Photon .NET Client API
Classes | Namespaces | Enumerations
LoadBalancingPeer.cs File Reference

Classes

class  ExitGames.Client.Photon.LoadBalancing.LoadBalancingPeer
 A LoadbalancingPeer provides the operations and enum definitions needed to use the loadbalancing server application which is also used in Photon Cloud. More...
 
class  ExitGames.Client.Photon.LoadBalancing.LoadBalancingPeer.EnterRoomParams
 
class  ExitGames.Client.Photon.LoadBalancing.LoadBalancingPeer.OpJoinRandomRoomParams
 
class  ExitGames.Client.Photon.LoadBalancing.ErrorCode
 ErrorCode defines the default codes associated with Photon client/server communication. More...
 
class  ExitGames.Client.Photon.LoadBalancing.ActorProperties
 These (byte) values define "well known" properties for an Actor / Player. More...
 
class  ExitGames.Client.Photon.LoadBalancing.GamePropertyKey
 Class for constants. These (byte) values are for "well known" room/game properties used in Photon Loadbalancing. More...
 
class  ExitGames.Client.Photon.LoadBalancing.EventCode
 These values are for events defined by Photon Loadbalancing. More...
 
class  ExitGames.Client.Photon.LoadBalancing.ParameterCode
 Class for constants. Codes for parameters of Operations and Events. More...
 
class  ExitGames.Client.Photon.LoadBalancing.OperationCode
 Codes for parameters and events used in PhotonLoadbalancingAPI More...
 
class  ExitGames.Client.Photon.LoadBalancing.RoomOptions
 Wraps up common room properties needed when you create rooms. Read the individual entries for more details. More...
 
class  ExitGames.Client.Photon.LoadBalancing.RaiseEventOptions
 Aggregates several less-often used options for operation RaiseEvent. See field descriptions for usage details. More...
 
class  ExitGames.Client.Photon.LoadBalancing.TypedLobby
 Refers to a specific lobby (and type) on the server. More...
 
class  ExitGames.Client.Photon.LoadBalancing.TypedLobbyInfo
 
class  ExitGames.Client.Photon.LoadBalancing.AuthenticationValues
 Container for user authentication in Photon. Set AuthValues before you connect - all else is handled. More...
 

Namespaces

package  ExitGames.Client.Photon.LoadBalancing
 

Enumerations

enum  ExitGames.Client.Photon.LoadBalancing.JoinMode : byte { ExitGames.Client.Photon.LoadBalancing.JoinMode.Default = 0, ExitGames.Client.Photon.LoadBalancing.JoinMode.CreateIfNotExists = 1, ExitGames.Client.Photon.LoadBalancing.JoinMode.JoinOrRejoin = 2, ExitGames.Client.Photon.LoadBalancing.JoinMode.RejoinOnly = 3 }
 Defines possible values for OpJoinRoom and OpJoinOrCreate. It tells the server if the room can be only be joined normally, created implicitly or found on a web-service for Turnbased games. More...
 
enum  ExitGames.Client.Photon.LoadBalancing.MatchmakingMode : byte { ExitGames.Client.Photon.LoadBalancing.MatchmakingMode.FillRoom = 0, ExitGames.Client.Photon.LoadBalancing.MatchmakingMode.SerialMatching = 1, ExitGames.Client.Photon.LoadBalancing.MatchmakingMode.RandomMatching = 2 }
 Options for matchmaking rules for OpJoinRandom. More...
 
enum  ExitGames.Client.Photon.LoadBalancing.ReceiverGroup : byte { ExitGames.Client.Photon.LoadBalancing.ReceiverGroup.Others = 0, ExitGames.Client.Photon.LoadBalancing.ReceiverGroup.All = 1, ExitGames.Client.Photon.LoadBalancing.ReceiverGroup.MasterClient = 2 }
 Lite - OpRaiseEvent lets you chose which actors in the room should receive events. By default, events are sent to "Others" but you can overrule this. More...
 
enum  ExitGames.Client.Photon.LoadBalancing.EventCaching : byte {
  ExitGames.Client.Photon.LoadBalancing.EventCaching.DoNotCache = 0, ExitGames.Client.Photon.LoadBalancing.EventCaching.MergeCache = 1, ExitGames.Client.Photon.LoadBalancing.EventCaching.ReplaceCache = 2, ExitGames.Client.Photon.LoadBalancing.EventCaching.RemoveCache = 3,
  ExitGames.Client.Photon.LoadBalancing.EventCaching.AddToRoomCache = 4, ExitGames.Client.Photon.LoadBalancing.EventCaching.AddToRoomCacheGlobal = 5, ExitGames.Client.Photon.LoadBalancing.EventCaching.RemoveFromRoomCache = 6, ExitGames.Client.Photon.LoadBalancing.EventCaching.RemoveFromRoomCacheForActorsLeft = 7,
  ExitGames.Client.Photon.LoadBalancing.EventCaching.SliceIncreaseIndex = 10, ExitGames.Client.Photon.LoadBalancing.EventCaching.SliceSetIndex = 11, ExitGames.Client.Photon.LoadBalancing.EventCaching.SlicePurgeIndex = 12, ExitGames.Client.Photon.LoadBalancing.EventCaching.SlicePurgeUpToIndex = 13
}
 Lite - OpRaiseEvent allows you to cache events and automatically send them to joining players in a room. Events are cached per event code and player: Event 100 (example!) can be stored once per player. Cached events can be modified, replaced and removed. More...
 
enum  ExitGames.Client.Photon.LoadBalancing.PropertyTypeFlag : byte { ExitGames.Client.Photon.LoadBalancing.PropertyTypeFlag.None = 0x00, ExitGames.Client.Photon.LoadBalancing.PropertyTypeFlag.Game = 0x01, ExitGames.Client.Photon.LoadBalancing.PropertyTypeFlag.Actor = 0x02, ExitGames.Client.Photon.LoadBalancing.PropertyTypeFlag.GameAndActor = Game | Actor }
 Flags for "types of properties", being used as filter in OpGetProperties. More...
 
enum  ExitGames.Client.Photon.LoadBalancing.LobbyType : byte { ExitGames.Client.Photon.LoadBalancing.LobbyType.Default = 0, ExitGames.Client.Photon.LoadBalancing.LobbyType.SqlLobby = 2, ExitGames.Client.Photon.LoadBalancing.LobbyType.AsyncRandomLobby = 3 }
 Options of lobby types available. Lobby types might be implemented in certain Photon versions and won't be available on older servers. More...
 
enum  ExitGames.Client.Photon.LoadBalancing.CustomAuthenticationType : byte { ExitGames.Client.Photon.LoadBalancing.CustomAuthenticationType.Custom = 0, ExitGames.Client.Photon.LoadBalancing.CustomAuthenticationType.Steam = 1, ExitGames.Client.Photon.LoadBalancing.CustomAuthenticationType.Facebook = 2, ExitGames.Client.Photon.LoadBalancing.CustomAuthenticationType.None = byte.MaxValue }
 Options for optional "Custom Authentication" services used with Photon. Used by OpAuthenticate after connecting to Photon. More...