Photon .NET Client API 4.1.2.20

Static Public Attributes | List of all members
Photon.Realtime.GamePropertyKey Class Reference

Class for constants. These (byte) values are for "well known" room/game properties used in Photon LoadBalancing. More...

Static Public Attributes

const byte MaxPlayers = 255
 (255) Max number of players that "fit" into this room. 0 is for "unlimited". More...
 
const byte IsVisible = 254
 (254) Makes this room listed or not in the lobby on master. More...
 
const byte IsOpen = 253
 (253) Allows more players to join a room (or not). More...
 
const byte PlayerCount = 252
 (252) Current count of players in the room. Used only in the lobby on master. More...
 
const byte Removed = 251
 (251) True if the room is to be removed from room listing (used in update to room list in lobby on master) More...
 
const byte PropsListedInLobby = 250
 (250) A list of the room properties to pass to the RoomInfo list in a lobby. This is used in CreateRoom, which defines this list once per room. More...
 
const byte CleanupCacheOnLeave = 249
 (249) Equivalent of Operation Join parameter CleanupCacheOnLeave. More...
 
const byte MasterClientId = (byte)248
 (248) Code for MasterClientId, which is synced by server. When sent as op-parameter this is (byte)203. As room property this is (byte)248. More...
 
const byte ExpectedUsers = (byte)247
 (247) Code for ExpectedUsers in a room. Matchmaking keeps a slot open for the players with these userIDs. More...
 
const byte PlayerTtl = (byte)246
 (246) Player Time To Live. How long any player can be inactive (due to disconnect or leave) before the user gets removed from the playerlist (freeing a slot). More...
 
const byte EmptyRoomTtl = (byte)245
 (245) Room Time To Live. How long a room stays available (and in server-memory), after the last player becomes inactive. After this time, the room gets persisted or destroyed. More...
 

Detailed Description

Class for constants. These (byte) values are for "well known" room/game properties used in Photon LoadBalancing.

These constants are used internally. "Custom properties" have to use a string-type as key. They can be assigned at will.

Member Data Documentation

◆ CleanupCacheOnLeave

const byte Photon.Realtime.GamePropertyKey.CleanupCacheOnLeave = 249
static

(249) Equivalent of Operation Join parameter CleanupCacheOnLeave.

◆ EmptyRoomTtl

const byte Photon.Realtime.GamePropertyKey.EmptyRoomTtl = (byte)245
static

(245) Room Time To Live. How long a room stays available (and in server-memory), after the last player becomes inactive. After this time, the room gets persisted or destroyed.

◆ ExpectedUsers

const byte Photon.Realtime.GamePropertyKey.ExpectedUsers = (byte)247
static

(247) Code for ExpectedUsers in a room. Matchmaking keeps a slot open for the players with these userIDs.

◆ IsOpen

const byte Photon.Realtime.GamePropertyKey.IsOpen = 253
static

(253) Allows more players to join a room (or not).

◆ IsVisible

const byte Photon.Realtime.GamePropertyKey.IsVisible = 254
static

(254) Makes this room listed or not in the lobby on master.

◆ MasterClientId

const byte Photon.Realtime.GamePropertyKey.MasterClientId = (byte)248
static

(248) Code for MasterClientId, which is synced by server. When sent as op-parameter this is (byte)203. As room property this is (byte)248.

Tightly related to ParameterCode.MasterClientId.

◆ MaxPlayers

const byte Photon.Realtime.GamePropertyKey.MaxPlayers = 255
static

(255) Max number of players that "fit" into this room. 0 is for "unlimited".

◆ PlayerCount

const byte Photon.Realtime.GamePropertyKey.PlayerCount = 252
static

(252) Current count of players in the room. Used only in the lobby on master.

◆ PlayerTtl

const byte Photon.Realtime.GamePropertyKey.PlayerTtl = (byte)246
static

(246) Player Time To Live. How long any player can be inactive (due to disconnect or leave) before the user gets removed from the playerlist (freeing a slot).

◆ PropsListedInLobby

const byte Photon.Realtime.GamePropertyKey.PropsListedInLobby = 250
static

(250) A list of the room properties to pass to the RoomInfo list in a lobby. This is used in CreateRoom, which defines this list once per room.

◆ Removed

const byte Photon.Realtime.GamePropertyKey.Removed = 251
static

(251) True if the room is to be removed from room listing (used in update to room list in lobby on master)


The documentation for this class was generated from the following file: