Property | Type | Description | |
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RoomOptionsToOpParameters | void |
Method | Description | |
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LoadBalancingPeer ( ConnectionProtocol protocolType ) : System |
Creates a Peer with selected connection protocol. Each connection protocol has it's own default networking ports for Photon. |
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LoadBalancingPeer ( IPhotonPeerListener listener, ConnectionProtocol protocolType ) : System |
Creates a Peer with default connection protocol (UDP).
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OpAuthenticate ( string appId, string appVersion, AuthenticationValues, authValues, string regionCode, bool getLobbyStatistics ) : 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). |
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OpAuthenticateOnce ( string appId, string appVersion, AuthenticationValues, authValues, string regionCode, EncryptionMode encryptionMode, ConnectionProtocol expectedProtocol ) : 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). |
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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. Changes become active not immediately but when the server executes this operation (approximately RTT/2). |
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OpCreateRoom ( EnterRoomParams, opParams ) : bool |
Creates a room (on either Master or Game Server). The OperationResponse depends on the server the peer is connected to: Master will return a Game Server to connect to. Game Server will return the joined Room's data. This is an async request which triggers a OnOperationResponse() call. If the room is already existing, the OperationResponse will have a returnCode of ErrorCode.GameAlreadyExists. |
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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) |
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OpGetRegions ( string appId ) : bool | ||
OpJoinLobby ( TypedLobby, lobby = null ) : 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 ( OpJoinRandomRoomParams, opJoinRandomRoomParams ) : 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.
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OpJoinRoom ( EnterRoomParams, opParams ) : bool |
Joins a room by name or creates new room if room with given name not exists. The OperationResponse depends on the server the peer is connected to: Master will return a Game Server to connect to. Game Server will return the joined Room's data. This is an async request which triggers a OnOperationResponse() call. If the room is not existing (anymore), the OperationResponse will have a returnCode of ErrorCode.GameDoesNotExist. Other possible ErrorCodes are: GameClosed, GameFull. |
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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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OpLeaveRoom ( bool becomeInactive ) : bool |
Leaves a room with option to come back later or "for good".
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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. |
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OpSetCustomPropertiesOfActor ( int actorNr, ExitGames.Client.Photon.Hashtable actorProperties ) : bool | ||
OpSetCustomPropertiesOfRoom ( ExitGames.Client.Photon.Hashtable gameProperties, bool broadcast, byte channelId ) : bool | ||
OpSettings ( bool receiveLobbyStats ) : bool |
Internally used operation to set some "per server" settings. This is for the Master Server.
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Method | Description | |
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OpSetPropertiesOfActor ( int actorNr, ExitGames.Client.Photon.Hashtable actorProperties, ExitGames.Client.Photon.Hashtable expectedProperties = null, bool webForward = false ) : bool |
Sets properties of a player / actor. Internally this uses OpSetProperties, which can be used to either set room or player properties.
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OpSetPropertiesOfRoom ( ExitGames.Client.Photon.Hashtable gameProperties, ExitGames.Client.Photon.Hashtable expectedProperties = null, bool webForward = false ) : bool |
Sets properties of a room. Internally this uses OpSetProperties, which can be used to either set room or player properties.
