Constructor
new LoadBalancingClient(protocol, appId, appVersion)
Parameters:
Name |
Type |
Description |
protocol |
Photon.ConnectionProtocol
|
Connecton protocol. |
appId |
string
|
Cloud application ID. |
appVersion |
string
|
Cloud application version. |
Members
(static, readonly) PeerErrorCode
Enum for client peers error codes.
Properties:
Name |
Type |
Description |
Ok |
number
|
No Error. |
MasterError |
number
|
General Master server peer error. |
MasterConnectFailed |
number
|
Master server connection error. |
MasterConnectClosed |
number
|
Disconnected from Master server. |
MasterTimeout |
number
|
Disconnected from Master server for timeout. |
MasterEncryptionEstablishError |
number
|
Master server encryption establishing failed. |
MasterAuthenticationFailed |
number
|
Master server authentication failed. |
GameError |
number
|
General Game server peer error. |
GameConnectFailed |
number
|
Game server connection error. |
GameConnectClosed |
number
|
Disconnected from Game server. |
GameTimeout |
number
|
Disconnected from Game server for timeout. |
GameEncryptionEstablishError |
number
|
Game server encryption establishing failed. |
GameAuthenticationFailed |
number
|
Game server authentication failed. |
NameServerError |
number
|
General NameServer peer error. |
NameServerConnectFailed |
number
|
NameServer connection error. |
NameServerConnectClosed |
number
|
Disconnected from NameServer. |
NameServerTimeout |
number
|
Disconnected from NameServer for timeout. |
NameServerEncryptionEstablishError |
number
|
NameServer encryption establishing failed. |
NameServerAuthenticationFailed |
number
|
NameServer authentication failed. |
(static, readonly) State
Enum for client states.
Properties:
Name |
Type |
Description |
Error |
number
|
Critical error occurred. |
Uninitialized |
number
|
Client is created but not used yet. |
ConnectingToNameServer |
number
|
Connecting to NameServer. |
ConnectedToNameServer |
number
|
Connected to NameServer. |
ConnectingToMasterserver |
number
|
Connecting to Master (includes connect, authenticate and joining the lobby). |
ConnectedToMaster |
number
|
Connected to Master server. |
JoinedLobby |
number
|
Connected to Master and joined lobby. Display room list and join/create rooms at will. |
ConnectingToGameserver |
number
|
Connecting to Game server(client will authenticate and join/create game). |
ConnectedToGameserver |
number
|
Connected to Game server (going to auth and join game). |
Joined |
number
|
The client joined room. |
Disconnected |
number
|
The client is no longer connected (to any server). Connect to Master to go on. |
Methods
actorFactory(name, actorNr, isLocal)
Override with creation of custom actor (extended from Actor): { return new CustomActor(...); }
Parameters:
Name |
Type |
Description |
name |
string
|
Actor name. Pass to super() in custom room constructor. |
actorNr |
number
|
Actor ID. Pass to super() in custom room constructor. |
isLocal |
boolean
|
Actor is local. Pass to super() in custom room constructor. |
Current room list from Master server.
Returns:
Current room list
-
Type
-
Array.<Photon.LoadBalancing.RoomInfo>
changeGroups(groupsToRemove, groupsToAdd)
Changes client's interest groups (for events in room).
Note the difference between passing null and []: null won't add/remove any groups, [] will add/remove all (existing) groups.
First, removing groups is executed. This way, you could leave all groups and join only the ones provided.
Parameters:
Name |
Type |
Description |
groupsToRemove |
Array.<number>
|
Groups to remove from interest. Null will not leave any. A [] will remove all. |
groupsToAdd |
Array.<number>
|
Groups to add to interest. Null will not add any. A [] will add all current. |
connect(optionsopt) → {boolean}
Starts connection to Master server.
