Photon Server API
Classes | Enumerations
Photon.Hive.Operations Namespace Reference

Classes

class  ChangeGroups
 
class  CloseRequest
 
class  CreateGameRequest
 
class  CreateGameResponse
 Defines the response paramters for create game requests. More...
 
class  DebugGameRequest
 
class  DebugGameResponse
 
class  GetPropertiesRequest
 The get properties request. More...
 
class  GetPropertiesResponse
 Response for GetPropertiesRequest. More...
 
class  HiveErrorMessages
 
class  JoinGameRequest
 This class implements the Join operation. More...
 
class  JoinGameResponse
 
class  JoinModes
 
class  JoinResponse
 Response for JoinGameRequest. More...
 
class  LeaveRequest
 Implements the Leave operation. More...
 
class  RaiseEventRequest
 Implements the RaiseEvent operation. More...
 
class  SetPropertiesRequest
 The set properties operation. More...
 

Enumerations

enum  ActorParameter : byte { ActorParameter.Nickname = 255, ActorParameter.IsInactive = 254, ActorParameter.UserId = 253 }
 Well known actor properties (used as byte keys in actor-property hashtables). More...
 
enum  CacheOperation {
  CacheOperation.DoNotCache = 0, CacheOperation.MergeCache = 1, CacheOperation.ReplaceCache = 2, CacheOperation.RemoveCache = 3,
  CacheOperation.AddToRoomCache = 4, CacheOperation.AddToRoomCacheGlobal = 5, CacheOperation.RemoveFromRoomCache = 6, CacheOperation.RemoveFromCacheForActorsLeft = 7,
  CacheOperation.SliceIncreaseIndex = 10, CacheOperation.SliceSetIndex = 11, CacheOperation.SlicePurgeIndex = 12, CacheOperation.SlicePurgeUpToIndex = 13
}
 Parameter value of RaiseEventRequest. More...
 
enum  EventCode : byte {
  EventCode.NoCodeSet = 0, EventCode.Join = 255, EventCode.Leave = 254, EventCode.PropertiesChanged = 253,
  EventCode.Disconnect = 252, EventCode.ErrorInfo = 251, EventCode.CacheSliceChanged = 250, EventCode.EventCacheSlicePurged = 249
}
 Event codes of events (defining their type and keys). More...
 
enum  GameParameter : byte {
  GameParameter.MaxPlayers = 255, GameParameter.IsVisible = 254, GameParameter.IsOpen = 253, GameParameter.PlayerCount = 252,
  GameParameter.Removed = 251, GameParameter.LobbyProperties = 250, GameParameter.CleanupCacheOnLeave = 249, GameParameter.MasterClientId = 248,
  GameParameter.ExpectedUsers = 247, GameParameter.MinValue = 235
}
 Well known game properties (used as byte keys in game-property hashtables). More...
 
enum  OperationCode : byte {
  OperationCode.Join = 255, OperationCode.Leave = 254, OperationCode.RaiseEvent = 253, OperationCode.SetProperties = 252,
  OperationCode.GetProperties = 251, OperationCode.Ping = 249, OperationCode.ChangeGroups = 248, OperationCode.Authenticate = 230,
  OperationCode.JoinLobby = 229, OperationCode.LeaveLobby = 228, OperationCode.CreateGame = 227, OperationCode.JoinGame = 226,
  OperationCode.JoinRandomGame = 225, OperationCode.DebugGame = 223, OperationCode.FindFriends = 222, OperationCode.LobbyStats = 221,
  OperationCode.Rpc = 219
}
 Defines the operation codes used by the Lite application. These codes match events (in parts). More...
 
