Photon Unity Networking v1.101

Classes | Typedefs | Enumerations
NetworkingPeer.cs File Reference

Classes

class  NetworkingPeer
 Implements Photon LoadBalancing used in PUN. This class is used internally by PhotonNetwork and not intended as public API.
 

Typedefs

using Hashtable = ExitGames.Client.Photon.Hashtable
 
using SupportClassPun = ExitGames.Client.Photon.SupportClass
 

Enumerations

enum  ClientState {
  ClientState.Uninitialized, ClientState.PeerCreated, ClientState.Queued, ClientState.Authenticated,
  ClientState.JoinedLobby, ClientState.DisconnectingFromMasterserver, ClientState.ConnectingToGameserver, ClientState.ConnectedToGameserver,
  ClientState.Joining, ClientState.Joined, ClientState.Leaving, ClientState.DisconnectingFromGameserver,
  ClientState.ConnectingToMasterserver, ClientState.QueuedComingFromGameserver, ClientState.Disconnecting, ClientState.Disconnected,
  ClientState.ConnectedToMaster, ClientState.ConnectingToNameServer, ClientState.ConnectedToNameServer, ClientState.DisconnectingFromNameServer,
  ClientState.Authenticating
}
 Detailed connection / networking peer state. PUN implements a loadbalancing and authentication workflow "behind the scenes", so some states will automatically advance to some follow up state. Those states are commented with "(will-change)". More...
 
enum  DisconnectCause {
  DisconnectCause.DisconnectByServerUserLimit = StatusCode.DisconnectByServerUserLimit, DisconnectCause.ExceptionOnConnect = StatusCode.ExceptionOnConnect, DisconnectCause.DisconnectByServerTimeout = StatusCode.DisconnectByServerTimeout, DisconnectCause.DisconnectByServerLogic = StatusCode.DisconnectByServerLogic,
  DisconnectCause.Exception = StatusCode.Exception, DisconnectCause.InvalidAuthentication = ErrorCode.InvalidAuthentication, DisconnectCause.MaxCcuReached = ErrorCode.MaxCcuReached, DisconnectCause.InvalidRegion = ErrorCode.InvalidRegion,
  DisconnectCause.SecurityExceptionOnConnect = StatusCode.SecurityExceptionOnConnect, DisconnectCause.DisconnectByClientTimeout = StatusCode.TimeoutDisconnect, DisconnectCause.InternalReceiveException = StatusCode.ExceptionOnReceive, DisconnectCause.AuthenticationTicketExpired = 32753
}
 Summarizes the cause for a disconnect. Used in: OnConnectionFail and OnFailedToConnectToPhoton. More...
 
enum  ServerConnection { ServerConnection.MasterServer, ServerConnection.GameServer, ServerConnection.NameServer }
 Available server (types) for internally used field: server. More...
 

Typedef Documentation

◆ Hashtable

using Hashtable = ExitGames.Client.Photon.Hashtable

◆ SupportClassPun

using SupportClassPun = ExitGames.Client.Photon.SupportClass

Enumeration Type Documentation

◆ ServerConnection

enum ServerConnection
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).