies/editor/bolt.editor.xml
  67. +0
    -20
      Assets/Photon/PhotonBolt/assemblies/editor/protobuf-net.LICENSE.txt
  68. BIN
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  69. +21
    -22
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  70. +3657
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      Assets/Photon/PhotonBolt/assemblies/editor/protobuf-net.xml
  71. +1
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  72. BIN
      Assets/Photon/PhotonBolt/assemblies/udpkit/udpkit.common.dll
  73. +1169
    -0
      Assets/Photon/PhotonBolt/assemblies/udpkit/udpkit.common.xml
  74. +7
    -0
      Assets/Photon/PhotonBolt/assemblies/udpkit/udpkit.common.xml.meta
  75. BIN
      Assets/Photon/PhotonBolt/assemblies/udpkit/udpkit.dll
  76. BIN
      Assets/Photon/PhotonBolt/assemblies/udpkit/udpkit.platform.dotnet.dll
  77. +18
    -0
      Assets/Photon/PhotonBolt/assemblies/udpkit/udpkit.platform.dotnet.xml
  78. +7
    -0
      Assets/Photon/PhotonBolt/assemblies/udpkit/udpkit.platform.dotnet.xml.meta
  79. BIN
      Assets/Photon/PhotonBolt/assemblies/udpkit/udpkit.platform.null.dll
  80. BIN
      Assets/Photon/PhotonBolt/assemblies/udpkit/udpkit.platform.photon.dll
  81. +362
    -0
      Assets/Photon/PhotonBolt/assemblies/udpkit/udpkit.platform.photon.xml
  82. +7
    -0
      Assets/Photon/PhotonBolt/assemblies/udpkit/udpkit.platform.photon.xml.meta
  83. +1751
    -0
      Assets/Photon/PhotonBolt/assemblies/udpkit/udpkit.xml
  84. +7
    -0
      Assets/Photon/PhotonBolt/assemblies/udpkit/udpkit.xml.meta
  85. BIN
      Assets/Photon/PhotonBolt/editor/resources/icons/mc_application_lightning.png
  86. +106
    -0
      Assets/Photon/PhotonBolt/editor/resources/icons/mc_application_lightning.png.meta
  87. +42
    -4
      Assets/Photon/PhotonBolt/editor/resources/icons/mc_arrow_down.png.meta
  88. +42
    -4
      Assets/Photon/PhotonBolt/editor/resources/icons/mc_arrow_right.png.meta
  89. +42
    -4
      Assets/Photon/PhotonBolt/editor/resources/icons/mc_arrow_up.png.meta
  90. BIN
      Assets/Photon/PhotonBolt/editor/resources/icons/mc_brick_edit.png
  91. +106
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  92. +42
    -4
      Assets/Photon/PhotonBolt/editor/resources/icons/mc_bubble.png.meta
  93. +42
    -4
      Assets/Photon/PhotonBolt/editor/resources/icons/mc_command.png.meta
  94. +42
    -4
      Assets/Photon/PhotonBolt/editor/resources/icons/mc_compile.png.meta
  95. +42
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      Assets/Photon/PhotonBolt/editor/resources/icons/mc_compile_assembly.png.meta
  96. BIN
      Assets/Photon/PhotonBolt/editor/resources/icons/mc_compile_assembly_run.png
  97. +106
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  98. BIN
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  99. +106
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  100. +42
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+ 4
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@ -103403,8 +103403,8 @@ MonoBehaviour:
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@ -107369,8 +107369,8 @@ MonoBehaviour:
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@ -108150,12 +108150,12 @@ MonoBehaviour:
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m_EditorHideFlags: 0
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@ -108168,8 +108168,8 @@ MonoBehaviour:
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_entityPriorityCalculatorQueryOption: 1
_entityReplicationFilterQueryOption: 1
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@ -108384,12 +108384,12 @@ MonoBehaviour:
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m_EditorHideFlags: 0
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@ -108402,8 +108402,8 @@ MonoBehaviour:
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@ -110557,12 +110557,12 @@ MonoBehaviour:
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m_EditorHideFlags: 0
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@ -110575,8 +110575,8 @@ MonoBehaviour:
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_entityReplicationFilterQueryOption: 1
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@ -113840,12 +113840,12 @@ MonoBehaviour:
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m_EditorHideFlags: 0
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@ -113858,8 +113858,8 @@ MonoBehaviour:
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m_CorrespondingSourceObject: {fileID: 799397620141813293, guid: 050563ffe1cf76a4ca6ad29e50cca378,
@ -117988,12 +117988,12 @@ MonoBehaviour:
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m_EditorHideFlags: 0
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@ -118006,8 +118006,8 @@ MonoBehaviour:
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+ 2
- 0
Assets/GWConquest/Scripts/Battle.cs View File

@ -1,6 +1,8 @@
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
using Photon.Bolt;
using Photon.Bolt.Utils;
namespace GWConquest
{


+ 1
- 0
Assets/GWConquest/Scripts/BattleFlank.cs View File

@ -1,6 +1,7 @@
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Photon.Bolt;
namespace GWConquest {


+ 1
- 1
Assets/GWConquest/Scripts/BattleLog.cs View File

@ -1,7 +1,7 @@
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Bolt;
using Photon.Bolt;
using System;
namespace GWConquest


+ 1
- 1
Assets/GWConquest/Scripts/BoltEntityCache.cs View File

@ -1,4 +1,4 @@
using Bolt;
using Photon.Bolt;
using UnityEngine;
using System.Collections.Generic;


