Photon C++ Client API 126.96.36.199
To get an impression of how to work on the client, we will use the server's Lite logic. This application defines rooms which are created when users try to join them. Each user in a room becomes an actor with its own number.
A simplified workflow looks like this:
Combined with the server's Lite application, this simple workflow would allow you to use rooms and send your game's events. The functions used could be broken down into three layers:
You don't have to manage the low level communication in most cases. However, it makes sense to know that everything that goes from client to server (and the other way round) is put into "commands". Internally, commands are also used to establish and keep the connection between client and server alive (without carrying additional data).
All functions that are operations (RPC calls) are prefixed with "Op" to tell them apart from anything else. Other server-side applications (like for example MMO or your own) will define different operations. These will have different parameters and return values. These operations are not part of the client library but can be implemented by calling opCustom().
Aside from operations, there is a separate communication layer to make UDP reliable. Everything that goes from client to server (and the other way round) is put into "commands" and some commands establish and keep the connection between client and server (without carrying additional data).
PhotonPeer uses the virtual functions of the class ExitGames::Photon::PhotonListener to do callbacks. Each function is called in separate cases:
The calls to onStatusChanged() are of special interest, as they denote connection status changes and errors.
The following getter- and setter-functions in PhotonPeer are of special interest: