Photon Bolt Engine API 1.3

Namespaces | Classes | Enumerations
Photon.Bolt Namespace Reference

Namespaces

namespace  Exceptions
 
namespace  Internal
 
namespace  LagCompensation
 
namespace  Matchmaking
 
namespace  Utils
 

Classes

class  BoltConfig
 Bolt configuration settings object More...
 
class  BoltConnection
 The connection to a remote endpoint More...
 
class  BoltEntity
 A Game Entity within the Bolt simulation. More...
 
class  BoltEntitySettingsModifier
 Modifier for bolt entity settings before it's attached More...
 
class  BoltExecutionOrderAttribute
 Sets the Unity script execution order More...
 
class  BoltGlobalBehaviourAttribute
 Sets the network mode and scenes that a Bolt.GlobalEventListener should be run on More...
 
class  BoltLauncher
 Utility class used to start Bolt as Server or Client. More...
 
class  BoltNetwork
 Global methods and properties to control Photon Bolt. More...
 
class  BoltObject
 Utility base class for some common functionality inside of Bolt More...
 
class  BoltRuntimeSettings
 The Runtime Settings and Confugration for the current Bolt simulation More...
 
class  BoltSingletonPrefab
 Base class for monobehaviours that can be accessed as a singleton. The singleton is instantiated from the resources folder and should have the same name as the class type. More...
 
class  Command
 Base class that all commands inherit from More...
 
class  DefaultEventFilter
 Default implementation of Bolt.IEventFilter that lets everything through More...
 
class  DefaultPrefabPool
 Deault implementation of Bolt.IPrefabPool which uses GameObject.Instantiate and GameObject.Destroy More...
 
class  EntityBehaviour
 Base class for unity behaviours that want to access Bolt methods More...
 
class  Event
 Base class that all events inherit from More...
 
class  GlobalEventListener
 Base class for all BoltCallbacks objects More...
 
interface  IEntityBehaviour
 Interface for unity behaviours that want to access Bolt methods More...
 
interface  IEntityReplicationFilter
 Interface for unity behaviours that want to control for each connection an Entity can be replicated to. More...
 
interface  IEventFilter
 Interface that can be implemented to create custom event filtering rules More...
 
interface  IEventListener
 Interface that can be implemented on Bolt.GlobalEventListener, Bolt.EntityEventListener and Bolt.EntityEventListener<T> to modify its invoke condition settings More...
 
interface  IPrefabPool
 
interface  IPriorityCalculator
 Interface which can be implemented on a behaviour attached to an entity which lets you provide custom priority calculations for state and events. More...
 
interface  IProtocolToken
 Describe a Protocol Token that can be used to transfer data between peers when running certain process on Bolt. Read more at here Utility methods to work with IProtocolTokens can be found on ProtocolTokenUtils. More...
 
interface  IState
 Base interface for all states More...
 
class  PhotonRoomProperties
 
class  PooledProtocolToken
 
class  ProtocolTokenUtils
 Utility methods to manage IProtocolToken's content More...
 
class  UnitySettings
 

Enumerations

enum  BoltConfigLogTargets { BoltConfigLogTargets.Unity = 1, BoltConfigLogTargets.Console = 2, BoltConfigLogTargets.File = 4, BoltConfigLogTargets.SystemOut = 8 }
 The target output of bolt logging More...
 
enum  BoltConnectionAcceptMode { BoltConnectionAcceptMode.Auto, BoltConnectionAcceptMode.Manual }
 Whether to accept connnections automatically or use the manual process More...
 
enum  BoltNetworkModes { BoltNetworkModes.None = 0, BoltNetworkModes.Server = 1, BoltNetworkModes.Client = 2, BoltNetworkModes.Shutdown = 3 }
 
enum  BoltRandomFunction { BoltRandomFunction.PerlinNoise, BoltRandomFunction.SystemRandom }
 The type of random function to use for network latency simulation More...
 
enum  EntityTargets : byte {
  EntityTargets.Everyone = Event.ENTITY_EVERYONE, EntityTargets.EveryoneExceptController = Event.ENTITY_EVERYONE_EXCEPT_CONTROLLER, EntityTargets.EveryoneExceptOwner = Event.ENTITY_EVERYONE_EXCEPT_OWNER, EntityTargets.EveryoneExceptOwnerAndController = Event.ENTITY_EVERYONE_EXCEPT_OWNER_AND_CONTROLLER,
  EntityTargets.OnlyController = Event.ENTITY_ONLY_CONTROLLER, EntityTargets.OnlyControllerAndOwner = Event.ENTITY_ONLY_CONTROLLER_AND_OWNER, EntityTargets.OnlyOwner = Event.ENTITY_ONLY_OWNER, EntityTargets.OnlySelf = Event.ENTITY_ONLY_SELF
}
 The target of an entity event More...
 