+ 1
- 1
Assets/GWConquest/Scripts/BoltList.cs View File

@ -1,4 +1,4 @@
using Bolt;
using Photon.Bolt;
using System;
using System.Collections;
using System.Collections.Generic;


+ 2
- 0
Assets/GWConquest/Scripts/District.cs View File

@ -1,6 +1,8 @@
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
using Photon.Bolt;
using Photon.Bolt.Utils;
namespace GWConquest
{


+ 2
- 0
Assets/GWConquest/Scripts/DistrictFactory.cs View File

@ -1,6 +1,8 @@
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
using Photon.Bolt;
using Photon.Bolt.Utils;
namespace GWConquest
{


+ 1
- 1
Assets/GWConquest/Scripts/EntityList.cs View File

@ -1,5 +1,5 @@
using UdpKit;
using Bolt;
using Photon.Bolt;
using System.Collections.Generic;
using System.Linq;
using System.Collections;


+ 3
- 1
Assets/GWConquest/Scripts/Formation.cs View File

@ -3,6 +3,8 @@ using System.Linq;
using System;
using System.Collections.Generic;
using System.Collections;
using Photon.Bolt;
using Photon.Bolt.Utils;
namespace GWConquest
{
@ -206,7 +208,7 @@ namespace GWConquest
{
if (path.Count > 1 && entity.IsControlled && MovementState == FormationMovementState.Idle)
{
MoveFormationEvent evnt = MoveFormationEvent.Create(Bolt.GlobalTargets.OnlyServer);
MoveFormationEvent evnt = MoveFormationEvent.Create(GlobalTargets.OnlyServer);
evnt.Formation = entity;
//evnt.TargetZone = Zone.GetZoneId(path[1]);
if(path.Count > 1)


+ 7
- 5
Assets/GWConquest/Scripts/GWBoltBehaviour.cs View File

@ -1,4 +1,4 @@
using Bolt;
using Photon.Bolt;
namespace GWConquest {
public abstract class GWBoltBehaviour<T> : EntityBehaviour<T> where T : class, IState
@ -7,11 +7,12 @@ namespace GWConquest {
public T State {
get {
if(_state == null)
/*if(_state == null)
{
_state = state;
}
return _state;
return _state;*/
return state;
}
}
}
@ -22,11 +23,12 @@ namespace GWConquest {
public T State {
get {
if(_state == null)
/*if(_state == null)
{
_state = state;
}
return _state;
return _state;*/
return state;
}
}
}

+ 2
- 0
Assets/GWConquest/Scripts/GameManager.cs View File

@ -1,5 +1,7 @@
using UnityEngine;
using System.Collections;
using Photon.Bolt;
using Photon.Bolt.Utils;
namespace GWConquest
{


+ 4
- 3
Assets/GWConquest/Scripts/GlobalCallbacks.cs View File

@ -1,4 +1,5 @@
using Bolt;
using Photon.Bolt;
using Photon.Bolt.Utils;
using UdpKit;
using UnityEngine;
using System.Linq;
@ -6,7 +7,7 @@ using System.Linq;
namespace GWConquest
{
[BoltGlobalBehaviour]
public class GlobalCallbacks : Bolt.GlobalEventListener
public class GlobalCallbacks : GlobalEventListener
{
public override void BoltStartBegin()
{
@ -16,7 +17,7 @@ namespace GWConquest
BoltNetwork.RegisterTokenClass<InventoryToken>();
}
public override void SceneLoadLocalDone(string scene)
public override void SceneLoadLocalDone(string scene, IProtocolToken token)
{
//BoltLog.Info("scene load token: {0}", token);


+ 2
- 1
Assets/GWConquest/Scripts/Inventory.cs View File

@ -1,5 +1,6 @@
using UdpKit;
using Bolt;
using Photon.Bolt;
using Photon.Bolt.Utils;
using System;
using System.Linq;
using System.Collections.Generic;


+ 2
- 0
Assets/GWConquest/Scripts/Planet.cs View File

@ -2,6 +2,8 @@
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Photon.Bolt;
using Photon.Bolt.Utils;
namespace GWConquest
{


+ 2
- 0
Assets/GWConquest/Scripts/PlanetConnection.cs View File

@ -1,6 +1,8 @@
using UnityEngine;
using System.Linq;
using System.Collections.Generic;
using Photon.Bolt;
using Photon.Bolt.Utils;
namespace GWConquest
{


+ 2
- 0
Assets/GWConquest/Scripts/PlanetPlacement.cs View File

@ -2,6 +2,8 @@
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Photon.Bolt;
using Photon.Bolt.Utils;
namespace GWConquest


+ 2
- 0
Assets/GWConquest/Scripts/PlanetRegistry.cs View File

@ -1,6 +1,8 @@
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Photon.Bolt;
using Photon.Bolt.Utils;
namespace GWConquest
{


+ 2
- 0
Assets/GWConquest/Scripts/Player.cs View File

@ -1,6 +1,8 @@
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
using Photon.Bolt;
using Photon.Bolt.Utils;
namespace GWConquest
{


+ 5
- 4
Assets/GWConquest/Scripts/ServerCallbacks.cs View File

@ -1,15 +1,16 @@
using System.Linq;
using UnityEngine;
using UdpKit;
using Bolt;
using Photon.Bolt;
using Photon.Bolt.Utils;
namespace GWConquest
{
[BoltGlobalBehaviour(BoltNetworkModes.Server)]
public class ServerCallbacks : Bolt.GlobalEventListener
public class ServerCallbacks : GlobalEventListener
{
public override void SceneLoadLocalDone(string scene)
public override void SceneLoadLocalDone(string scene, IProtocolToken token)
{
FindObjectOfType<PlanetPlacement>().PlacePlanets();
@ -53,7 +54,7 @@ namespace GWConquest
BoltLog.Info("Server scene loading done.");
}
public override void SceneLoadRemoteDone(BoltConnection connection)
public override void SceneLoadRemoteDone(BoltConnection connection, IProtocolToken token)
{
BoltEntity playerEntity = BoltNetwork.Instantiate(BoltPrefabs.Player);
IPlayerState playerState = playerEntity.GetState<IPlayerState>();


