C# Class ExitGames.Client.Photon.LoadbalancingPeer

Internally used by PUN, a LoadbalancingPeer provides the operations and enum definitions needed to use the Photon Loadbalancing server (or the Photon Cloud).
The LoadBalancingPeer does not keep a state, instead this is done by a LoadBalancingClient.
Inheritance: PhotonPeer
Mostrar archivo Open project: hydrater/Lucid

Private Properties

Property Type Description

Public Methods

Method Description
LoadbalancingPeer ( IPhotonPeerListener listener, ConnectionProtocol protocolType ) : ExitGames.Client.Photon
OpAuthenticate ( string appId, string appVersion, AuthenticationValues authValues, string regionCode ) : bool

Sends this app's appId and appVersion to identify this application server side. This is an async request which triggers a OnOperationResponse() call.

This operation makes use of encryption, if that is established before. See: EstablishEncryption(). Check encryption with IsEncryptionAvailable. This operation is allowed only once per connection (multiple calls will have ErrorCode != Ok).

OpChangeGroups ( byte groupsToRemove, byte groupsToAdd ) : bool

Operation to handle this client's interest groups (for events in room).

Note the difference between passing null and byte[0]: null won't add/remove any groups. byte[0] will add/remove all (existing) groups. First, removing groups is executed. This way, you could leave all groups and join only the ones provided.

OpCreateRoom ( string roomName, RoomOptions roomOptions, TypedLobby lobby, ExitGames.Client.Photon.Hashtable playerProperties, bool onGameServer ) : 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.

OpFindFriends ( string friendsToFind ) : bool

Request the rooms and online status for a list of friends (each client must set a unique username via OpAuthenticate).

Used on Master Server to find the rooms played by a selected list of users. Users identify themselves by using OpAuthenticate with a unique username. The list of usernames must be fetched from some other source (not provided by Photon). The server response includes 2 arrays of info (each index matching a friend from the request): ParameterCode.FindFriendsResponseOnlineList = bool[] of online states ParameterCode.FindFriendsResponseRoomIdList = string[] of room names (empty string if not in a room)

OpGetRegions ( string appId ) : bool
OpJoinLobby ( TypedLobby lobby ) : 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.

OpJoinRandomRoom ( ExitGames.Client.Photon.Hashtable expectedCustomRoomProperties, byte expectedMaxPlayers, ExitGames.Client.Photon.Hashtable playerProperties, MatchmakingMode matchingType, TypedLobby typedLobby, string sqlLobbyFilter ) : bool

Operation to join a random, available room. Overloads take additional player properties. This is an async request which triggers a OnOperationResponse() call. If all rooms are closed or full, the OperationResponse will have a returnCode of ErrorCode.NoRandomMatchFound. If successful, the OperationResponse contains a gameserver address and the name of some room.

OpJoinRoom ( string roomName, RoomOptions roomOptions, TypedLobby lobby, bool createIfNotExists, ExitGames.Client.Photon.Hashtable playerProperties, bool onGameServer ) : bool

LoadBalancingPeer.OpJoinRoom

OpLeaveLobby ( ) : bool

Leaves the lobby on the Master Server. This is an async request which triggers a OnOperationResponse() call.

OpRaiseEvent ( byte eventCode, object customEventContent, bool sendReliable, RaiseEventOptions raiseEventOptions ) : bool

Send an event with custom code/type and any content to the other players in the same room.

This override explicitly uses another parameter order to not mix it up with the implementation for Hashtable only.

OpSetCustomPropertiesOfActor ( int actorNr, ExitGames.Client.Photon.Hashtable actorProperties, bool broadcast, byte channelId ) : bool
OpSetCustomPropertiesOfRoom ( ExitGames.Client.Photon.Hashtable gameProperties, bool broadcast, byte channelId ) : bool

Protected Methods

Method Description
OpSetPropertiesOfActor ( int actorNr, ExitGames.Client.Photon.Hashtable actorProperties, bool broadcast, byte channelId, ExitGames.Client.Photon.Hashtable expectedValues ) : bool
OpSetPropertiesOfRoom ( ExitGames.Client.Photon.Hashtable gameProperties, bool broadcast, byte channelId, ExitGames.Client.Photon.Hashtable expectedValues ) : bool
OpSetPropertyOfRoom ( byte propCode, object value ) : void

Method Details

LoadbalancingPeer() public method

public LoadbalancingPeer ( IPhotonPeerListener listener, ConnectionProtocol protocolType ) : ExitGames.Client.Photon
listener IPhotonPeerListener
protocolType ConnectionProtocol
return ExitGames.Client.Photon

OpAuthenticate() public method

Sends this app's appId and appVersion to identify this application server side. This is an async request which triggers a OnOperationResponse() call.
This operation makes use of encryption, if that is established before. See: EstablishEncryption(). Check encryption with IsEncryptionAvailable. This operation is allowed only once per connection (multiple calls will have ErrorCode != Ok).
public OpAuthenticate ( string appId, string appVersion, AuthenticationValues authValues, string regionCode ) : bool
appId string Your application's name or ID to authenticate. This is assigned by Photon Cloud (webpage).
appVersion string The client's version (clients with differing client appVersions are separated and players don't meet).
authValues AuthenticationValues
regionCode string When authenticating for a specific region, a NameServer will forward you to that region's MasterServer.
return bool

OpChangeGroups() public method

Operation to handle this client's interest groups (for events in room).
Note the difference between passing null and byte[0]: null won't add/remove any groups. byte[0] will add/remove all (existing) groups. First, removing groups is executed. This way, you could leave all groups and join only the ones provided.
public OpChangeGroups ( byte groupsToRemove, byte groupsToAdd ) : bool
groupsToRemove byte Groups to remove from interest. Null will not remove any. A byte[0] will remove all.
groupsToAdd byte Groups to add to interest. Null will not add any. A byte[0] will add all current.
return bool