Parameters:
Name |
Type |
Attributes |
Description |
options |
object
|
<optional>
|
Additional options |
Properties:
Name |
Type |
Description |
options |
object
|
Additional options
Properties
Name |
Type |
Attributes |
Default |
Description |
keepMasterConnection |
boolean
|
<optional>
|
false
|
Don't disconnect from Master server after joining room. |
lobbyName |
string
|
<optional>
|
|
Name of the lobby connect to. |
lobbyType |
Photon.LoadBalancing.Constants.LobbyType
|
<optional>
|
LobbyType.Default
|
Type of the lobby. |
lobbyStats |
boolean
|
<optional>
|
false
|
If true, Master server will be sending lobbies statistics periodically. Override onLobbyStats to handle request results. Alternatively, requestLobbyStats can be used. |
|
Returns:
True if current client state allows connection.
-
Type
-
boolean
connectToNameServer(optionsopt) → {boolean}
Starts connection to NameServer.
Parameters:
Name |
Type |
Attributes |
Description |
options |
object
|
<optional>
|
Additional options |
Properties:
Name |
Type |
Description |
options |
object
|
Additional options
Properties
Name |
Type |
Attributes |
Default |
Description |
region |
string
|
<optional>
|
|
If specified, Connect to region master after succesfull connection to name server |
lobbyName |
string
|
<optional>
|
|
Name of the lobby connect to. |
lobbyType |
Photon.LoadBalancing.Constants.LobbyType
|
<optional>
|
LobbyType.Default
|
Type of the lobby. |
lobbyStats |
boolean
|
<optional>
|
false
|
If true, Master server will be sending lobbies statistics periodically. Override onLobbyStats to handle request results. Alternatively, requestLobbyStats can be used. |
keepMasterConnection |
boolean
|
<optional>
|
false
|
Don't disconnect from Master server after joining room. |
|
Returns:
True if current client state allows connection.
-
Type
-
boolean
connectToRegionMaster(region) → {boolean}
Connects to a specific region's Master server, using the NameServer to find the IP.
Parameters:
Name |
Type |
Description |
region |
string
|
Region connect to Master server of. |
Returns:
True if current client state allows connection.
-
Type
-
boolean
createRoom(roomNameopt, optionsopt) → {boolean}
Creates a new room on the server (or fails when the name is already taken).
Parameters:
Name |
Type |
Attributes |
Description |
roomName |
string
|
<optional>
|
The name to create a room with. Must be unique and not in use or can't be created. If not specified or null, the server will assign a GUID as name. |
options |
object
|
<optional>
|
Additional options |
Properties:
Name |
Type |
Description |
options |
object
|
Additional options
Properties
Name |
Type |
Attributes |
Default |
Description |
isVisible |
boolean
|
<optional>
|
true
|
Shows the room in the lobby's room list. |
isOpen |
boolean
|
<optional>
|
true
|
Keeps players from joining the room (or opens it to everyone). |
maxPlayers |
number
|
<optional>
|
0
|
Max players before room is considered full (but still listed). |
customGameProperties |
object
|
<optional>
|
|
Custom properties to apply to the room on creation (use string-typed keys but short ones). |
propsListedInLobby |
Array.<string>
|
<optional>
|
|
Defines the custom room properties that get listed in the lobby. |
roomTTL |
number
|
<optional>
|
0
|
Room Time To Live (ms) in the server room cache after all clients have left the room. |
playerTTL |
number
|
<optional>
|
0
|
Player Time To Live (ms) in the room after player suspended. |
plugins |
Array.<string>
|
<optional>
|
|
Expected server plugins. |
lobbyName |
string
|
<optional>
|
""
|
Name of the lobby to create room in. |
lobbyType |
Photon.LoadBalancing.Constants.LobbyType
|
<optional>
|
LobbyType.Default
|
Type of the lobby. |
expectedUsers |
Array.<string>
|
<optional>
|
|
Expected users. |
|
Returns:
True if current client state allows connection.
-
Type
-
boolean
createRoomFromMy(roomNameopt, optionsopt)
Creates a new room on the server (or fails when the name is already taken). Takes parameters (except name) for new room from myRoom() object. Set them before call.