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OpSetPropertyOfRoom ( byte propCode, object value ) : void |
Method | Description | |
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RoomOptionsToOpParameters ( object>.Dictionary |
public LoadBalancingPeer ( ConnectionProtocol protocolType ) : System | ||
protocolType | ConnectionProtocol | The preferred option is UDP. |
return | System |
public LoadBalancingPeer ( IPhotonPeerListener listener, ConnectionProtocol protocolType ) : System | ||
listener | IPhotonPeerListener | |
protocolType | ConnectionProtocol | |
return | System |
public OpAuthenticate ( string appId, string appVersion, AuthenticationValues, authValues, string regionCode, bool getLobbyStatistics ) : 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, | Contains all values relevant for authentication. Even without account system (external Custom Auth), the clients are allowed to identify themselves. |
regionCode | string | Optional region code, if the client should connect to a specific Photon Cloud Region. |
getLobbyStatistics | bool | Set to true on Master Server to receive "Lobby Statistics" events. |
return | bool |
public OpAuthenticateOnce ( string appId, string appVersion, AuthenticationValues, authValues, string regionCode, EncryptionMode encryptionMode, ConnectionProtocol expectedProtocol ) : 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, | Optional authentication values. The client can set no values or a UserId or some parameters for Custom Authentication by a server. |
regionCode | string | Optional region code, if the client should connect to a specific Photon Cloud Region. |
encryptionMode | EncryptionMode | |
expectedProtocol | ConnectionProtocol | |
return | bool |
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 |
public OpCreateRoom ( EnterRoomParams, opParams ) : bool | ||
opParams | EnterRoomParams, | |
return | bool |
public OpFindFriends ( string friendsToFind ) : bool | ||
friendsToFind | string | Array of friend's names (make sure they are unique). |
return | bool |
public OpJoinLobby ( TypedLobby, lobby = null ) : bool | ||
lobby | TypedLobby, | The lobby join to. |
return | bool |
public OpJoinRandomRoom ( OpJoinRandomRoomParams, opJoinRandomRoomParams ) : bool | ||
opJoinRandomRoomParams | OpJoinRandomRoomParams, | |
return | bool |
public OpJoinRoom ( EnterRoomParams, opParams ) : bool | ||
opParams | EnterRoomParams, | |
return | bool |
public OpLeaveRoom ( bool becomeInactive ) : bool | ||
becomeInactive | bool | Async games can be re-joined (loaded) later on. Set to false, if you want to abandon a game entirely. |
return | bool |
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 |
public OpSetCustomPropertiesOfActor ( int actorNr, ExitGames.Client.Photon.Hashtable actorProperties ) : bool | ||
actorNr | int | |
actorProperties | ExitGames.Client.Photon.Hashtable | |
return | bool |
public OpSetCustomPropertiesOfRoom ( ExitGames.Client.Photon.Hashtable gameProperties, bool broadcast, byte channelId ) : bool | ||
gameProperties | ExitGames.Client.Photon.Hashtable | |
broadcast | bool | |
channelId | byte | |
return | bool |
protected OpSetPropertiesOfActor ( int actorNr, ExitGames.Client.Photon.Hashtable actorProperties, ExitGames.Client.Photon.Hashtable expectedProperties = null, bool webForward = false ) : bool | ||
actorNr | int | The payer ID (a.k.a. actorNumber) of the player to attach these properties to. |
actorProperties | ExitGames.Client.Photon.Hashtable | The properties to add or update. |
expectedProperties | ExitGames.Client.Photon.Hashtable | If set, these must be in the current properties-set (on the server) to set actorProperties: CAS. |
webForward | bool | Set to true, to forward the set properties to a WebHook, defined for this app (in Dashboard). |
return | bool |
protected OpSetPropertiesOfRoom ( ExitGames.Client.Photon.Hashtable gameProperties, ExitGames.Client.Photon.Hashtable expectedProperties = null, bool webForward = false ) : bool | ||
gameProperties | ExitGames.Client.Photon.Hashtable | The properties to add or update. |
expectedProperties | ExitGames.Client.Photon.Hashtable | The properties expected when update occurs. (CAS : "Check And Swap") |
webForward | bool | "WebFlag" to indicate if request should be forwarded as "PathProperties" webhook or not. |
return | bool |
protected OpSetPropertyOfRoom ( byte propCode, object value ) : void | ||
propCode | byte | |
value | object | |
return | void |
public OpSettings ( bool receiveLobbyStats ) : bool | ||
receiveLobbyStats | bool | Set to true, to get Lobby Statistics (lists of existing lobbies). |
return | bool |