Classes | |
class | LoadBalancingPeer |
A LoadbalancingPeer provides the operations and enum definitions needed to use the loadbalancing server application which is also used in Photon Cloud. | |
class | OpJoinRandomRoomParams |
class | EnterRoomParams |
class | ErrorCode |
ErrorCode defines the default codes associated with Photon client/server communication. More... | |
class | ActorProperties |
Class for constants. These (byte) values define "well known" properties for an Actor / Player. More... | |
class | GamePropertyKey |
Class for constants. These (byte) values are for "well known" room/game properties used in Photon Loadbalancing. More... | |
class | EventCode |
Class for constants. These values are for events defined by Photon Loadbalancing. More... | |
class | ParameterCode |
Class for constants. Codes for parameters of Operations and Events. More... | |
class | OperationCode |
Class for constants. Contains operation codes. Pun uses these constants internally. More... | |
class | RoomOptions |
Wraps up common room properties needed when you create rooms. Read the individual entries for more details. More... | |
class | RaiseEventOptions |
Aggregates several less-often used options for operation RaiseEvent. See field descriptions for usage details. More... | |
class | TypedLobby |
Refers to a specific lobby (and type) on the server. More... | |
class | TypedLobbyInfo |
class | AuthenticationValues |
Container for user authentication in Photon. Set AuthValues before you connect - all else is handled. More... | |
class | FindFriendsOptions |
Options for OpFindFriends can be combined to filter which rooms of friends are returned. More... | |
Enumerations | |
enum | JoinMode : byte { JoinMode.Default = 0, JoinMode.CreateIfNotExists = 1, JoinMode.JoinOrRejoin = 2, JoinMode.RejoinOnly = 3 } |
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. More... | |
enum | MatchmakingMode : byte { MatchmakingMode.FillRoom = 0, MatchmakingMode.SerialMatching = 1, MatchmakingMode.RandomMatching = 2 } |
Options for matchmaking rules for OpJoinRandom. More... | |
enum | ReceiverGroup : byte { ReceiverGroup.Others = 0, ReceiverGroup.All = 1, ReceiverGroup.MasterClient = 2 } |
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. More... | |
enum | EventCaching : byte { EventCaching.DoNotCache = 0, EventCaching.MergeCache = 1, EventCaching.ReplaceCache = 2, EventCaching.RemoveCache = 3, EventCaching.AddToRoomCache = 4, EventCaching.AddToRoomCacheGlobal = 5, EventCaching.RemoveFromRoomCache = 6, EventCaching.RemoveFromRoomCacheForActorsLeft = 7, EventCaching.SliceIncreaseIndex = 10, EventCaching.SliceSetIndex = 11, EventCaching.SlicePurgeIndex = 12, EventCaching.SlicePurgeUpToIndex = 13 } |
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. More... | |
enum | PropertyTypeFlag : byte { PropertyTypeFlag.None = 0x00, PropertyTypeFlag.Game = 0x01, PropertyTypeFlag.Actor = 0x02, PropertyTypeFlag.GameAndActor = Game | Actor } |
Flags for "types of properties", being used as filter in OpGetProperties. More... | |
enum | LobbyType : byte { LobbyType.Default = 0, LobbyType.SqlLobby = 2, LobbyType.AsyncRandomLobby = 3 } |
Options of lobby types available. Lobby types might be implemented in certain Photon versions and won't be available on older servers. More... | |
enum | AuthModeOption { AuthModeOption.Auth, AuthModeOption.AuthOnce, AuthModeOption.AuthOnceWss } |
Options for authentication modes. From "classic" auth on each server to AuthOnce (on NameServer). More... | |
enum | CustomAuthenticationType : byte { CustomAuthenticationType.Custom = 0, CustomAuthenticationType.Steam = 1, CustomAuthenticationType.Facebook = 2, CustomAuthenticationType.Oculus = 3, CustomAuthenticationType.PlayStation = 4, CustomAuthenticationType.Xbox = 5, CustomAuthenticationType.Viveport = 10, CustomAuthenticationType.NintendoSwitch = 11, CustomAuthenticationType.None = byte.MaxValue } |
Options for optional "Custom Authentication" services used with Photon. Used by OpAuthenticate after connecting to Photon. More... | |
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Options for optional "Custom Authentication" services used with Photon. Used by OpAuthenticate after connecting to Photon.
Enumerator | |
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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). |
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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.
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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.
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Options of lobby types available. Lobby types might be implemented in certain Photon versions and won't be available on older servers.
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Options for matchmaking rules for OpJoinRandom.
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Flags for "types of properties", being used as filter in OpGetProperties.
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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.