+ 2
- 0
Assets/GWConquest/Scripts/SpawnAIUnits.cs View File

@ -1,5 +1,7 @@
using UnityEngine;
using System.Linq;
using Photon.Bolt;
using Photon.Bolt.Utils;
namespace GWConquest {


+ 4
- 2
Assets/GWConquest/Scripts/UI/BattleArmyPanel.cs View File

@ -2,6 +2,8 @@ using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
using System.Linq;
using Photon.Bolt;
using Photon.Bolt.Utils;
namespace GWConquest {
public class BattleArmyPanel : MonoBehaviour {
@ -235,7 +237,7 @@ namespace GWConquest {
var fui = icon.GetComponentInParent<BattleFormationUI>();
if(fui != null && target == fui.LeaderIcon)
{
var ev = AssignLeaderEvent.Create(Bolt.GlobalTargets.OnlyServer);
var ev = AssignLeaderEvent.Create(GlobalTargets.OnlyServer);
ev.Unit = icon.Unit.entity;
ev.Formation = icon.Unit.Formation.entity;
ev.Send();
@ -251,7 +253,7 @@ namespace GWConquest {
if(flankUI.BattleFlank.GetUnit(flankIndex) == null)
{
var ev = MoveUnitToFlankEvent.Create(Bolt.GlobalTargets.OnlyServer);
var ev = MoveUnitToFlankEvent.Create(GlobalTargets.OnlyServer);
ev.Unit = icon.Unit.entity;
ev.Flank = flankUI.BattleFlank.entity;
ev.FlankIndex = flankIndex;


+ 3
- 1
Assets/GWConquest/Scripts/UI/BattleFlankUI.cs View File

@ -1,5 +1,7 @@
using UnityEngine;
using System.Linq;
using Photon.Bolt;
using Photon.Bolt.Utils;
namespace GWConquest {
@ -102,7 +104,7 @@ namespace GWConquest {
{
if(icon.Unit.BattleState == BattleUnitState.OnFlank)
{
MoveUnitToReserveEvent ev = MoveUnitToReserveEvent.Create(Bolt.GlobalTargets.OnlyServer);
MoveUnitToReserveEvent ev = MoveUnitToReserveEvent.Create(GlobalTargets.OnlyServer);
ev.Unit = icon.Unit.entity;
ev.Send();
}


+ 3
- 1
Assets/GWConquest/Scripts/UI/BattleUI.cs View File

@ -2,6 +2,8 @@ using UnityEngine;
using UnityEngine.UI;
using System.Linq;
using System.Collections.Generic;
using Photon.Bolt;
using Photon.Bolt.Utils;
namespace GWConquest
{
@ -439,7 +441,7 @@ namespace GWConquest
if (hasTarget)
{
var ev = StartShellingEvent.Create(Bolt.GlobalTargets.OnlyServer);
var ev = StartShellingEvent.Create(GlobalTargets.OnlyServer);
ev.Unit = SelectingTargetUnit.entity;
ev.BattleFlank = flank?.entity;
ev.Send();


+ 2
- 0
Assets/GWConquest/Scripts/UI/BattleUnitIcon.cs View File

@ -1,6 +1,8 @@
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using Photon.Bolt;
using Photon.Bolt.Utils;
namespace GWConquest {
public class BattleUnitIcon : DragDropElement {


+ 2
- 0
Assets/GWConquest/Scripts/UI/FormationIcon.cs View File

@ -3,6 +3,8 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using Photon.Bolt;
using Photon.Bolt.Utils;
namespace GWConquest {
public class FormationIcon : DragDropElement, IUpdatable<Formation>


+ 2
- 0
Assets/GWConquest/Scripts/UI/FormationUI.cs View File

@ -2,6 +2,8 @@
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using Photon.Bolt;
using Photon.Bolt.Utils;
namespace GWConquest
{


+ 2
- 0
Assets/GWConquest/Scripts/UI/GarrisonUI.cs View File

@ -2,6 +2,8 @@
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
using Photon.Bolt;
using Photon.Bolt.Utils;
namespace GWConquest
{


+ 2
- 0
Assets/GWConquest/Scripts/UI/IngameUI.cs View File

@ -2,6 +2,8 @@
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using Photon.Bolt;
using Photon.Bolt.Utils;
namespace GWConquest
{


+ 3
- 1
Assets/GWConquest/Scripts/UI/ItemMoveTooltip.cs View File

@ -2,6 +2,8 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Photon.Bolt;
using Photon.Bolt.Utils;
namespace GWConquest
{
@ -71,7 +73,7 @@ namespace GWConquest
int transferable = GetMaxTransferable();
if(current <= transferable)
{
var ev = MoveItemEvent.Create(Bolt.GlobalTargets.OnlyServer);
var ev = MoveItemEvent.Create(GlobalTargets.OnlyServer);
ev.ItemName = MovedItem.ItemName;
ev.ItemAmount = current;
ev.Origin = Origin.Type == TransportUIElement.ObjectType.District ? Origin.District.entity : Origin.Formation.entity;


