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const byte | GameList = 230 |
| (230) Initial list of RoomInfos (in lobby on Master) More...
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const byte | GameListUpdate = 229 |
| (229) Update of RoomInfos to be merged into "initial" list (in lobby on Master) More...
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const byte | QueueState = 228 |
| (228) Currently not used. State of queueing in case of server-full More...
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const byte | Match = 227 |
| (227) Currently not used. Event for matchmaking More...
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const byte | AppStats = 226 |
| (226) Event with stats about this application (players, rooms, etc) More...
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const byte | LobbyStats = 224 |
| (224) This event provides a list of lobbies with their player and game counts. More...
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const byte | AzureNodeInfo = 210 |
| (210) Internally used in case of hosting by Azure More...
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const byte | Join = (byte)255 |
| (255) Event Join: someone joined the game. The new actorNumber is provided as well as the properties of that actor (if set in OpJoin). More...
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const byte | Leave = (byte)254 |
| (254) Event Leave: The player who left the game can be identified by the actorNumber. More...
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const byte | PropertiesChanged = (byte)253 |
| (253) When you call OpSetProperties with the broadcast option "on", this event is fired. It contains the properties being set. More...
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const byte | SetProperties = (byte)253 |
| (253) When you call OpSetProperties with the broadcast option "on", this event is fired. It contains the properties being set. More...
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const byte | ErrorInfo = 251 |
| (251) Sent by Photon Cloud when a plugin-call or webhook-call failed or events cache limit exceeded. Usually, the execution on the server continues, despite the issue. Contains: ParameterCode.Info. More...
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const byte | CacheSliceChanged = 250 |
| (250) Sent by Photon whent he event cache slice was changed. Done by OpRaiseEvent. More...
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const byte | AuthEvent = 223 |
| (223) Sent by Photon to update a token before it times out. More...
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Class for constants. These values are for events defined by Photon LoadBalancing.
They start at 255 and go DOWN. Your own in-game events can start at 0. These constants are used internally.