Classes | |
class | ActorProperties |
Class for constants. These (byte) values define "well known" properties for an Actor / Player. More... | |
class | AppSettings |
Settings for Photon application(s) and the server to connect to. More... | |
class | AuthenticationValues |
Container for user authentication in Photon. Set AuthValues before you connect - all else is handled. More... | |
class | ConnectionCallbacksContainer |
Container type for callbacks defined by IConnectionCallbacks. See LoadBalancingCallbackTargets. More... | |
class | ConnectionHandler |
class | EncryptionDataParameters |
class | EnterRoomParams |
Parameters for creating rooms. More... | |
class | ErrorCode |
ErrorCode defines the default codes associated with Photon client/server communication. More... | |
class | ErrorInfo |
Class wrapping the received EventCode.ErrorInfo event. More... | |
class | ErrorInfoCallbacksContainer |
Container type for callbacks defined by IErrorInfoCallback. See LoadBalancingClient.ErrorInfoCallbackTargets. | |
class | EventCode |
Class for constants. These values are for events defined by Photon LoadBalancing. More... | |
class | Extensions |
This static class defines some useful extension methods for several existing classes (e.g. Vector3, float and others). | |
class | FindFriendsOptions |
Options for OpFindFriends can be combined to filter which rooms of friends are returned. More... | |
class | FriendInfo |
Used to store info about a friend's online state and in which room he/she is. More... | |
class | GamePropertyKey |
Class for constants. These (byte) values are for "well known" room/game properties used in Photon LoadBalancing. More... | |
interface | IConnectionCallbacks |
Collection of "organizational" callbacks for the Realtime Api to cover: Connection and Regions. More... | |
interface | IErrorInfoCallback |
Interface for EventCode.ErrorInfo event callback for the Realtime Api. More... | |
interface | IInRoomCallbacks |
Collection of "in room" callbacks for the Realtime Api to cover: Players entering or leaving, property updates and Master Client switching. More... | |
interface | ILobbyCallbacks |
Collection of "organizational" callbacks for the Realtime Api to cover the Lobby. More... | |
interface | IMatchmakingCallbacks |
Collection of "organizational" callbacks for the Realtime Api to cover Matchmaking. More... | |
class | InRoomCallbacksContainer |
Container type for callbacks defined by IInRoomCallbacks. See InRoomCallbackTargets. | |
interface | IOnEventCallback |
Event callback for the Realtime Api. Covers events from the server and those sent by clients via OpRaiseEvent. More... | |
interface | IWebRpcCallback |
Interface for "WebRpc" callbacks for the Realtime Api. Currently includes only responses for Web RPCs. More... | |
class | LoadBalancingClient |
This class implements the Photon LoadBalancing workflow by using a LoadBalancingPeer. It keeps a state and will automatically execute transitions between the Master and Game Servers. More... | |
class | LoadBalancingPeer |
A LoadBalancingPeer provides the operations and enum definitions needed to use the LoadBalancing server application which is also used in Photon Cloud. More... | |
class | LobbyCallbacksContainer |
Container type for callbacks defined by ILobbyCallbacks. See LobbyCallbackTargets. | |
class | MatchMakingCallbacksContainer |
Container type for callbacks defined by IMatchmakingCallbacks. See MatchMakingCallbackTargets. More... | |
class | OperationCode |
Class for constants. Contains operation codes. More... | |
class | OpJoinRandomRoomParams |
Parameters for the matchmaking of JoinRandomRoom and JoinRandomOrCreateRoom. More... | |
class | ParameterCode |
Class for constants. Codes for parameters of Operations and Events. More... | |
class | PhotonPing |
Abstract implementation of PhotonPing, ase for pinging servers to find the "Best Region". More... | |
struct | PhotonPortDefinition |
Container for port definitions. More... | |
class | PingMono |
Uses C# Socket class from System.Net.Sockets (as Unity usually does). More... | |
class | Player |
Summarizes a "player" within a room, identified (in that room) by ID (or "actorNumber"). More... | |
class | RaiseEventOptions |
Aggregates several less-often used options for operation RaiseEvent. See field descriptions for usage details. More... | |
