C# Class LoadBalancingPeer

Internally used by PUN. A LoadbalancingPeer provides the operations and enum definitions needed to use the loadbalancing server application which is also used in Photon Cloud.
The LoadBalancingPeer does not keep a state, instead this is done by a LoadBalancingClient.
Inheritance: PhotonPeer
Exibir arquivo Open project: daniel-cheng/stellar Class Usage Examples

Private Properties

Property Type Description
RoomOptionsToOpParameters void

Public Methods

Method Description
LoadBalancingPeer ( ConnectionProtocol protocolType ) : System

Creates a Peer with selected connection protocol.

Each connection protocol has it's own default networking ports for Photon.

LoadBalancingPeer ( IPhotonPeerListener listener, ConnectionProtocol protocolType ) : System

Creates a Peer with default connection protocol (UDP).

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).

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).

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).

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.

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 = 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.

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.

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.

OpLeaveLobby ( ) : bool

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

OpLeaveRoom ( bool becomeInactive ) : bool

Leaves a room with option to come back later or "for good".

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
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.

Protected Methods

Method Description
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.

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.

OpSetPropertyOfRoom ( byte propCode, object value ) : void

Private Methods

Method Description
RoomOptionsToOpParameters ( object>.Dictionary op, RoomOptions, roomOptions ) : void

Method Details

LoadBalancingPeer() public method

Creates a Peer with selected connection protocol.
Each connection protocol has it's own default networking ports for Photon.
public LoadBalancingPeer ( ConnectionProtocol protocolType ) : System
protocolType ConnectionProtocol The preferred option is UDP.
return System

LoadBalancingPeer() public method

Creates a Peer with default connection protocol (UDP).
public LoadBalancingPeer ( IPhotonPeerListener listener, ConnectionProtocol protocolType ) : System
listener IPhotonPeerListener
protocolType ConnectionProtocol
return System

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 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

OpAuthenticateOnce() 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 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

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. Changes become active not immediately but when the server executes this operation (approximately RTT/2).
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

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.
public OpCreateRoom ( EnterRoomParams, opParams ) : bool
opParams EnterRoomParams,
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 = null ) : bool
lobby TypedLobby, The lobby join to.
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 ( OpJoinRandomRoomParams, opJoinRandomRoomParams ) : bool
opJoinRandomRoomParams OpJoinRandomRoomParams,
return bool

OpJoinRoom() public method

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.
public OpJoinRoom ( EnterRoomParams, opParams ) : bool
opParams EnterRoomParams,
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

OpLeaveRoom() public method

Leaves a room with option to come back later or "for good".
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

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
actorNr int
actorProperties ExitGames.Client.Photon.Hashtable
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

Sets properties of a player / actor. Internally this uses OpSetProperties, which can be used to either set room or player properties.
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

OpSetPropertiesOfRoom() protected method

Sets properties of a room. Internally this uses OpSetProperties, which can be used to either set room or player properties.
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

OpSetPropertyOfRoom() protected method

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

OpSettings() public method

Internally used operation to set some "per server" settings. This is for the Master Server.
public OpSettings ( bool receiveLobbyStats ) : bool
receiveLobbyStats bool Set to true, to get Lobby Statistics (lists of existing lobbies).
return bool