C# Class RaiseEventOptions

Aggregates several less-often used options for operation RaiseEvent. See field descriptions for usage details.
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Méthodes publiques

Свойство Type Description
CachingOption EventCaching
Default RaiseEventOptions,
Encrypt bool
ForwardToWebhook bool
InterestGroup byte
Receivers ReceiverGroup
SequenceChannel byte
TargetActors int[]

Property Details

CachingOption public_oe property

Defines if the server should simply send the event, put it in the cache or remove events that are like this one.
When using option: SliceSetIndex, SlicePurgeIndex or SlicePurgeUpToIndex, set a CacheSliceIndex. All other options except SequenceChannel get ignored.
public EventCaching CachingOption
Résultat EventCaching

Default public_oe static_oe property

Default options: CachingOption: DoNotCache, InterestGroup: 0, targetActors: null, receivers: Others, sequenceChannel: 0.
public static RaiseEventOptions, Default
Résultat RaiseEventOptions,

Encrypt public_oe property

Used along with CachingOption SliceSetIndex, SlicePurgeIndex or SlicePurgeUpToIndex if you want to set or purge a specific cache-slice.
public bool Encrypt
Résultat bool

ForwardToWebhook public_oe property

Events can be forwarded to Webhooks, which can evaluate and use the events to follow the game's state.
public bool ForwardToWebhook
Résultat bool

InterestGroup public_oe property

The number of the Interest Group to send this to. 0 goes to all users but to get 1 and up, clients must subscribe to the group first.
public byte InterestGroup
Résultat byte

Receivers public_oe property

Sends the event to All, MasterClient or Others (default). Be careful with MasterClient, as the client might disconnect before it got the event and it gets lost.
public ReceiverGroup Receivers
Résultat ReceiverGroup

SequenceChannel public_oe property

Events are ordered per "channel". If you have events that are independent of others, they can go into another sequence or channel.
public byte SequenceChannel
Résultat byte

TargetActors public_oe property

A list of PhotonPlayer.IDs to send this event to. You can implement events that just go to specific users this way.
public int[] TargetActors
Résultat int[]