Method | Description | |
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LoadbalancingPeer ( IPhotonPeerListener listener, ConnectionProtocol protocolType ) : System | ||
OpAuthenticate ( string appId, string appVersion ) : bool |
Sends this app's appId and appVersion to identify this application server side. This operation makes use of encryption, if it's established beforehand. See: EstablishEncryption(). Check encryption with IsEncryptionAvailable. |
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OpCreateRoom ( string gameID, bool isVisible, bool isOpen, byte maxPlayers, bool autoCleanUp, Hashtable customGameProperties, Hashtable customPlayerProperties, string customRoomPropertiesForLobby ) : bool |
Don't use this method directly, unless you know how to cache and apply customActorProperties. The PhotonNetwork methods will handle player and room properties for you and call this method.
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OpJoinLobby ( ) : bool |
Joins the lobby on the Master Server, where you get a list of RoomInfos of currently open rooms. This is an async request which triggers a OnOperationResponse() call.
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OpJoinRandomRoom ( Hashtable expectedGameProperties ) : bool | the hashtable is (optionally) used to filter games: only those that fit the contained custom properties will be matched | |
OpJoinRoom ( string roomName, Hashtable playerProperties ) : bool |
Joins a room by name and sets this player's properties.
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OpLeaveLobby ( ) : bool |
Leaves the lobby on the Master Server. This is an async request which triggers a OnOperationResponse() call.
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OpRaiseEvent ( byte eventCode, Hashtable evData, bool sendReliable, byte channelId ) : bool |
Used in a room to raise (send) an event to the other players. Multiple overloads expose different parameters to this frequently used operation.
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OpRaiseEvent ( byte eventCode, Hashtable evData, bool sendReliable, byte channelId, EventCaching cache, ReceiverGroup receivers ) : bool |
Used in a room to raise (send) an event to the other players. Multiple overloads expose different parameters to this frequently used operation.
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OpRaiseEvent ( byte eventCode, Hashtable evData, bool sendReliable, byte channelId, int targetActors ) : bool |
Used in a room to raise (send) an event to the other players. Multiple overloads expose different parameters to this frequently used operation.
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OpRaiseEvent ( byte eventCode, Hashtable evData, bool sendReliable, byte channelId, int targetActors, EventCaching cache ) : bool |
Used in a room to raise (send) an event to the other players. Multiple overloads expose different parameters to this frequently used operation.
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OpSetCustomPropertiesOfActor ( int actorNr, Hashtable actorProperties, bool broadcast, byte channelId ) : bool | ||
OpSetCustomPropertiesOfRoom ( Hashtable gameProperties, bool broadcast, byte channelId ) : bool | ||
OpSetPropertiesOfRoom ( Hashtable gameProperties, bool broadcast, byte channelId ) : bool |
Method | Description | |
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OpSetPropertiesOfActor ( int actorNr, Hashtable actorProperties, bool broadcast, byte channelId ) : bool | ||
OpSetPropertyOfRoom ( byte propCode, object value ) : void |
public LoadbalancingPeer ( IPhotonPeerListener listener, ConnectionProtocol protocolType ) : System | ||
listener | IPhotonPeerListener | |
protocolType | ConnectionProtocol | |
return | System |
public OpAuthenticate ( string appId, string appVersion ) : bool | ||
appId | string | |
appVersion | string | |
return | bool |
public OpCreateRoom ( string gameID, bool isVisible, bool isOpen, byte maxPlayers, bool autoCleanUp, Hashtable customGameProperties, Hashtable customPlayerProperties, string customRoomPropertiesForLobby ) : bool | ||
gameID | string | |
isVisible | bool | |
isOpen | bool | |
maxPlayers | byte | |
autoCleanUp | bool | |