Parameters:
Name |
Type |
Attributes |
Description |
roomName |
string
|
<optional>
|
New room name. Assigned automatically by server if empty or not specified. |
options |
object
|
<optional>
|
Additional options |
Properties:
Name |
Type |
Description |
options |
object
|
Additional options
Properties
Name |
Type |
Attributes |
Default |
Description |
lobbyName |
string
|
<optional>
|
|
Name of the lobby to create room in. |
lobbyType |
Photon.LoadBalancing.Constants.LobbyType
|
<optional>
|
LobbyType.Default
|
Type of the lobby. |
|
disconnect()
Disconnects from all servers.
findFriends(friendsToFind)
Requests Master server for actors online status and joined rooms.
Override onFindFriendsResult to handle request results.
Parameters:
Name |
Type |
Description |
friendsToFind |
Array.<string>
|
Actors names. |
getMasterServerAddress() → {string}
Returns current Master server address.
Returns:
Master server address.
-
Type
-
string
getNameServerAddress() → {string}
Returns current NameServer address.
Returns:
NameServer address address.
-
Type
-
string
getRegions()
Requests NameServer for regions list.
Override onGetRegionsResult to handle request results.
getRtt() → {number}
Returns the latest measurement of game server Round Trip Time.
RTT is measured once on connection and then on each updateRtt() call.
Returns:
-
Type
-
number
getServerTimeMs() → {number}
Returns game server time extrapolation in milliseconds based on the server time fetched on connection or on syncServerTime() call.
The server time is a signed 32 bit integer making a full cycle in 49.71 days.
Returns:
-
Type
-
number
getUserId() → {string}
Returns previously set user id.
Returns:
User id.
-
Type
-
string
isConnectedToMaster() → {boolean}
Checks if client is connected to Master server (usually joined to lobby and receives room list updates).
Returns:
True if client is connected to Master server.
-
Type
-
boolean
isConnectedToNameServer() → {boolean}
Checks if client is connected to NameServer server.
Returns:
True if client is connected to NameServer server.
-
Type
-
boolean
isInLobby() → {boolean}
Checks if client is in lobby and ready to join or create game.
Returns:
True if client is in lobby.
-
Type
-
boolean
isJoinedToRoom() → {boolean}
Checks if client is joined to game.
Returns:
True if client is joined to game.
-
Type
-
boolean
joinRandomOrCreateRoom(optionsopt, createRoomNameopt, createOptionsopt) → {boolean}
Attempts to join a room that matches the specified filter and creates a room if none found.
This operation is a combination of filter-based random matchmaking with the option to create a new room,
if no fitting room exists.
The benefit of that is that the room creation is done by the same operation and the room can be found
by the very next client, looking for similar rooms.
There are separate parameters for joining and creating a room.
This method can only be called while connected to a Master Server.
This client's State is set to ClientState.Joining immediately.
Either IMatchmakingCallbacks.OnJoinedRoom or IMatchmakingCallbacks.OnCreatedRoom get called.
More about matchmaking:
https://doc.photonengine.com/en-us/realtime/current/reference/matchmaking-and-lobby
Check the return value to make sure the operation will be called on the server.
Note: There will be no callbacks if this method returned false.
Parameters:
Name |
Type |
Attributes |
Description |
options |
object
|
<optional>
|
Additional join options |
createRoomName |
string
|
<optional>
|
New room name. Assigned automatically by server if empty or not specified. |
createOptions |
object
|
<optional>
|
Additional create options |
Properties:
Name |
Type |
Description |
options |
object
|
Additional options
Properties
Name |
Type |
Attributes |
Default |
Description |
expectedCustomRoomProperties |
object
|
<optional>
|
|
If specified, a room will only be joined, if it matches these custom properties. Use null to accept rooms with any properties. |
expectedMaxPlayers |
number
|
<optional>
|
|
If specified, filters for a particular maxPlayer setting. Use 0 to accept any maxPlayer value. |
matchmakingMode |
Photon.LoadBalancing.Constants.MatchmakingMode
|
<optional>
|
MatchmakingMode.FillRoom
|
Selects one of the available matchmaking algorithms. |
lobbyName |
string
|
<optional>
|
|
Name of the lobby to search rooms in. |
lobbyType |
Photon.LoadBalancing.Constants.LobbyType
|
<optional>
|
LobbyType.Default
|
Type of the lobby. |
sqlLobbyFilter |
string
|
<optional>
|
|
Basically the "where" clause of a sql statement. Examples: 'C0 = 1 AND C2 > 50'. 'C5 = "Map2" AND C2 > 10 AND C2 < 20' |