+ 5
- 3
Assets/GWConquest/Scripts/UI/MainMenu.cs View File

@ -1,11 +1,13 @@
using Bolt.Matchmaking;
using Photon.Bolt;
using Photon.Bolt.Utils;
using Photon.Bolt.Matchmaking;
using System;
using UdpKit;
using UnityEngine;
namespace GWConquest
{
public class MainMenu : Bolt.GlobalEventListener
public class MainMenu : GlobalEventListener
{
private void Start() {
@ -64,7 +66,7 @@ namespace GWConquest
{
LoadingScreen.Show();
BoltNetwork.Connect(photonSession);
BoltMatchmaking.JoinSession(photonSession);
}
}
}


+ 2
- 1
Assets/GWConquest/Scripts/UI/PauseMenu.cs View File

@ -1,4 +1,5 @@
using UnityEngine;
using Photon.Bolt;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace GWConquest


+ 1
- 0
Assets/GWConquest/Scripts/UI/PlanetViewUI.cs View File

@ -2,6 +2,7 @@
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
using Photon.Bolt.Utils;
namespace GWConquest
{


+ 2
- 1
Assets/GWConquest/Scripts/UI/ProductionMenu.cs View File

@ -2,6 +2,7 @@
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
using Photon.Bolt;
namespace GWConquest
{
@ -121,7 +122,7 @@ namespace GWConquest
{
if(factory.ProductionQueueLength < factory.MaxQueueLength)
{
AddProductionEvent ev = AddProductionEvent.Create(Bolt.GlobalTargets.OnlyServer);
AddProductionEvent ev = AddProductionEvent.Create(GlobalTargets.OnlyServer);
ev.Factory = factory.entity;
ev.UnitClass = uc.ShortName;
ev.Player = Player.CurrentPlayer.entity;


+ 1
- 0
Assets/GWConquest/Scripts/UI/SelectFactionMenu.cs View File

@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Bolt.Utils;
namespace GWConquest
{


+ 1
- 0
Assets/GWConquest/Scripts/UI/TransportUI.cs View File

@ -2,6 +2,7 @@
using UnityEngine;
using UnityEngine.UI;
using System.Linq;
using Photon.Bolt.Utils;
namespace GWConquest
{


+ 1
- 0
Assets/GWConquest/Scripts/UI/TransportUIItemIcon.cs View File

@ -1,5 +1,6 @@
using UnityEngine.UI;
using UnityEngine;
using Photon.Bolt.Utils;
namespace GWConquest {


+ 2
- 1
Assets/GWConquest/Scripts/UI/TransportUIUnitIcon.cs View File

@ -1,5 +1,6 @@
using UnityEngine;
using UnityEngine.UI;
using Photon.Bolt;
namespace GWConquest
{
@ -40,7 +41,7 @@ namespace GWConquest
var LeaderIcon = ParentElement.DragTransform;
if (RectTransformUtility.RectangleContainsScreenPoint(LeaderIcon, Input.mousePosition))
{
AssignLeaderEvent ev = AssignLeaderEvent.Create(Bolt.GlobalTargets.OnlyServer);
AssignLeaderEvent ev = AssignLeaderEvent.Create(GlobalTargets.OnlyServer);
ev.Formation = ParentElement.Formation.entity;
ev.Unit = Unit.entity;
ev.Send();


+ 2
- 0
Assets/GWConquest/Scripts/Unit.cs View File

@ -1,5 +1,7 @@
using System.Linq;
using UnityEngine;
using Photon.Bolt;
using Photon.Bolt.Utils;
namespace GWConquest
{


+ 1
- 0
Assets/GWConquest/Scripts/UnitClass.cs View File

@ -2,6 +2,7 @@
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Photon.Bolt.Utils;
namespace GWConquest
{


+ 2
- 0
Assets/GWConquest/Scripts/Zone.cs View File

@ -1,6 +1,8 @@
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using Photon.Bolt;
using Photon.Bolt.Utils;
namespace GWConquest
{


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Assets/Photon/PhotonBolt/README.txt View File

@ -7,8 +7,4 @@ SUPPORT
Forum: http://forum.photonengine.com/categories/bolt-engine
Discord: https://discord.gg/0ya6ZpOvnShSCtbb
Email: support@boltengine.com
VIDEOS
YouTube: https://www.youtube.com/channel/UC9NVIbI5rpP7zmEOiB2Cs6Q
Email: support@boltengine.com