class | Region |
class | RegionHandler |
Provides methods to work with Photon's regions (Photon Cloud) and can be use to find the one with best ping. More... | |
class | RegionPinger |
class | Room |
This class represents a room a client joins/joined. More... | |
class | RoomInfo |
A simplified room with just the info required to list and join, used for the room listing in the lobby. The properties are not settable (IsOpen, MaxPlayers, etc). More... | |
class | RoomOptions |
Wraps up common room properties needed when you create rooms. Read the individual entries for more details. More... | |
class | SupportLogger |
Helper class to debug log basic information about Photon client and vital traffic statistics. More... | |
class | TypedLobby |
Refers to a specific lobby on the server. More... | |
class | TypedLobbyInfo |
Info for a lobby on the server. Used when LoadBalancingClient.EnableLobbyStatistics is true. More... | |
class | WebFlags |
Optional flags to be used in Photon client SDKs with Op RaiseEvent and Op SetProperties. Introduced mainly for webhooks 1.2 to control behavior of forwarded HTTP requests. More... | |
class | WebRpcCallbacksContainer |
Container type for callbacks defined by IWebRpcCallback. See WebRpcCallbackTargets. | |
class | WebRpcResponse |
Reads an operation response of a WebRpc and provides convenient access to most common values. More... | |
Typedefs | |
using | SupportClass = ExitGames.Client.Photon.SupportClass |
using | Stopwatch = System.Diagnostics.Stopwatch |
using Photon.Realtime.Stopwatch = typedef System.Diagnostics.Stopwatch |
using Photon.Realtime.SupportClass = typedef ExitGames.Client.Photon.SupportClass |
|
strong |
|
strong |
State values for a client, which handles switching Photon server types, some operations, etc.
Enumerator | |
---|---|
PeerCreated | Peer is created but not used yet. |
Authenticating | Transition state while connecting to a server. On the Photon Cloud this sends the AppId and AuthenticationValues (UserID). |
Authenticated | Not Used. |
JoiningLobby | The client sent an OpJoinLobby and if this was done on the Master Server, it will result in. Depending on the lobby, it gets room listings. |
JoinedLobby | The client is in a lobby, connected to the MasterServer. Depending on the lobby, it gets room listings. |
DisconnectingFromMasterServer | Transition from MasterServer to GameServer. |
DisconnectingFromMasterserver | |
ConnectingToGameServer | Transition to GameServer (client authenticates and joins/creates a room). |
ConnectingToGameserver | |
ConnectedToGameServer | Connected to GameServer (going to auth and join game). |
ConnectedToGameserver | |
Joining | Transition state while joining or creating a room on GameServer. |
Joined | The client entered a room. The CurrentRoom and Players are known and you can now raise events. |
Leaving | Transition state when leaving a room. |
DisconnectingFromGameServer | Transition from GameServer to MasterServer (after leaving a room/game). |
DisconnectingFromGameserver | |
ConnectingToMasterServer | Connecting to MasterServer (includes sending authentication values). |
ConnectingToMasterserver | |
Disconnecting | The client disconnects (from any server). This leads to state Disconnected. |
Disconnected | The client is no longer connected (to any server). Connect to MasterServer to go on. |
ConnectedToMasterServer | Connected to MasterServer. You might use matchmaking or join a lobby now. |
ConnectedToMasterserver | |
ConnectedToMaster | |
ConnectingToNameServer | Client connects to the NameServer. This process includes low level connecting and setting up encryption. When done, state becomes ConnectedToNameServer. |
ConnectedToNameServer | Client is connected to the NameServer and established encryption already. You should call OpGetRegions or ConnectToRegionMaster. |
DisconnectingFromNameServer | Clients disconnects (specifically) from the NameServer (usually to connect to the MasterServer). |
ConnectWithFallbackProtocol | Client was unable to connect to Name Server and will attempt to connect with an alternative network protocol (TCP). |
|
strong |
Options for optional "Custom Authentication" services used with Photon. Used by OpAuthenticate after connecting to Photon.