enum  ParameterKey : byte {
  ParameterKey.GameId = 255, ParameterKey.ActorNr = 254, ParameterKey.TargetActorNr = 253, ParameterKey.Actors = 252,
  ParameterKey.Properties = 251, ParameterKey.Broadcast = 250, ParameterKey.ActorProperties = 249, ParameterKey.GameProperties = 248,
  ParameterKey.Cache = 247, ParameterKey.ReceiverGroup = 246, ParameterKey.Data = 245, ParameterKey.Code = 244,
  ParameterKey.Flush = 243, ParameterKey.DeleteCacheOnLeave = 241, ParameterKey.Group = 240, ParameterKey.GroupsForRemove = 239,
  ParameterKey.PublishUserId = 239, ParameterKey.GroupsForAdd = 238, ParameterKey.AddUsers = 238, ParameterKey.SuppressRoomEvents = 237,
  ParameterKey.EmptyRoomLiveTime = 236, ParameterKey.PlayerTTL = 235, ParameterKey.HttpForward = 234, ParameterKey.WebFlags = 234,
  ParameterKey.IsInactive = 233, ParameterKey.CheckUserOnJoin = 232, ParameterKey.ExpectedValues = 231, ParameterKey.Address = 230,
  ParameterKey.PeerCount = 229, ParameterKey.ForceRejoin = 229, ParameterKey.GameCount = 228, ParameterKey.MasterPeerCount = 227,
  ParameterKey.UserId = 225, ParameterKey.ApplicationId = 224, ParameterKey.Position = 223, ParameterKey.GameList = 222,
  ParameterKey.Token = 221, ParameterKey.AppVersion = 220, ParameterKey.NodeId = 219, ParameterKey.Info = 218,
  ParameterKey.ClientAuthenticationType = 217, ParameterKey.ClientAuthenticationParams = 216, ParameterKey.CreateIfNotExists = 215, ParameterKey.JoinMode = 215,
  ParameterKey.ClientAuthenticationData = 214, ParameterKey.LobbyName = 213, ParameterKey.LobbyType = 212, ParameterKey.LobbyStats = 211,
  ParameterKey.Region = 210, ParameterKey.UriPath = 209, ParameterKey.RpcCallParams = 208, ParameterKey.RpcCallRetCode = 207,
  ParameterKey.RpcCallRetMessage = 206, ParameterKey.CacheSliceIndex = 205, ParameterKey.Plugins = 204, ParameterKey.MasterClientId = 203,
  ParameterKey.Nickname = 202, ParameterKey.PluginName = 201, ParameterKey.PluginVersion = 200, ParameterKey.Flags = 199
}
 Parameter keys are used as event-keys, operation-parameter keys and operation-return keys alike. The values are partly taken from Exit Games Photon, which contains many more keys. More...
 
enum  PropertyType : byte { PropertyType.None = 0x00, PropertyType.Game = 0x01, PropertyType.Actor = 0x02, PropertyType.GameAndActor = Game | Actor }
 The property type. More...
 
enum  ReceiverGroup { ReceiverGroup.Others = 0, ReceiverGroup.All = 1, ReceiverGroup.MasterClient = 2 }
 Possible groups of receivers for events. More...
 

Enumeration Type Documentation

Well known actor properties (used as byte keys in actor-property hashtables).

Enumerator
Nickname 
IsInactive 
UserId 

Parameter value of RaiseEventRequest.

Enumerator
DoNotCache 

Don't cache the event. (default)

MergeCache 

Merge cached event with data.

ReplaceCache 

Replace cached event with data.

RemoveCache 

Remove cached event.

AddToRoomCache 

Add to the room cache.

AddToRoomCacheGlobal 
RemoveFromRoomCache 
RemoveFromCacheForActorsLeft 
SliceIncreaseIndex 

Increase the index of the sliced cache. (default)

SliceSetIndex 

Set the index of the sliced cache. (default)

SlicePurgeIndex 

Purge cache slice with index.

SlicePurgeUpToIndex 

Purge cache slice up to index.

Event codes of events (defining their type and keys).

Enumerator
NoCodeSet 

Specifies that no event code is set.

Join 

The event code for the JoinEvent.

Leave 

The event code for the LeaveEvent.

PropertiesChanged 

The event code for the PropertiesChangedEvent.