expectedUsers |
Array.<string>
|
<optional>
|
|
Expected users. |
|
createOptions |
object
|
Additional create options
Properties
Name |
Type |
Attributes |
Default |
Description |
isVisible |
boolean
|
<optional>
|
true
|
Shows the room in the lobby's room list. |
isOpen |
boolean
|
<optional>
|
true
|
Keeps players from joining the room (or opens it to everyone). |
maxPlayers |
number
|
<optional>
|
0
|
Max players before room is considered full (but still listed). |
customGameProperties |
object
|
<optional>
|
|
Custom properties to apply to the room on creation (use string-typed keys but short ones). |
propsListedInLobby |
Array.<string>
|
<optional>
|
|
Defines the custom room properties that get listed in the lobby. |
roomTTL |
number
|
<optional>
|
0
|
Room Time To Live (ms) in the server room cache after all clients have left the room. |
playerTTL |
number
|
<optional>
|
0
|
Player Time To Live (ms) in the room after player suspended. |
plugins |
Array.<string>
|
<optional>
|
|
Expected server plugins. |
|
Returns:
If the operation will be sent (requires connection to Master Server).
-
Type
-
boolean
joinRandomRoom(optionsopt) → {boolean}
Joins a random, available room.
This operation fails if all rooms are closed or full.
Parameters:
Name |
Type |
Attributes |
Description |
options |
object
|
<optional>
|
Additional options |
Properties:
Name |
Type |
Description |
options |
object
|
Additional options
Properties
Name |
Type |
Attributes |
Default |
Description |
expectedCustomRoomProperties |
object
|
<optional>
|
|
If specified, a room will only be joined, if it matches these custom properties. Use null to accept rooms with any properties. |
expectedMaxPlayers |
number
|
<optional>
|
|
If specified, filters for a particular maxPlayer setting. Use 0 to accept any maxPlayer value. |
matchmakingMode |
Photon.LoadBalancing.Constants.MatchmakingMode
|
<optional>
|
MatchmakingMode.FillRoom
|
Selects one of the available matchmaking algorithms. |
lobbyName |
string
|
<optional>
|
|
Name of the lobby to search rooms in. |
lobbyType |
Photon.LoadBalancing.Constants.LobbyType
|
<optional>
|
LobbyType.Default
|
Type of the lobby. |
sqlLobbyFilter |
string
|
<optional>
|
|
Basically the "where" clause of a sql statement. Examples: 'C0 = 1 AND C2 > 50'. 'C5 = "Map2" AND C2 > 10 AND C2 < 20' |
expectedUsers |
Array.<string>
|
<optional>
|
|
Expected users. |
|
Returns:
If the operation will be sent (requires connection to Master Server).
-
Type
-
boolean
joinRoom(roomName, optionsopt, createOptionsopt) → {boolean}
Joins a room by name and sets this player's properties.
Parameters:
Name |
Type |
Attributes |
Description |
roomName |
string
|
|
The name of the room to join. Must be existing already, open and non-full or can't be joined. |
options |
object
|
<optional>
|
Additional options |
createOptions |
object
|
<optional>
|
Room options for creation |
Properties:
Name |
Type |
Description |
options |
object
|
Additional options
Properties
Name |
Type |
Attributes |
Default |
Description |
rejoin |
boolean
|
<optional>
|
false
|
Rejoin using current userId. |
createIfNotExists |
boolean
|
<optional>
|
false
|
Create room if not exists. |
expectedUsers |
Array.<string>
|
<optional>
|
|
Expected users. |
|
createOptions |
object
|
Room options for creation
Properties
Name |
Type |
Attributes |
Default |
Description |
isVisible |
boolean
|
<optional>
|
true
|
Shows the room in the lobby's room list. |
isOpen |
boolean
|
<optional>
|
true
|
Keeps players from joining the room (or opens it to everyone). |
maxPlayers |
number
|
<optional>
|
0
|
Max players before room is considered full (but still listed). |
customGameProperties |
object
|
<optional>
|
|
Custom properties to apply to the room on creation (use string-typed keys but short ones). |
propsListedInLobby |
Array.<string>
|
<optional>
|
|
Defines the custom room properties that get listed in the lobby. |
roomTTL |
number
|
<optional>
|
0
|
Room Time To Live (ms) in the server room cache after all clients have left the room. |
playerTTL |
number
|
<optional>
|
0
|
Player Time To Live (ms) in the room after player suspended. |
plugins |
Array.<string>
|
<optional>
|
|
Informs the server of the expected plugin setup. |
lobbyName |
string
|
<optional>
|
""
|
Name of the lobby to create room in. |
lobbyType |
Photon.LoadBalancing.Constants.LobbyType
|
<optional>
|
LobbyType.Default
|
Type of the lobby. |
|
Returns:
If the operation will be sent (requires connection to Master Server).