enum  GlobalTargets : byte {
  GlobalTargets.Everyone = Event.GLOBAL_EVERYONE, GlobalTargets.Others = Event.GLOBAL_OTHERS, GlobalTargets.AllClients = Event.GLOBAL_ALL_CLIENTS, GlobalTargets.OnlyServer = Event.GLOBAL_ONLY_SERVER,
  GlobalTargets.OnlySelf = Event.GLOBAL_ONLY_SELF
}
 The target of a global event More...
 
enum  QueryComponentOptions {
  QueryComponentOptions.UseGlobal = 0, QueryComponentOptions.None, QueryComponentOptions.Component, QueryComponentOptions.Components,
  QueryComponentOptions.ComponentsInChildren
}
 
enum  QueryComponentOptionsGlobal { QueryComponentOptionsGlobal.None = 0, QueryComponentOptionsGlobal.Component, QueryComponentOptionsGlobal.Components, QueryComponentOptionsGlobal.ComponentsInChildren }
 
enum  ReliabilityModes : byte { ReliabilityModes.Unreliable = 0, ReliabilityModes.ReliableOrdered = 2 }
 The reliability mode of an event More...
 
enum  ScopeMode { ScopeMode.Automatic = 0, ScopeMode.Manual = 1 }
 

Enumeration Type Documentation

◆ BoltConfigLogTargets

The target output of bolt logging

Example: Conditionally writing to the Unity console depending on the log target of the current config.

void WriteExtra(string message) {
BoltConfig config = BoltRuntimeSettings.instance.GetConfigCopy();
if(config.logTargets == BoltConfigLogTargets.Unity) {
Debug.Log(message);
}
}
Enumerator
Unity 
Console 
File 
SystemOut 

◆ BoltConnectionAcceptMode

Whether to accept connnections automatically or use the manual process

Example:

void WriteSettings() {
BoltConfig config = BoltRuntimeSettings.instance.GetConfigCopy();
if(config.serverConnectionAcceptMode == BoltConnectionAcceptMode.Auto) {
Debug.Log("Using Automatic Connection Acceptance");
}
else {
Debug.Log("Using Manual Connection Acceptance");
}
}
Enumerator
Auto 
Manual 

◆ BoltNetworkModes

Enumerator
None 
Server 
Client 
Shutdown 

◆ BoltRandomFunction

The type of random function to use for network latency simulation

Example:

void WriteSettings() {
BoltConfig config = BoltRuntimeSettings.instance.GetConfigCopy();
if(config.simulatedRandomFunction == BoltRandomFunction.PerlinNoise) {
Debug.Log("Using Perlin Noise!");
}
else {
Debug.Log("Using System.Random!");
}
}
Enumerator
PerlinNoise 
SystemRandom 

◆ EntityTargets

enum Photon.Bolt.EntityTargets : byte
strong

The target of an entity event

Enumerator
Everyone 
EveryoneExceptController 
EveryoneExceptOwner 
EveryoneExceptOwnerAndController 
OnlyController 
OnlyControllerAndOwner 
OnlyOwner 
OnlySelf 

◆ GlobalTargets

enum Photon.Bolt.GlobalTargets : byte
strong

The target of a global event

Enumerator
Everyone 
Others 
AllClients 
OnlyServer 
OnlySelf 

◆ QueryComponentOptions

Enumerator
UseGlobal 

Use global options

None 

Dont query anything

Component 

Query for a single component

Components 

Query for all components on this entity

ComponentsInChildren 

Query for all components on this entity and children.

◆ QueryComponentOptionsGlobal

Enumerator
None 

Don't query anything.

Component 

Query for a single component

Components 

Query for all components on this entity

ComponentsInChildren 

Query for all components on this entity and children.

◆ ReliabilityModes

enum Photon.Bolt.ReliabilityModes : byte
strong

The reliability mode of an event

Enumerator
Unreliable 
ReliableOrdered 

◆ ScopeMode

enum Photon.Bolt.ScopeMode
strong
Enumerator
Automatic 
Manual 
Photon.Bolt.BoltConfigLogTargets
BoltConfigLogTargets
The target output of bolt logging
Definition: BoltConfig.cs:97
Photon.Bolt.BoltConnectionAcceptMode
BoltConnectionAcceptMode
Whether to accept connnections automatically or use the manual process
Definition: BoltConfig.cs:74
Photon.Bolt.BoltRandomFunction
BoltRandomFunction
The type of random function to use for network latency simulation
Definition: BoltConfig.cs:49