Disconnect 

The event code for the DisconnectEvent.

ErrorInfo 

The event code for the ErrorInfoEvent.

CacheSliceChanged 
EventCacheSlicePurged 

Well known game properties (used as byte keys in game-property hashtables).

Enumerator
MaxPlayers 
IsVisible 
IsOpen 
PlayerCount 
Removed 
LobbyProperties 
CleanupCacheOnLeave 
MasterClientId 
ExpectedUsers 
MinValue 

Defines the operation codes used by the Lite application. These codes match events (in parts).

Enumerator
Join 

The operation code for the join operation.

Leave 

Operation code for the leave operation.

RaiseEvent 

Operation code for the raise event operation.

SetProperties 

Operation code for the set properties operation.

GetProperties 

Operation code for the get properties operation.

Ping 

Operation code for the ping operation.

ChangeGroups 

Operation code for the ChangeGroups operation.

Authenticate 
JoinLobby 
LeaveLobby 
CreateGame 
JoinGame 
JoinRandomGame 
DebugGame 
FindFriends 
LobbyStats 
Rpc 

Parameter keys are used as event-keys, operation-parameter keys and operation-return keys alike. The values are partly taken from Exit Games Photon, which contains many more keys.

Enumerator
GameId 

The game id.

ActorNr 

The actor nr used as op-key and ev-key

TargetActorNr 

The target actor nr.

Actors 

The actors.

Properties 

The properties.

Broadcast 

The broadcast.

ActorProperties 

The actor properties.

GameProperties 

The game properties.

Cache 

Event parameter to indicate whether events are cached for new actors.

ReceiverGroup 

Event parameter containing a Photon.Hive.Operations.ReceiverGroup value.

Data 

The data.

Code 

The paramter code for the raise event operations event code.

Flush 

the flush event code for raise event.

DeleteCacheOnLeave 

Event parameter to indicate whether cached events are deleted automaticly for actors leaving a room.

Group 

The group this event should be sent to. No error is happening if the group is empty or not existing.

GroupsForRemove 

Groups to leave. Null won't remove any groups. byte[0] will remove ALL groups. Otherwise only the groups listed will be removed.

PublishUserId 

Should or not JoinGame response and JoinEvent contain user ids

GroupsForAdd 

Groups to enter. Null won't add groups. byte[0] will add ALL groups. Otherwise only the groups listed will be added.

AddUsers 
SuppressRoomEvents 

A parameter indicating if common room events (Join, Leave) will be suppressed.

EmptyRoomLiveTime 

A parameter indicating how long a room instance should be kept alive in the room cache after all players left the room.

PlayerTTL 

A parameter indicating how long a player is allowd to rejoin.

HttpForward 

A parameter indicating that content of room event should be forwarded to some server

WebFlags 
IsInactive 

Allows the player to re-join the game.

CheckUserOnJoin 

Activates UserId checks on joining - allowing a users to be only once in the room. Default is deactivated for backwards compatibility, but we recomend to use in future Note: Should be active for saved games.

ExpectedValues 

Expected values for actor and game properties

Address 
PeerCount 
ForceRejoin 
GameCount 
MasterPeerCount 
UserId 
ApplicationId 
Position 
GameList 
Token 
AppVersion 
NodeId 
Info 
ClientAuthenticationType 
ClientAuthenticationParams 
CreateIfNotExists 
JoinMode 
ClientAuthenticationData 
LobbyName 
LobbyType 
LobbyStats 
Region 
UriPath 
RpcCallParams 
RpcCallRetCode 
RpcCallRetMessage 
CacheSliceIndex 
Plugins 
MasterClientId 
Nickname 
PluginName 
PluginVersion 
Flags 

The property type.

Enumerator
None 

The none.

Game 

The game.

Actor 

The actor.

GameAndActor 

The game and actor.

Possible groups of receivers for events.

Enumerator
Others 

Send to all actors but the sender.

All 

Send to all actors including the sender.

MasterClient 

Send to the peer with the lowest actor number.