customGameProperties | Hashtable | |
customPlayerProperties | Hashtable | |
customRoomPropertiesForLobby | string | |
return | bool |
public OpJoinRandomRoom ( Hashtable expectedGameProperties ) : bool | ||
expectedGameProperties | Hashtable | |
return | bool |
public OpJoinRoom ( string roomName, Hashtable playerProperties ) : bool | ||
roomName | string | |
playerProperties | Hashtable | |
return | bool |
public OpRaiseEvent ( byte eventCode, Hashtable evData, bool sendReliable, byte channelId ) : bool | ||
eventCode | byte | Code for this "type" of event (use a code per "meaning" or content). |
evData | Hashtable | Data to send. Hashtable that contains key-values of Photon serializable datatypes. |
sendReliable | bool | Use false if the event is replaced by a newer rapidly. Reliable events add overhead and add lag when repeated. |
channelId | byte | The "channel" to which this event should belong. Per channel, the sequence is kept in order. |
return | bool |
public OpRaiseEvent ( byte eventCode, Hashtable evData, bool sendReliable, byte channelId, EventCaching cache, ReceiverGroup receivers ) : bool | ||
eventCode | byte | Code for this "type" of event (use a code per "meaning" or content). |
evData | Hashtable | Data to send. Hashtable that contains key-values of Photon serializable datatypes. |
sendReliable | bool | Use false if the event is replaced by a newer rapidly. Reliable events add overhead and add lag when repeated. |
channelId | byte | The "channel" to which this event should belong. Per channel, the sequence is kept in order. |
cache | EventCaching | Use EventCaching options to store this event for players who join. |
receivers | ReceiverGroup | ReceiverGroup defines to which group of players the event is passed on. |
return | bool |
public OpRaiseEvent ( byte eventCode, Hashtable evData, bool sendReliable, byte channelId, int targetActors ) : bool | ||
eventCode | byte | Code for this "type" of event (use a code per "meaning" or content). |
evData | Hashtable | Data to send. Hashtable that contains key-values of Photon serializable datatypes. |
sendReliable | bool | Use false if the event is replaced by a newer rapidly. Reliable events add overhead and add lag when repeated. |
channelId | byte | The "channel" to which this event should belong. Per channel, the sequence is kept in order. |
targetActors | int | Defines the target players who should receive the event (use only for small target groups). |
return | bool |
public OpRaiseEvent ( byte eventCode, Hashtable evData, bool sendReliable, byte channelId, int targetActors, EventCaching cache ) : bool | ||
eventCode | byte | Code for this "type" of event (use a code per "meaning" or content). |
evData | Hashtable | Data to send. Hashtable that contains key-values of Photon serializable datatypes. |
sendReliable | bool | Use false if the event is replaced by a newer rapidly. Reliable events add overhead and add lag when repeated. |
channelId | byte | The "channel" to which this event should belong. Per channel, the sequence is kept in order. |
targetActors | int | Defines the target players who should receive the event (use only for small target groups). |
cache | EventCaching | Use EventCaching options to store this event for players who join. |
return | bool |
public OpSetCustomPropertiesOfActor ( int actorNr, Hashtable actorProperties, bool broadcast, byte channelId ) : bool | ||
actorNr | int | |
actorProperties | Hashtable | |
broadcast | bool | |
channelId | byte | |
return | bool |
public OpSetCustomPropertiesOfRoom ( Hashtable gameProperties, bool broadcast, byte channelId ) : bool | ||
gameProperties | Hashtable | |
broadcast | bool | |
channelId | byte | |
return | bool |
protected OpSetPropertiesOfActor ( int actorNr, Hashtable actorProperties, bool broadcast, byte channelId ) : bool | ||
actorNr | int | |
actorProperties | Hashtable | |
broadcast | bool | |
channelId | byte | |
return | bool |
public OpSetPropertiesOfRoom ( Hashtable gameProperties, bool broadcast, byte channelId ) : bool | ||
gameProperties | Hashtable | |
broadcast | bool | |
channelId | byte | |
return | bool |
protected OpSetPropertyOfRoom ( byte propCode, object value ) : void | ||
propCode | byte | |
value | object | |
return | void |