Enumerator | |
---|---|
Custom | Use a custom authentification service. Currently the only implemented option. |
Steam | Authenticates users by their Steam Account. Set auth values accordingly! |
Authenticates users by their Facebook Account. Set auth values accordingly! | |
Oculus | Authenticates users by their Oculus Account and token. |
PlayStation | Authenticates users by their PSN Account and token. |
Xbox | Authenticates users by their Xbox Account and XSTS token. |
Viveport | Authenticates users by their HTC Viveport Account and user token. Set AuthGetParameters to "userToken=[userToken]" |
NintendoSwitch | Authenticates users by their NSA ID. |
None | Disables custom authentification. Same as not providing any AuthenticationValues for connect (more precisely for: OpAuthenticate). |
|
strong |
Enumeration of causes for Disconnects (used in LoadBalancingClient.DisconnectedCause).
Read the individual descriptions to find out what to do about this type of disconnect.
Enumerator | |
---|---|
None | No error was tracked. |
ExceptionOnConnect | OnStatusChanged: The server is not available or the address is wrong. Make sure the port is provided and the server is up. |
Exception | OnStatusChanged: Some internal exception caused the socket code to fail. This may happen if you attempt to connect locally but the server is not available. In doubt: Contact Exit Games. |
ServerTimeout | OnStatusChanged: The server disconnected this client due to timing out (missing acknowledgement from the client). |
ClientTimeout | OnStatusChanged: This client detected that the server's responses are not received in due time. |
DisconnectByServerLogic | OnStatusChanged: The server disconnected this client from within the room's logic (the C# code). |
DisconnectByServerReasonUnknown | OnStatusChanged: The server disconnected this client for unknown reasons. |
InvalidAuthentication | OnOperationResponse: Authenticate in the Photon Cloud with invalid AppId. Update your subscription or contact Exit Games. |
CustomAuthenticationFailed | OnOperationResponse: Authenticate in the Photon Cloud with invalid client values or custom authentication setup in Cloud Dashboard. |
AuthenticationTicketExpired | The authentication ticket should provide access to any Photon Cloud server without doing another authentication-service call. However, the ticket expired. |
MaxCcuReached | OnOperationResponse: Authenticate (temporarily) failed when using a Photon Cloud subscription without CCU Burst. Update your subscription. |
InvalidRegion | OnOperationResponse: Authenticate when the app's Photon Cloud subscription is locked to some (other) region(s). Update your subscription or master server address. |
OperationNotAllowedInCurrentState | OnOperationResponse: Operation that's (currently) not available for this client (not authorized usually). Only tracked for op Authenticate. |
DisconnectByClientLogic | OnStatusChanged: The client disconnected from within the logic (the C# code). |
DisconnectByOperationLimit | The client called an operation too frequently and got disconnected due to hitting the OperationLimit. This triggers a client-side disconnect, too. To protect the server, some operations have a limit. When an OperationResponse fails with ErrorCode.OperationLimitReached, the client disconnects. |
DisconnectByDisconnectMessage | The client received a "Disconnect Message" from the server. Check the debug logs for details. |
|
strong |
Defines how the communication gets encrypted.
|
strong |
Lite - OpRaiseEvent allows you to cache events and automatically send them to joining players in a room. Events are cached per event code and player: Event 100 (example!) can be stored once per player. Cached events can be modified, replaced and removed.
Caching works only combination with ReceiverGroup options Others and All.
|
strong |
Defines possible values for OpJoinRoom and OpJoinOrCreate. It tells the server if the room can be only be joined normally, created implicitly or found on a web-service for Turnbased games.
These values are not directly used by a game but implicitly set.
|
strong |
Types of lobbies define their behaviour and capabilities. Check each value for details.
Values of this enum must be matched by the server.
|
strong |
Options for matchmaking rules for OpJoinRandom.
|
strong |
Flags for "types of properties", being used as filter in OpGetProperties.
|
strong |
Lite - OpRaiseEvent lets you chose which actors in the room should receive events. By default, events are sent to "Others" but you can overrule this.
|
strong |
Available server (types) for internally used field: server.
Photon uses 3 different roles of servers: Name Server, Master Server and Game Server.
Enumerator | |
---|---|
MasterServer | This server is where matchmaking gets done and where clients can get lists of rooms in lobbies. |
GameServer | This server handles a number of rooms to execute and relay the messages between players (in a room). |
NameServer | This server is used initially to get the address (IP) of a Master Server for a specific region. Not used for Photon OnPremise (self hosted). |