-
Type
-
boolean
leaveRoom()
Leaves room and connects to Master server if not connected.
Properties:
Name |
Type |
Description |
options |
object
|
Additional options
Properties
Name |
Type |
Attributes |
Description |
sendAuthCookie |
boolean
|
<optional>
|
Securely transmit the encrypted object AuthCookie to the web service in PathLeave webhook when available |
|
Returns local actor.
Client always has local actor even if not joined.
Returns:
Local actor.
-
Type
-
Photon.LoadBalancing.Actor
Returns client's room.
Client always has it's room even if not joined. It's used for room creation operation.
Returns:
Current room.
-
Type
-
Photon.LoadBalancing.Room
myRoomActorCount() → {number}
Returns numer of actors in room client currently joined including local actor.
Returns:
Number of actors.
-
Type
-
number
myRoomActors() → {object}
Returns actors in room client currently joined including local actor.
Returns:
-
Type
-
object
myRoomMasterActorNr() → {number}
Actor number of the player who's the master of this Room. Note: This changes when the current master leaves the room.
Returns:
-
Type
-
number
onActorJoin(actor)
Called when new actor joins the room client joined to. Override to handle it.
Parameters:
onActorLeave(actor, cleanup)
Called when actor leaves the room client joined to. Also called for every actor during room cleanup. Override to handle it.
Parameters:
Name |
Type |
Description |
actor |
Photon.LoadBalancing.Actor
|
Actor left the room. |
cleanup |
boolean
|
True if called during room cleanup (e.g. on disconnect). |
onActorPropertiesChange(actor)
Called on actor properties changed event. Override to handle it.
Parameters:
onActorSuspend(actor)
Called when actor suspended in the room client joined to.Override to handle it.
Parameters:
onAppStats(errorCode, errorMsg, stats)
Called when application statistics update received.
Override to handle request results.
Parameters:
Name |
Type |
Description |
errorCode |
number
|
Result error code. Currently is always 0. |
errorMsg |
string
|
Error message. Currently is always empty. |
stats |
object
|
Application statistics. |
Properties:
Name |
Type |
Description |
stats |
object
|
Application statistics.
Properties
Name |
Type |
Description |
peerCount |
number
|
Count of players currently online on Game servers. |
masterPeerCount |
number
|
Count of players on Master server (looking for game). |
gameCount |
number
|
Count of games currently in use (includes invisible and full rooms, so it doesn't match lobby list). |
|
onError(errorCode, errorMsg)
Called if client error occures. Override to handle it.
Parameters:
onEvent(code, content, actorNr)
Called on custom event. Override to handle it.
Parameters:
Name |
Type |
Description |
code |
number
|
Event code. |
content |
object
|
Event content. |
actorNr |
number
|
Actor ID event raised by. |
onFindFriendsResult(errorCode, errorMsg, friends)
Called when findFriends request completed.
Override to handle request results.
Parameters:
Name |
Type |
Description |
errorCode |
number
|
Result error code. 0 if request is successful. |
errorMsg |
string
|
Error message. |
friends |
object
|
Table with actors names as keys and friend statuses as values: {name1: friendStatus1, name2: friendStatus2, ... }. |
Properties:
Name |
Type |
Description |
friendStatus |
object
|
Friend status.