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@ -4,29 +4,121 @@
<name>bolt.editor</name>
</assembly>
<members>
<member name="M:BoltEditor.EditorUtility.UpdatePrefabDatabase">
<member name="M:Photon.Bolt.Editor.Compiler.BoltCompiler.CompileProtocolTokenRegistry">
<summary>
Search and update the list of Protocol Tokens in the ProtocolTokenRegistry
</summary>
</member>
<member name="M:Photon.Bolt.Editor.Compiler.BoltCompiler.LoadProtocolTypes">
<summary>
Loads all Assemblies on the project a search for Protocol Token implementations
that fulfill the requirements described on the method
</summary>
<returns>List of BoltProtocolTokenRegistry.TokenRegistry with all found tokens</returns>
</member>
<member name="M:Photon.Bolt.Editor.Compiler.BoltCompiler.GetAssemblyByName(System.String)">
<summary>
Returns a reference for a Assembly based on it's name
</summary>
<param name="name">Assembly Name</param>
<returns>Reference to an Assembly or null if not found</returns>
</member>
<member name="M:Photon.Bolt.Editor.Compiler.BoltUserAssemblyCompiler.ClearCompilerFiles">
<summary>
Remove all Temporary files from the Bolt Compilation
</summary>
</member>
<member name="T:Photon.Bolt.Editor.CustomInspector.BoltEntityEditor">
<summary>
Custom inspector for BoltEntity component
</summary>
</member>
<member name="M:Photon.Bolt.Editor.CustomInspector.BoltEntityEditor.DrawEntityInfo(Photon.Bolt.BoltEntity)">
<summary>
Draw the basic information about the Bolt Entity
</summary>
<param name="entity">Target Bolt Entity</param>
</member>
<member name="M:Photon.Bolt.Editor.CustomInspector.BoltEntityEditor.DrawSelectEntityState(Photon.Bolt.BoltEntity)">
<summary>
Draw the dropdown box to select the Entity state
</summary>
<param name="entity">Target Entity to change the state type</param>
</member>
<member name="M:Photon.Bolt.Editor.CustomInspector.BoltEntityEditor.RuntimeInfoGUI(Photon.Bolt.BoltEntity)">
<summary>
Draw Entity properties at runtime
</summary>
<param name="entity">Target Entity</param>
</member>
<member name="M:Photon.Bolt.Editor.CustomInspector.BoltEntityEditor.SaveEntity(Photon.Bolt.BoltEntity)">
<summary>
Save the current Entity
</summary>
<param name="entity">Entity to be saved</param>
</member>
<member name="M:Photon.Bolt.Editor.CustomInspector.BoltEntityEditor.HelpBox(System.String)">
<summary>
Show a extra text alongside the property drawer
</summary>
<param name="text">Message to be shown</param>
</member>
<member name="T:Photon.Bolt.Editor.CustomInspector.BoltProtocolTokenRegistryEditor">
<summary>
Custom editor for BoltProtocolTokenRegistry
It shows a list of all IProtocolTokens found on the project
and show a button to update the list of Tokens
</summary>
</member>
<member name="M:Photon.Bolt.Editor.CustomInspector.BoltProtocolTokenRegistryEditor.RefreshRegistry">
<summary>
Update the Protocol Token list
</summary>
</member>
<member name="T:Photon.Bolt.Editor.Utils.BoltLogExecutor">
<summary>
This class will setup the BoltLog class using the current configuration
on the Bolt Settings. This will keep the logs appearing in Editor Mode,
but will totally disabled if the user prefers.
</summary>
</member>
<member name="T:Photon.Bolt.Editor.Utils.ProviderManager">
<summary>
Used to checkout files from a Source Code Provider, like Perforce when enabled
(<see href="https://docs.unity3d.com/ScriptReference/VersionControl.Provider.html">link</see>)
The main behavior is enabled only if it's enabled in the Bolt Settings (<see cref="F:Photon.Bolt.BoltRuntimeSettings.enableSourceProvider"/>)
</summary>
</member>
<member name="M:Photon.Bolt.Editor.Utils.ProviderManager.Checkout(System.String[])">
<summary>
Checkout all files specified on the paths list
If the Source Provider was properly configured, this method will checkout the file and set it as writable
</summary>
<param name="paths">List of file paths to checkout</param>
</member>
<member name="M:Photon.Bolt.Editor.Utils.BoltEditorUtility.UpdatePrefabDatabase">
<summary>
Update the internal prefab database
</summary>
</member>
<member name="M:BoltEditor.EditorUtility.CompileAssembly">
<member name="M:Photon.Bolt.Editor.Utils.BoltEditorUtility.CompileAssembly">
<summary>
Run the Bolt Compiler to generate the Dynamic data
</summary>
</member>
<member name="M:BoltEditor.EditorUtility.GenerateEntitySceneIDs">
<member name="M:Photon.Bolt.Editor.Utils.BoltEditorUtility.GenerateEntitySceneIDs">
<summary>
List all Bolt Entities from the Scene and assing new Scene IDs for each one
</summary>
</member>
<member name="M:BoltEditor.EditorUtility.InvokeOnMainThread(System.Action)">
<member name="M:Photon.Bolt.Editor.Utils.BoltEditorUtility.InvokeOnMainThread(System.Action)">
<summary>
Invoke the action in the main Thread by Enqueuing it for
execution on the Editor Update method
</summary>
<param name="action"></param>
</member>
<member name="M:BoltEditor.EditorUtility.MoveFile(System.String,System.String,System.Boolean)">
<member name="M:Photon.Bolt.Editor.Utils.BoltEditorUtility.MoveFile(System.String,System.String,System.Boolean)">
<summary>
Utility to Move Files
</summary>
@ -34,51 +126,30 @@
<param name="to">Destination file path</param>
<param name="force">If the destination will be deleted before the move</param>
</member>
<member name="M:BoltEditor.EditorUtility.UpdateCloudConstant">
<member name="M:Photon.Bolt.Editor.Utils.BoltEditorUtility.UpdateCloudConstant">
<summary>
Setup "BOLT_CLOUD" constant as a Compiler flag on the current Build Target
</summary>
</member>
<member name="M:BoltEditor.EditorUtility.AssignSceneId(BoltEntity)">
<member name="M:Photon.Bolt.Editor.Utils.BoltEditorUtility.AssignSceneId(Photon.Bolt.BoltEntity)">
<summary>
Assing a new Scene ID to a Bolt Entity component
</summary>
<param name="entity">Entity to assing a new Scene ID</param>
</member>
<member name="M:BoltEditor.EditorUtility.EnableCompilerConstant(UnityEditor.BuildTargetGroup,System.String)">
<member name="M:Photon.Bolt.Editor.Utils.BoltEditorUtility.EnableCompilerConstant(UnityEditor.BuildTargetGroup,System.String)">
<summary>
Enable a Compiler constant on the Player Settings
</summary>
<param name="group">Build target where to enable the flag</param>
<param name="constantToEnable">Flag to enable</param>
</member>
<member name="M:BoltEditor.EditorUtility.DisableCompilerConstant(UnityEditor.BuildTargetGroup,System.String)">
<member name="M:Photon.Bolt.Editor.Utils.BoltEditorUtility.DisableCompilerConstant(UnityEditor.BuildTargetGroup,System.String)">
<summary>
Disable a Compiler constant on the Player Settings
</summary>
<param name="group">Build target where to disable the flag</param>
<param name="constantToDisable">Flag to disable</param>
</member>
<member name="T:Bolt.Editor.Utils.BoltLogExecutor">
<summary>
This class will setup the BoltLog class using the current configuration
on the Bolt Settings. This will keep the logs appearing in Editor Mode,
but will totally disabled if the user prefers.
</summary>
</member>
<member name="T:bolt.editor.Utils.ProviderManager">
<summary>
Used to checkout files from a Source Code Provider, like Perforce when enabled
<see cref="!:https://docs.unity3d.com/ScriptReference/VersionControl.Provider.html"/>
The main behavior is enabled only if it's enabled in the Bolt Settings (<see cref="F:BoltRuntimeSettings.enableSourceProvider"/>)
</summary>
</member>
<member name="M:bolt.editor.Utils.ProviderManager.Checkout(System.String[])">
<summary>
Checkout all files specified on the paths list
If the Source Provider was properly configured, this method will checkout the file and set it as writable
</summary>
<param name="paths">List of file paths to checkout</param>
</member>
</members>
</doc>

