Does this work? This is in the start method, using photon for networking. I am trying to wait till room time is initialised.
Wait:
if (!PhotonNetwork.CurrentRoom.CustomProperties.ContainsKey("StartTime") )
{
goto Wait;
}
else
{
goto Continue;
}
Continue:
startTime = double.Parse(PhotonNetwork.CurrentRoom.CustomProperties["StartTime"].ToString());
In general I would say avoid using goto
at all !
In almost all cases I can think of any other solution in my eyes is cleaner and better to read and maintain than goto
jumps. It is more a "relic" of former times. In the examples of goto
might be the only use-case where it might make sense.. within a switch-case
or to break out of a nested loop.. but even there you can find other (in my eyes better) solutions.
Your code basically equals writing
while(!PhotonNetwork.CurrentRoom.CustomProperties.ContainsKey("StartTime")) { }
startTime = double.Parse(PhotonNetwork.CurrentRoom.CustomProperties["StartTime"].ToString());
And latest now I hope you see the huge issue : You have a neverending while
loop!
while
the condition is never changedStart
so the entire Unity main thread is blocked until that loop ends. I'm not 100% sure but afaik PhotonNetwork
needs the Unity main thread to dispatch the received events -> your condition probably will never ever become true. You should rather use a Coroutine
. A Coroutine is like a small temporary Update
method. It is not async but rather runs right after Update
until the next yield
statement and thereby still allows your Unity main thread to continue rendering and doesn't freeze your entire application.
// Yes, if you make Start return IEnumerator
// then Unity automatically runs it as a Coroutine!
private IEnumerator Start ()
{
// https://docs.unity3d.com/ScriptReference/WaitUntil.html
// This basically does what it says: Wait until a condition is true
// In a Coroutine the yield basically tells Unity
// "pause" this routine, render this frame and continue from here in the next frame
yield return new WaitUntil(() => PhotonNetwork.CurrentRoom.CustomProperties.ContainsKey("StartTime"));
startTime = double.Parse(PhotonNetwork.CurrentRoom.CustomProperties["StartTime"].ToString());
....
}
Even better than checking this every frame in a loop at all would actually be
So something like eg
bool isInitialzed;
private void Start ()
{
TryGetStartTime (PhotonNetwork.CurrentRoom.CustomProperties);
}
private void TryGetStartTime(Hashtable properties)
{
if(!properties.Contains("StartTime")) return;
startTime = double.Parse(properties["StartTime"].ToString());
isInitialzed = true;
}
public void OnRoomPropertiesUpdate(Hashtable propertiesThatChanged)
{
TryGetStartTime (propertiesThatChanged);
}
And rather make other methods wait until isInitialized
is true.
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