Photon Lua (Corona) Client API

Module loadbalancing.constants

Photon LoadBalancing constants.

Tables

ErrorCode Master and game servers error codes.
OperationCode Codes for parameters and events used in Photon Load Balancing API.
MatchmakingMode Options for matchmaking rules for joinRandomGame.
EventCaching Caching options for events.
ReceiverGroup Options for choosing room's actors who should receive events.
CustomAuthenticationType Options for optional "Custom Authentication" services used with Photon.
LobbyType Options of lobby types available.


Tables

ErrorCode
Master and game servers error codes.

Fields:

  • Ok No Error.
  • OperationNotAllowedInCurrentState Operation can't be executed yet.
  • InvalidOperationCode The operation you called is not implemented on the server (application) you connect to. Make sure you run the fitting applications.
  • InternalServerError Something went wrong in the server. Try to reproduce and contact Exit Games.
  • InvalidAuthentication Authentication failed. Possible cause = AppId is unknown to Photon (in cloud service).
  • GameIdAlreadyExists GameId (name) already in use (can't create another). Change name.
  • GameFull Game is full. This can when players took over while you joined the game.
  • GameClosed Game is closed and can't be joined. Join another game.
  • NoRandomMatchFound Random matchmaking only succeeds if a room exists thats neither closed nor full. Repeat in a few seconds or create a new room.
  • GameDoesNotExist Join can fail if the room (name) is not existing (anymore). This can happen when players leave while you join.
  • MaxCcuReached Authorization on the Photon Cloud failed becaus the concurrent users (CCU) limit of the app's subscription is reached.
  • InvalidRegion Authorization on the Photon Cloud failed because the app's subscription does not allow to use a particular region's server.
OperationCode
Codes for parameters and events used in Photon Load Balancing API.

Fields:

  • Authenticate Authenticates this peer and connects to a virtual application.
  • JoinLobby Joins lobby (on Master).
  • LeaveLobby Leaves lobby (on Master).
  • CreateGame Creates a game (or fails if name exists).
  • JoinGame Joins room (by name).
  • JoinRandomGame Joins random room (on Master).
  • Leave Leaves the room.
  • RaiseEvent Raises event (in a room, for other actors/players).
  • SetProperties Sets Properties (of room or actor/player).
  • GetProperties Gets Properties.
  • ChangeGroups Changes interest groups in room.
  • FindFriends Requests Master server for actors online status and joined rooms.
  • LobbyStats Requests Master server for lobbies statistics.
  • GetRegions Gets list of regional servers from a NameServer.
  • Rpc Rpc Operation.
MatchmakingMode
Options for matchmaking rules for joinRandomGame.

Fields:

  • FillRoom Default. FillRoom Fills up rooms (oldest first) to get players together as fast as possible. Makes most sense with MaxPlayers > 0 and games that can only start with more players.
  • SerialMatching Distributes players across available rooms sequentially but takes filter into account. Without filter, rooms get players evenly distributed.
  • RandomMatching Joins a (fully) random room. Expected properties must match but aside from this, any available room might be selected.
EventCaching
Caching options for events.

Fields:

  • DoNotCache Default. Do not cache.
  • MergeCache Will merge this event's keys with those already cached.
  • ReplaceCache Replaces the event cache for this eventCode with this event's content.
  • RemoveCache Removes this event (by eventCode) from the cache.
  • AddToRoomCache Adds an event to the room's cache.
  • AddToRoomCacheGlobal Adds this event to the cache for actor 0 (becoming a "globally owned" event in the cache).
  • RemoveFromRoomCache Remove fitting event from the room's cache.
  • RemoveFromRoomCacheForActorsLeft Removes events of players who already left the room (cleaning up).
ReceiverGroup
Options for choosing room's actors who should receive events.

Fields:

  • Others Default. Anyone else gets my event.
  • All Everyone in the current room (including this peer) will get this event.
  • MasterClient The "master client" does not have special rights but is the one who is in this room the longest time.
CustomAuthenticationType
Options for optional "Custom Authentication" services used with Photon.

Fields:

  • Custom Default. Use a custom authentification service.
  • Steam Authenticates users by their Steam Account. Set auth values accordingly.
  • Facebook Authenticates users by their Facebook Account. Set auth values accordingly.
  • None Disables custom authentification.
LobbyType
Options of lobby types available. Lobby types might be implemented in certain Photon versions and won't be available on older servers.

Fields:

  • Default This lobby is used unless another is defined by game or JoinRandom. Room-lists will be sent and JoinRandomRoom can filter by matching properties.
  • SqlLobby This lobby type lists rooms like Default but JoinRandom has a parameter for SQL-like "where" clauses for filtering. This allows bigger, less, or and and combinations.
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