+ 0
- 20
Assets/Photon/PhotonBolt/assemblies/editor/protobuf-net.LICENSE.txt View File

@ -1,20 +0,0 @@
The core Protocol Buffers technology is provided courtesy of Google.
At the time of writing, this is released under the BSD license.
Full details can be found here:
http://code.google.com/p/protobuf/
This .NET implementation is Copyright 2008 Marc Gravell
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.

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@ -0,0 +1,18 @@
<?xml version="1.0"?>
<doc>
<assembly>
<name>udpkit.platform.dotnet</name>
</assembly>
<members>
<member name="T:UdpKit.Platform.DotNetPlatform">
<summary>
DotNetPlatform responsible for connecting peers directly based on the public IP
</summary>
</member>
<member name="M:UdpKit.Platform.DotNetPlatform.#ctor">
<summary>
DotNetPlatform constructor
</summary>
</member>
</members>
</doc>

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@ -0,0 +1,362 @@
<?xml version="1.0"?>
<doc>
<assembly>
<name>udpkit.platform.photon</name>
</assembly>
<members>
<member name="T:UdpKit.Platform.PhotonPlatform">
<summary>
Platform used to connect with the Photon Cloud
</summary>
</member>
<member name="P:UdpKit.Platform.PhotonPlatform.PhotonConfig">
<summary>
Reference to a Configuration struct used to setup the PhotonPlatform
</summary>
</member>
<member name="M:UdpKit.Platform.PhotonPlatform.#ctor(UdpKit.Platform.PhotonPlatformConfig)">
<summary>
Constructor for PhotonPlatform based on a PhotonPlatformConfig
</summary>
<param name="config">PhotonPlatformConfig reference used to configure the instance</param>
</member>
<member name="T:UdpKit.Platform.Photon.PhotonPoller">
<summary>
This class will act as a controller and bridge to the underlayng layer of Photon Realtime,
receiving/sending/treating messages using the Photon services.
</summary>
</member>
<member name="M:UdpKit.Platform.Photon.PhotonPoller.CreatePoller(UdpKit.Platform.PhotonPlatformConfig,System.Boolean)">
<summary>
Creates the Photon Poller instance. This will populate the internal instance with one of:
(i) If there is no instances of PhotonPoller in the scene, it will create a new one.
(ii) If there is only 1 instance of PhotonPoller in the scene, it will use this as the main instance.
(iii) If there is more then 1 instance in the scene, it will destroy copies but one, and use it as the main instance.
</summary>
<example>
<code>
void CreatePollerExample()
{
PhotonPoller.CreatePoller(new PhotonPlatformConfig().InitDefaults(), true);
}
</code>
</example>
<param name="config">Configuration used to setup the PhotonPoller instance.</param>
<param name="force">If set to <c>true</c> will destroy the current main instance, in order to create a new one.</param>
</member>
<member name="M:UdpKit.Platform.Photon.PhotonPoller.StartPhotonClient(UdpKit.UdpEndPoint,System.Action{System.Boolean,UdpKit.UdpConnectionDisconnectReason})">
<summary>
Starts the LoadBalancingClient.
</summary>
<param name="localEndPoint">End point.</param>
<param name="doneCallback">Callback that will be invoked at the end of the operation</param>
</member>
<member name="M:UdpKit.Platform.Photon.PhotonPoller.RegisterInstance``1">
<summary>
Register a Type that fully implements PhotonPoller to be used as the main instance.
</summary>
<typeparam name="T">An External Type that extends PhotonPoller.</typeparam>
</member>
<member name="M:UdpKit.Platform.Photon.PhotonPoller.InstatiatePoller(UdpKit.Platform.Photon.PhotonPoller@)">
<summary>
Creates a new PhotonPoller instance based on the External Type.
</summary>
<param name="photonPoller">Photon poller variable to be populated.</param>
</member>
<member name="M:UdpKit.Platform.Photon.PhotonPoller.PollOut">
<summary>
Pushes out all queued messages on the <see cref="F:UdpKit.Platform.Photon.PhotonPoller._packetSend"/> list and send through Photon services
using <see cref="F:UdpKit.Platform.Photon.PhotonPoller.DATA_EVENT_CODE"/> as Event code.
</summary>
</member>
<member name="M:UdpKit.Platform.Photon.PhotonPoller.SetHostInfo(UdpKit.UdpSession,System.Action{System.Boolean,UdpKit.UdpSessionError})">
<summary>
Setup host info based on a <see cref="T:UdpKit.UdpSession"/>
</summary>
<returns><c>true</c>, if host info was set, <c>false</c> otherwise.</returns>
<param name="session">Session information.</param>
<param name="result">Callback result that will be invoked at the end of the operation</param>
</member>
<member name="T:UdpKit.Platform.Photon.PhotonSession">
<summary>
This is a wrapper around the Photon Rooms used to expose the same API as the UdpSession
</summary>
</member>
