Namespaces | |
namespace | Encryption |
namespace | StructWrapping |
Classes | |
class | ByteArraySlice |
A slice of memory that should be pooled and reused. Wraps a byte-array. More... | |
class | ByteArraySlicePool |
Tiered pool for ByteArraySlices. Reduces the allocations once enough slices are available. More... | |
class | CustomType |
class | DisconnectMessage |
class | EnetChannel |
class | EnetPeer |
class | EventData |
A Photon Event consists of a Code value and a Parameters Dictionary with the event's content (if any). More... | |
class | InvalidDataException |
Exception type for de/serialization issues. Used in Protocol 1.8. More... | |
interface | IPhotonPeerListener |
Callback interface for the Photon client side. Must be provided to a new PhotonPeer in its constructor. More... | |
class | IPhotonSocket |
class | IProtocol |
interface | ITrafficRecorder |
Interface for (UDP) traffic capturing. More... | |
class | NCommand |
Internal class for "commands" - the package in which operations are sent. | |
class | NCommandPool |
class | NetworkSimulationSet |
A set of network simulation settings, enabled (and disabled) by PhotonPeer.IsSimulationEnabled. More... | |
class | NonAllocDictionary |
Replacement for Dictionary<K,V> which does not allocate memory during usage. More... | |
class | OperationRequest |
Container for an Operation request, which is a code and parameters. More... | |
class | OperationResponse |
Contains the server's response for an operation called by this peer. The indexer of this class actually provides access to the Parameters Dictionary. More... | |
class | ParameterDictionary |
class | PeerBase |
class | PhotonCodes |
class | PhotonPeer |
Instances of the PhotonPeer class are used to connect to a Photon server and communicate with it. More... | |
class | Pool |
class | PreserveAttribute |
An Attribute named "Preserve" tells Unity to not strip the code. More... | |
class | Protocol |
Provides tools for the Exit Games Protocol More... | |
class | Protocol16 |
Exit Games GpBinaryV16 protocol implementation More... | |
class | Protocol18 |
struct | SendOptions |
Wraps up DeliveryMode, Encryption and Channel values for sending operations and messages. More... | |
class | SerializationProtocolFactory |
class | SimulationItem |
A simulation item is an action that can be queued to simulate network lag. | |
class | SocketNative |
class | SocketTcp |
Encapsulates the network i/o functionality for the realtime library. More... | |
class | SocketTcpAsync |
Internal class to encapsulate the network i/o functionality for the realtime libary. More... | |
class | SocketUdp |
Encapsulates the network i/o functionality for the realtime library. More... | |
class | SocketUdpAsync |
Internal class to encapsulate the network i/o functionality for the realtime libary. More... | |
class | StreamBuffer |
class | SupportClass |
Contains several (more or less) useful static methods, mostly used for debugging. More... | |
class | TPeer |
class | TrafficStats |
class | TrafficStatsGameLevel |
Only in use as long as PhotonPeer.TrafficStatsEnabled = true; More... | |
class | Version |
Functions | |
delegate byte[] | SerializeMethod (object customObject) |
Type of serialization methods to add custom type support. Use PhotonPeer.ReisterType() to register new types with serialization and deserialization methods. More... | |
delegate short | SerializeStreamMethod (StreamBuffer outStream, object customObject) |
Serialization method delegate. StreamBuffer based custom serialization methods must use this form. More... | |
delegate object | DeserializeMethod (byte[] serializedCustomObject) |
Type of deserialization methods to add custom type support. Use PhotonPeer.RegisterType() to register new types with serialization and deserialization methods. More... | |
delegate object | DeserializeStreamMethod (StreamBuffer inStream, short length) |
Deserialization method delegate. StreamBuffer based custom deserialization methods must use this form. More... | |
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These are the options that can be used as underlying transport protocol.
Enumerator | |
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Udp | Use UDP to connect to Photon, which allows you to send operations reliable or unreliable on demand. |
Tcp | Use TCP to connect to Photon. |
WebSocket | Use Realtime HTTP connections to connect a Photon Master (not available in regular Photon SDK). A TCP-based protocol commonly supported by browsers.For WebGL games mostly. Note: No WebSocket IPhotonSocket implementation is in this Assembly. This protocol is only available in Unity exports to WebGL. |
WebSocketSecure | A TCP-based, encrypted protocol commonly supported by browsers. For WebGL games mostly. Note: No WebSocket IPhotonSocket implementation is in this Assembly. This protocol is only available in Unity exports to WebGL. |
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This is the replacement for the const values used in eNet like: PS_DISCONNECTED, PS_CONNECTED, etc.