Properties
Name |
Type |
Description |
online |
boolean
|
Online status. |
roomId |
string
|
Joined room. |
|
onJoinRoom(createdByMe)
Called when client joins room. Override to handle it.
Parameters:
Name |
Type |
Description |
createdByMe |
boolean
|
True if room is created by client. |
onLobbyStats(errorCode, errorMsg, lobbies)
Called when lobbies statistics update received.
Update can be automated by set up during connect or requested explicitly by requestLobbyStats.
Override to handle request results.
Parameters:
Name |
Type |
Description |
errorCode |
number
|
Result error code. 0 if request is successful. For automated updates is always 0. |
errorMsg |
string
|
Error message. For automated updates is always empty. |
lobbies |
Array.<object>
|
Array of lobbies statistics: [lobbyStats1, lobbyStats1, ... ]. |
Properties:
Name |
Type |
Description |
lobbyStats |
object
|
Lobby statistics.
Properties
Name |
Type |
Description |
lobbyName |
string
|
Lobby name. |
lobbyType |
number
|
Lobby type. |
peerCount |
number
|
The number of players in the lobby (on Master, not playing). |
gameCount |
number
|
The number of games in the lobby. |
|
onMyRoomPropertiesChange()
Called on joined room properties changed event. Override to handle it.
onOperationResponse(errorCode, errorMsg, code, content)
Called on operation response. Override if need custom workflow or response error handling.
Parameters:
Name |
Type |
Description |
errorCode |
number
|
Server error code. |
errorMsg |
string
|
Error message. |
code |
number
|
Operation code. |
content |
object
|
Operation response content. |
onRoomList(rooms)
Called on room list received from Master server (on connection). Override to handle it.
Parameters:
onRoomListUpdate(rooms, roomsUpdated, roomsAdded, roomsRemoved)
Called on room list updates received from Master server. Override to handle it.
Parameters:
onServerErrorInfo(info)
Called when the server reports non-critical error.
Override to handle the event.
In most cases this could be either:
1. an error from webhooks plugin (if HasErrorInfo is enabled),
read more
2. an error sent from a custom server plugin via PluginHost.BroadcastErrorInfoEvent, see
example
3. an error sent from the server, for example, when the limit of cached events has been exceeded in the room (all clients will be disconnected and the room will be closed in this case),
read more
Parameters:
Name |
Type |
Description |
info |
string
|
Error info. |
onStateChange(state)
Called on client state change. Override to handle it.
Parameters:
onWebRpcResult(errorCode, message, uriPath, resultCode, data)
Called when webRpc request completed.
Override to handle request results.
Parameters:
Name |
Type |
Description |
errorCode |
number
|
Result error code. 0 if request is successful. |
message |
string
|
Error message if errorCode ~ = 0 or optional message returned by remote procedure. |
uriPath |
string
|
Request path. |
resultCode |
number
|
Result code returned by remote procedure. |
data |
object
|
Data returned by remote procedure. |
raiseEvent(eventCode, dataopt, optionsopt)
Raises game custom event
Parameters:
Name |
Type |
Attributes |
Description |
eventCode |
number
|
|
Identifies this type of event (and the content). Your game's event codes can start with 0. |
data |
object
|
<optional>
|
Custom data you want to send along (use null, if none). |
options |
object
|
<optional>
|
Additional options |
Properties:
Name |
Type |
Description |
options |
object
|
Additional options
Properties
Name |
Type |
Attributes |
Default |
Description |
interestGroup |
number
|
<optional>
|
|
The ID of the interest group this event goes to (exclusively). |
cache |
Photon.LoadBalancing.Constants.EventCaching
|
<optional>
|
EventCaching.DoNotCache
|
Events can be cached (merged and removed) for players joining later on. |
receivers |
Photon.LoadBalancing.Constants.ReceiverGroup
|
<optional>
|
ReceiverGroup.Others
|
Defines to which group of players the event is passed on. |
targetActors |
Array.<number>
|
<optional>
|
|
Defines the target players who should receive the event (use only for small target groups). |
webForward |
boolean
|
<optional>
|
false
|
Forward to web hook. |
|
reconnectToMaster() → {boolean}
Can be used to reconnect to the master server after a disconnect.