<member name="M:UdpKit.Platform.Photon.PhotonSession.Build(System.String)">
<summary>
Builds a Photon Session with only it's identifier name. This can be useful if you want to connect
to a specific session using the name of the room.
</summary>
<returns>An session with only it's name.</returns>
<param name="roomName">Room name.</param>
</member>
<member name="P:UdpKit.Platform.Photon.PhotonSession.Properties">
<summary>
Dictionary like structure that stores all properties of the room
</summary>
</member>
<member name="P:UdpKit.Platform.Photon.PhotonSession.IsOpen">
<summary>
Signal if this session is open or not
</summary>
</member>
<member name="P:UdpKit.Platform.Photon.PhotonSession.IsVisible">
<summary>
Signal if this session is visible or not
</summary>
</member>
<member name="P:UdpKit.Platform.Photon.PhotonSession.IsDedicatedServer">
<summary>
Signal if this session is hosted by a dedicated server
</summary>
</member>
<member name="P:UdpKit.Platform.Photon.PhotonSession.Source">
<summary>
Signal the source of this Session, in this case always <see cref="F:UdpKit.UdpSessionSource.Photon"/>
</summary>
</member>
<member name="P:UdpKit.Platform.Photon.PhotonSession.IsPunchEnabled">
<summary>
Signal if this game session is published by a Server with NAT Punch enabled
</summary>
</member>
<member name="T:UdpKit.Platform.Photon.ConnectState">
<summary>
The current connection status
</summary>
</member>
<member name="T:UdpKit.Platform.Photon.PhotonRegion">
<summary>
Represents a Photon Region on the Cloud Service
</summary>
</member>
<member name="T:UdpKit.Platform.Photon.PhotonRegion.Regions">
<summary>
List of available regions
</summary>
</member>
<member name="F:UdpKit.Platform.Photon.PhotonRegion.regions">
<summary>
Map of the Regions Enum and the PhotonRegion struct, that holds meta data from the Regions
</summary>
</member>
<member name="P:UdpKit.Platform.Photon.PhotonRegion.Code">
<summary>
Region CODE
</summary>
</member>
<member name="P:UdpKit.Platform.Photon.PhotonRegion.Name">
<summary>
Region Full Name
</summary>
</member>
<member name="P:UdpKit.Platform.Photon.PhotonRegion.City">
<summary>
City where the data center os located
</summary>
</member>
<member name="P:UdpKit.Platform.Photon.PhotonRegion.Region">
<summary>
Region ENUM value
</summary>
</member>
<member name="M:UdpKit.Platform.Photon.PhotonRegion.GetRegion(System.String)">
<summary>
Get a Region info based on the region code as string
</summary>
<param name="regionCode">Region Code</param>
<returns>PhotonRegion reference if exists</returns>
<remarks>It will throw an Exception if no Region was found with the Code</remarks>
</member>
<member name="M:UdpKit.Platform.Photon.PhotonRegion.GetRegion(UdpKit.Platform.Photon.PhotonRegion.Regions)">
<summary>
Get a Region metadata based on the Region enum
</summary>
<param name="targetRegion">Region enum to look for</param>
<returns>PhotonRegion reference</returns>
</member>
<member name="M:UdpKit.Platform.Photon.PhotonRegion.ToString">
<summary>
Build a string representation of the Region
</summary>
<returns>String describing the Region</returns>
</member>
<member name="T:UdpKit.Platform.Photon.Coroutine.RoutineManager">
<summary>
This class will act as the Corroutine manager from Unity and will run and control corroutines.
</summary>
</member>
<member name="P:UdpKit.Platform.Photon.Realtime.PhotonClient.CurrentMasterId">
<summary>
Gets the current Master client of the current Room.
</summary>
<returns>The master client ID if the client in inside a Room, -1 otherwise.</returns>
</member>
<member name="F:UdpKit.Platform.Photon.Realtime.PhotonClient.retryJoinLobby">
<summary>
Retry Join lobby ?
true = yes
false = no
null = wait to leave the room
</summary>
</member>
<member name="M:UdpKit.Platform.Photon.Realtime.PhotonClient.RealtimeFallbackThread">
<summary>
A thread which runs independent from the Update() calls.
Keeps connections online while loading or in background.
</summary>
<returns></returns>
</member>
<member name="T:UdpKit.Platform.Photon.Realtime.SocketUdpPool">
<summary>
Internal class to encapsulate the network i/o functionality for the realtime libary.
</summary>
</member>
<member name="M:UdpKit.Platform.Photon.Realtime.SocketUdpPool.#ctor(ExitGames.Client.Photon.PeerBase)">
<summary>
Build a new custom Socket UDP
</summary>
<param name="npeer">Base Peer used for communication</param>
</member>
<member name="M:UdpKit.Platform.Photon.Realtime.SocketUdpPool.Finalize">
<summary>
Dispose the UDP Socket
</summary>
</member>
<member name="M:UdpKit.Platform.Photon.Realtime.SocketUdpPool.Dispose">
<summary>
Dispose implementation