Enumerator | |
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Disconnected | No connection is available. Use connect. |
Connecting | Establishing a connection already. The app should wait for a status callback. |
Connected | The low level connection with Photon is established. On connect, the library will automatically send an Init package to select the application it connects to (see also PhotonPeer.Connect()). When the Init is done, IPhotonPeerListener.OnStatusChanged() is called with connect. Please note that calling operations is only possible after the OnStatusChanged() with StatusCode.Connect. |
Disconnecting | Connection going to be ended. Wait for status callback. |
AcknowledgingDisconnect | Acknowledging a disconnect from Photon. Wait for status callback. |
Zombie | Connection not properly disconnected. |
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Level / amount of DebugReturn callbacks. Each debug level includes output for lower ones: OFF, ERROR, WARNING, INFO, ALL.
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Enum of the three options for reliability and sequencing in Photon's reliable-UDP.
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Value range for a Peer's connection and initialization state, as returned by the PeerState property.
While this is not the same as the StatusCode of IPhotonPeerListener.OnStatusChanged(), it directly relates to it. In most cases, it makes more sense to build a game's state on top of the OnStatusChanged() as you get changes.
Enumerator | |
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Disconnected | The peer is disconnected and can't call Operations. Call Connect(). |
Connecting | The peer is establishing the connection: opening a socket, exchanging packages with Photon. |
InitializingApplication | The connection is established and now sends the application name to Photon. You set the "application name" by calling PhotonPeer.Connect(). |
Connected | The peer is connected and initialized (selected an application). You can now use operations. |
Disconnecting | The peer is disconnecting. It sent a disconnect to the server, which will acknowledge closing the connection. |
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Variants of the Photon specific serialization protocol used for operations, responses, events and data.
Enumerator | |
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GpBinaryV16 | Version 1.6 (outdated). |
GpBinaryV18 | Version 1.8. |
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Enumeration of situations that change the peers internal status. Used in calls to OnStatusChanged to inform your application of various situations that might happen.
Most of these codes are referenced somewhere else in the documentation when they are relevant to methods.
Enumerator | |
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Connect | the PhotonPeer is connected. |
Disconnect | the PhotonPeer just disconnected. |
Exception | the PhotonPeer encountered an exception and will disconnect, too. |
ExceptionOnConnect | Exception while opening the incoming connection to the server. Followed by Disconnect. The server could be down / not running or the client has no network or a misconfigured DNS. |
SecurityExceptionOnConnect | Used on platforms that throw a security exception on connect. Unity3d does this, e.g., if a webplayer build could not fetch a policy-file from a remote server. |
SendError | Sending command failed. Either not connected, or the requested channel is bigger than the number of initialized channels. |
ExceptionOnReceive | Exception, if a server cannot be connected. Followed by Disconnect. Most likely, the server is not responding. Ask user to try again later. |
TimeoutDisconnect | Disconnection due to a timeout (client did no longer receive ACKs from server). Followed by Disconnect. |
DisconnectByServerTimeout | Timeout disconnect by server. The server didn't receive necessary ACKs in time. Followed by Disconnect. |
DisconnectByServerUserLimit | Disconnect by server due to concurrent user limit reached (received a disconnect command). |
DisconnectByServerLogic | (1043) Disconnect by server due to server's logic. Followed by Disconnect. |
DisconnectByServerReasonUnknown | Disconnect by server due to unspecified reason. Followed by Disconnect. |
EncryptionEstablished | (1048) Value for OnStatusChanged()-call, when the encryption-setup for secure communication finished successfully. |
EncryptionFailedToEstablish | (1049) Value for OnStatusChanged()-call, when the encryption-setup failed for some reason. Check debug logs. |
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delegate object ExitGames.Client.Photon.DeserializeMethod | ( | byte[] | serializedCustomObject | ) |
Type of deserialization methods to add custom type support. Use PhotonPeer.RegisterType() to register new types with serialization and deserialization methods.
serializedCustomObject | The framwork passes in the data it got by the associated SerializeMethod. The type code and length are stripped and applied before a DeserializeMethod is called. |
delegate object ExitGames.Client.Photon.DeserializeStreamMethod | ( | StreamBuffer | inStream, |
short | length | ||
) |
Deserialization method delegate. StreamBuffer based custom deserialization methods must use this form.
delegate byte [] ExitGames.Client.Photon.SerializeMethod | ( | object | customObject | ) |
Type of serialization methods to add custom type support. Use PhotonPeer.ReisterType() to register new types with serialization and deserialization methods.
customObject | The method will get objects passed that were registered with it in RegisterType(). |
delegate short ExitGames.Client.Photon.SerializeStreamMethod | ( | StreamBuffer | outStream, |
object | customObject | ||
) |
Serialization method delegate. StreamBuffer based custom serialization methods must use this form.