OpCreateRoom() public method

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.
public OpCreateRoom ( string roomName, RoomOptions roomOptions, TypedLobby lobby, ExitGames.Client.Photon.Hashtable playerProperties, bool onGameServer ) : bool
roomName string
roomOptions RoomOptions
lobby TypedLobby
playerProperties ExitGames.Client.Photon.Hashtable
onGameServer bool
return bool

OpFindFriends() public method

Request the rooms and online status for a list of friends (each client must set a unique username via OpAuthenticate).
Used on Master Server to find the rooms played by a selected list of users. Users identify themselves by using OpAuthenticate with a unique username. The list of usernames must be fetched from some other source (not provided by Photon). The server response includes 2 arrays of info (each index matching a friend from the request): ParameterCode.FindFriendsResponseOnlineList = bool[] of online states ParameterCode.FindFriendsResponseRoomIdList = string[] of room names (empty string if not in a room)
public OpFindFriends ( string friendsToFind ) : bool
friendsToFind string Array of friend's names (make sure they are unique).
return bool

OpGetRegions() public method

public OpGetRegions ( string appId ) : bool
appId string
return bool

OpJoinLobby() public method

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.
public OpJoinLobby ( TypedLobby lobby ) : bool
lobby TypedLobby
return bool

OpJoinRandomRoom() public method

Operation to join a random, available room. Overloads take additional player properties. This is an async request which triggers a OnOperationResponse() call. If all rooms are closed or full, the OperationResponse will have a returnCode of ErrorCode.NoRandomMatchFound. If successful, the OperationResponse contains a gameserver address and the name of some room.
public OpJoinRandomRoom ( ExitGames.Client.Photon.Hashtable expectedCustomRoomProperties, byte expectedMaxPlayers, ExitGames.Client.Photon.Hashtable playerProperties, MatchmakingMode matchingType, TypedLobby typedLobby, string sqlLobbyFilter ) : bool
expectedCustomRoomProperties ExitGames.Client.Photon.Hashtable Optional. A room will only be joined, if it matches these custom properties (with string keys).
expectedMaxPlayers byte Filters for a particular maxplayer setting. Use 0 to accept any maxPlayer value.
playerProperties ExitGames.Client.Photon.Hashtable This player's properties (custom and well known).
matchingType MatchmakingMode Selects one of the available matchmaking algorithms. See MatchmakingMode enum for options.
typedLobby TypedLobby
sqlLobbyFilter string
return bool

OpJoinRoom() public method

LoadBalancingPeer.OpJoinRoom
public OpJoinRoom ( string roomName, RoomOptions roomOptions, TypedLobby lobby, bool createIfNotExists, ExitGames.Client.Photon.Hashtable playerProperties, bool onGameServer ) : bool
roomName string
roomOptions RoomOptions
lobby TypedLobby
createIfNotExists bool
playerProperties ExitGames.Client.Photon.Hashtable
onGameServer bool
return bool

OpLeaveLobby() public method

Leaves the lobby on the Master Server. This is an async request which triggers a OnOperationResponse() call.
public OpLeaveLobby ( ) : bool
return bool

OpRaiseEvent() public method

Send an event with custom code/type and any content to the other players in the same room.
This override explicitly uses another parameter order to not mix it up with the implementation for Hashtable only.
public OpRaiseEvent ( byte eventCode, object customEventContent, bool sendReliable, RaiseEventOptions raiseEventOptions ) : bool
eventCode byte Identifies this type of event (and the content). Your game's event codes can start with 0.
customEventContent object Any serializable datatype (including Hashtable like the other OpRaiseEvent overloads).
sendReliable bool If this event has to arrive reliably (potentially repeated if it's lost).
raiseEventOptions RaiseEventOptions Contains (slightly) less often used options. If you pass null, the default options will be used.
return bool

OpSetCustomPropertiesOfActor() public method

public OpSetCustomPropertiesOfActor ( int actorNr, ExitGames.Client.Photon.Hashtable actorProperties, bool broadcast, byte channelId ) : bool
actorNr int
actorProperties ExitGames.Client.Photon.Hashtable
broadcast bool
channelId byte
return bool

OpSetCustomPropertiesOfRoom() public method

public OpSetCustomPropertiesOfRoom ( ExitGames.Client.Photon.Hashtable gameProperties, bool broadcast, byte channelId ) : bool
gameProperties ExitGames.Client.Photon.Hashtable
broadcast bool
channelId byte
return bool

OpSetPropertiesOfActor() protected method

protected OpSetPropertiesOfActor ( int actorNr, ExitGames.Client.Photon.Hashtable actorProperties, bool broadcast, byte channelId, ExitGames.Client.Photon.Hashtable expectedValues ) : bool
actorNr int
actorProperties ExitGames.Client.Photon.Hashtable
broadcast bool
channelId byte
expectedValues ExitGames.Client.Photon.Hashtable
return bool

OpSetPropertiesOfRoom() protected method

protected OpSetPropertiesOfRoom ( ExitGames.Client.Photon.Hashtable gameProperties, bool broadcast, byte channelId, ExitGames.Client.Photon.Hashtable expectedValues ) : bool
gameProperties ExitGames.Client.Photon.Hashtable
broadcast bool
channelId byte
expectedValues ExitGames.Client.Photon.Hashtable
return bool

OpSetPropertyOfRoom() protected method

protected OpSetPropertyOfRoom ( byte propCode, object value ) : void
propCode byte
value object
return void