</summary>
</member>
<member name="M:UdpKit.Platform.Photon.Realtime.SocketUdpPool.Connect">
<summary>
Start the connection with the Cloud service
</summary>
<returns></returns>
</member>
<member name="M:UdpKit.Platform.Photon.Realtime.SocketUdpPool.Disconnect">
<summary>
Disconnect from the Cloud service
</summary>
<returns>True if all went fine when disconnecting</returns>
</member>
<member name="M:UdpKit.Platform.Photon.Realtime.SocketUdpPool.Send(System.Byte[],System.Int32)">
<summary>used by PhotonPeer*</summary>
</member>
<member name="M:UdpKit.Platform.Photon.Realtime.SocketUdpPool.Receive(System.Byte[]@)">
<summary>
Receive data
</summary>
</member>
<member name="M:UdpKit.Platform.Photon.Realtime.SocketUdpPool.ReceiveLoop">
<summary>Endless loop, run in Receive Thread.</summary>
</member>
<member name="T:UdpKit.Platform.PhotonPlatformConfig">
<summary>
Photon Platform configuration class.
It holds the main configuration settings to setup the PhotonPlatform
</summary>
</member>
<member name="P:UdpKit.Platform.PhotonPlatformConfig.AppId">
<summary>
Photon Application ID
</summary>
</member>
<member name="P:UdpKit.Platform.PhotonPlatformConfig.AuthenticationValues">
<summary>
Custom Authentication Credentials
</summary>
</member>
<member name="F:UdpKit.Platform.PhotonPlatformConfig.Region">
<summary>
Region to Connect to. See <see cref="T:UdpKit.Platform.Photon.PhotonRegion"/>
</summary>
</member>
<member name="F:UdpKit.Platform.PhotonPlatformConfig.UsePunchThrough">
<summary>
Set to <code>true</code>, to enable the Punch Through behavior.
</summary>
</member>
<member name="P:UdpKit.Platform.PhotonPlatformConfig.ConnectionProtocol">
<summary>
Selects the Connection Protocol used by the internal LoadBalancingClient when exchanging data with Photon Cloud
</summary>
</member>
<member name="P:UdpKit.Platform.PhotonPlatformConfig.SerializationProtocol">
<summary>
Selects the Serializaion Protocol used by the internal LoadBalancingClient when exchanging data with Photon Cloud
</summary>
</member>
<member name="P:UdpKit.Platform.PhotonPlatformConfig.ForceExternalEndPoint">
<summary>
This suppresses the STUN process and forces the usage of the configured IPEndPoint as the external endpoint
used to punch to this peer. This is mainly focused when you are running a GameServer on a dedicated cloud service
</summary>
</member>
<member name="P:UdpKit.Platform.PhotonPlatformConfig.RoomCreateTimeout">
<summary>
Gets or sets the room creation timeout in seconds.
Min 10 sec, max 60 sec.
</summary>
<value>The room creation timeout.</value>
</member>
<member name="P:UdpKit.Platform.PhotonPlatformConfig.RoomJoinTimeout">
<summary>
Gets or sets the room join timeout in seconds.
Min 10 sec, max 60 sec.
</summary>
<value>The room join timeout.</value>
</member>
<member name="P:UdpKit.Platform.PhotonPlatformConfig.MaxConnections">
<summary>
Gets the max number of connections acceptable in the room.
</summary>
</member>
<member name="F:UdpKit.Platform.PhotonPlatformConfig.BackgroundConnectionTimeout">
<summary>
Amount of time the background connection with the Photon Servers will be maintained until
timeout and stop sending acknowledge messages.
</summary>
</member>
<member name="F:UdpKit.Platform.PhotonPlatformConfig.CurrentPlatform">
<summary>
Current Running platform
</summary>
</member>
<member name="F:UdpKit.Platform.PhotonPlatformConfig.ConnectionRequestAttempts">
<summary>
Total Connection Request Attempts
</summary>
</member>
<member name="F:UdpKit.Platform.PhotonPlatformConfig.ConnectionLANRequestAttempts">
<summary>
Total Connection LAN Request Attempts
</summary>
</member>
<member name="M:UdpKit.Platform.PhotonPlatformConfig.#ctor">
<summary>
PhotonPlatformConfig constructor.
It will also initilize the configuration using the default settings
</summary>
</member>
<member name="M:UdpKit.Platform.PhotonPlatformConfig.InitDefaults">
<summary>
Initialize the Photon Configuration with the values from Bolt Settings
</summary>
<returns>The defaults.</returns>
</member>
<member name="M:UdpKit.Platform.PhotonPlatformConfig.UpdateBestRegion(UdpKit.Platform.Photon.PhotonRegion)">
<summary>
Save a Region as the Best Region on the Bolt Settings
</summary>
<param name="region">Region to save.</param>
</member>
<member name="M:UdpKit.Platform.PhotonPlatformConfig.IsAppId(System.String)">
<summary>
Valids an String as containing a AppID
</summary>
<returns><c>true</c>, if app identifier was valid, <c>false</c> otherwise.</returns>
<param name="val">Value.</param>
</member>
</members>
</doc>

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