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const int | Ok = 0 |
| (0) is always "OK", anything else an error or specific situation. More...
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const int | OperationNotAllowedInCurrentState = -3 |
| (-3) Operation can't be executed yet (e.g. OpJoin can't be called before being authenticated, RaiseEvent cant be used before getting into a room). More...
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const int | InvalidOperationCode = -2 |
| (-2) The operation you called is not implemented on the server (application) you connect to. Make sure you run the fitting applications. More...
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const int | InternalServerError = -1 |
| (-1) Something went wrong in the server. Try to reproduce and contact Exit Games. More...
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const int | InvalidAuthentication = 0x7FFF |
| (32767) Authentication failed. Possible cause: AppId is unknown to Photon (in cloud service). More...
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const int | GameIdAlreadyExists = 0x7FFF - 1 |
| (32766) GameId (name) already in use (can't create another). Change name. More...
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const int | GameFull = 0x7FFF - 2 |
| (32765) Game is full. This rarely happens when some player joined the room before your join completed. More...
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const int | GameClosed = 0x7FFF - 3 |
| (32764) Game is closed and can't be joined. Join another game. More...
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const int | ServerFull = 0x7FFF - 5 |
| (32762) Not in use currently. More...
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const int | UserBlocked = 0x7FFF - 6 |
| (32761) Not in use currently. More...
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const int | NoRandomMatchFound = 0x7FFF - 7 |
| (32760) Random matchmaking only succeeds if a room exists that is neither closed nor full. Repeat in a few seconds or create a new room. More...
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const int | GameDoesNotExist = 0x7FFF - 9 |
| (32758) Join can fail if the room (name) is not existing (anymore). This can happen when players leave while you join. More...
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const int | MaxCcuReached = 0x7FFF - 10 |
| (32757) Authorization on the Photon Cloud failed because the concurrent users (CCU) limit of the app's subscription is reached. More...
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const int | InvalidRegion = 0x7FFF - 11 |
| (32756) Authorization on the Photon Cloud failed because the app's subscription does not allow to use a particular region's server. More...
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const int | CustomAuthenticationFailed = 0x7FFF - 12 |
| (32755) Custom Authentication of the user failed due to setup reasons (see Cloud Dashboard) or the provided user data (like username or token). Check error message for details. More...
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const int | AuthenticationTicketExpired = 0x7FF1 |
| (32753) The Authentication ticket expired. Usually, this is refreshed behind the scenes. Connect (and authorize) again. More...
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ErrorCode defines the default codes associated with Photon client/server communication.
const int MaxCcuReached = 0x7FFF - 10 |
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(32757) Authorization on the Photon Cloud failed because the concurrent users (CCU) limit of the app's subscription is reached.
Unless you have a plan with "CCU Burst", clients might fail the authentication step during connect. Affected client are unable to call operations. Please note that players who end a game and return to the master server will disconnect and re-connect, which means that they just played and are rejected in the next minute / re-connect. This is a temporary measure. Once the CCU is below the limit, players will be able to connect an play again.
OpAuthorize is part of connection workflow but only on the Photon Cloud, this error can happen. Self-hosted Photon servers with a CCU limited license won't let a client connect at all.
const int OperationNotAllowedInCurrentState = -3 |
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(-3) Operation can't be executed yet (e.g. OpJoin can't be called before being authenticated, RaiseEvent cant be used before getting into a room).
Before you call any operations on the Cloud servers, the automated client workflow must complete its authorization. In PUN, wait until State is: JoinedLobby or ConnectedToMaster