PhotonWire.Client.ObservablePhotonPeer.ObservablePhotonPeer C# (CSharp) Method

ObservablePhotonPeer() public method

public ObservablePhotonPeer ( ConnectionProtocol protocolType, string peerName = null, int serviceCallRate = 20 ) : System
protocolType ConnectionProtocol
peerName string
serviceCallRate int
return System
        public ObservablePhotonPeer(ConnectionProtocol protocolType, string peerName = null, int serviceCallRate = 20)
            : base(new ObservablePhotonPeerListener(), protocolType)
        {
            if (serviceCallRate <= 0)
            {
                throw new ArgumentOutOfRangeException("serviceCallRate must be > 0, serviceCallRate:" + serviceCallRate);
            }

            this.Timeout = TimeSpan.FromSeconds(15); // default timeout
            this.PeerName = peerName;
            this.callIntervalMs = (int)(1000 / serviceCallRate);
            this.serviceLoop = new Timer(CallService, null, callIntervalMs, System.Threading.Timeout.Infinite);

#if UNITY_EDITOR
            PhotonWire.Editor.PhotonWireWindow.AddConnection(this);

            MainThreadDispatcher.OnApplicationQuitAsObservable().Subscribe(_ =>
            {
                // If connection is leaked, unity freeze on play again.
                // http://forum.photonengine.com/discussion/6082/leaked-connection-causes-unity-to-freeze
                this.Dispose();
            });

#endif
        }