Common use case: Press the Lock Button on a iOS device and you get disconnected immediately
Returns:
True if current client state allows reconnection.
-
Type
-
boolean
reconnectToMaster() → {boolean}
Can be used to return to a room quickly by directly reconnecting to a game server to rejoin a room.
Rejoining room will not send any player properties. Instead client will receive up-to-date ones from server.
If you want to set new player properties, do it once rejoined.
Returns:
True if current client state allows reconnection.
-
Type
-
boolean
requestLobbyStats(lobbiesToRequest)
Requests Master server for lobbies statistics.
Override onLobbyStats to handle request results.
Alternatively, automated updates can be set up during connect.
Parameters:
Name |
Type |
Description |
lobbiesToRequest |
Array.<any>
|
Array of lobbies id pairs [ [lobbyName1, lobbyType1], [lobbyName2, lobbyType2], ... ]. If not specified or null, statistics for all lobbies requested. |
roomFactory(name)
Override with creation of custom room (extended from Room): { return new CustomRoom(...); }
Parameters:
Name |
Type |
Description |
name |
string
|
Room name. Pass to super() in custom actor constructor. |
setAppId(appId)
Changes application id.
Parameters:
Name |
Type |
Description |
appId |
string
|
New address and port. |
setAppVersion(appVersion)
Changes application version.
Parameters:
Name |
Type |
Description |
appVersion |
string
|
New address and port. |
setCustomAuthentication(authParameters, authTypeopt, authDataopt)
Enables custom authentication and sets it's parameters.
Parameters:
Name |
Type |
Attributes |
Default |
Description |
authParameters |
string
|
|
|
This string must contain any (http get) parameters expected by the used authentication service. |
authType |
Photon.LoadBalancing.Constants.CustomAuthenticationType
|
<optional>
|
Photon.LoadBalancing.Constants.CustomAuthenticationType.Custom
|
The type of custom authentication provider that should be used. |
authData |
any
|
<optional>
|
|
The data to be passed-on to the auth service via POST. String passed as is, objects as application/json |
setLogLevel(level)
Sets client log level
Parameters:
setMasterServerAddress(address)
Changes default Master server address and port before connecting to Master server.
Parameters:
Name |
Type |
Description |
address |
string
|
New address and port. |
setNameServerAddress(address)
Changes default NameServer address and port before connecting to NameServer.
Parameters:
Name |
Type |
Description |
address |
string
|
New address and port. |
setUserId(userId)
Sets user ID required for authentication and FindFriends service. The value will be used the next time you connect. Set this ID before you connect, not while being connected.
Parameters:
Name |
Type |
Description |
userId |
string
|
New user id. |
state() → {number}
Returns the current client state.
Returns:
{Photon.LoadBalancingClient.State} member.
-
Type
-
number
suspendRoom()
Disconnects client from Game server keeping player in room (to rejoin later) and connects to Master server if not connected.
Properties:
Name |
Type |
Description |
options |
object
|
Additional options
Properties
Name |
Type |
Attributes |
Description |
sendAuthCookie |
boolean
|
<optional>
|
Securely transmit the encrypted object AuthCookie to the web service in PathLeave webhook when available |
|
syncServerTime()
Fetches server time from the game server and updates the base value used for extrapolation in getServerTimeMs().
updateRtt()
Triggers game server Round Trip Time measurement.
webRpc(uriPath, parameters, optionsopt)
Sends web rpc request to Master server.
Override onWebRpcResult to handle request results.
Parameters:
Name |
Type |
Attributes |
Description |
uriPath |
string
|
|
Request path. |
parameters |
object
|
|
Request parameters. |
options |
object
|
<optional>
|
Additional options |
Properties:
Name |
Type |
Description |
options |
object
|
Additional options
Properties
Name |
Type |
Attributes |
Description |
sendAuthCookie |
boolean
|
<optional>
|
Defines if the authentication cookie gets sent to a WebHook (if setup) |
|
(static) StateToName(state) → {string}
Converts State element to string name.
Parameters:
Returns:
Specified element name or undefined if not found.
-
Type
-
string