Aggregates several less-often used options for operation RaiseEvent. See field descriptions for usage details. More...
Public Member Functions | |
void | Reset () |
Reset this instance. For better memory handling than instanciating a new one always, More... | |
Public Attributes | |
EventCaching | CachingOption |
Defines if the server should simply send the event, put it in the cache or remove events that are like this one. More... | |
byte | InterestGroup |
The number of the Interest Group to send this to. 0 goes to all users but to get 1 and up, clients must subscribe to the group first. More... | |
int[] | TargetActors |
A list of PhotonPlayer.IDs to send this event to. You can implement events that just go to specific users this way. More... | |
ReceiverGroup | Receivers |
Sends the event to All, MasterClient or Others (default). Be careful with MasterClient, as the client might disconnect before it got the event and it gets lost. More... | |
byte | SequenceChannel |
Events are ordered per "channel". If you have events that are independent of others, they can go into another sequence or channel. More... | |
bool | ForwardToWebhook |
Events can be forwarded to Webhooks, which can evaluate and use the events to follow the game's state. More... | |
bool | Encrypt |
Static Public Attributes | |
static readonly RaiseEventOptions | Default = new RaiseEventOptions() |
Default options: CachingOption: DoNotCache, InterestGroup: 0, targetActors: null, receivers: Others, sequenceChannel: 0. More... | |
Aggregates several less-often used options for operation RaiseEvent. See field descriptions for usage details.
void RaiseEventOptions.Reset | ( | ) |
Reset this instance. For better memory handling than instanciating a new one always,
EventCaching RaiseEventOptions.CachingOption |
Defines if the server should simply send the event, put it in the cache or remove events that are like this one.
When using option: SliceSetIndex, SlicePurgeIndex or SlicePurgeUpToIndex, set a CacheSliceIndex. All other options except SequenceChannel get ignored.
|
static |
Default options: CachingOption: DoNotCache, InterestGroup: 0, targetActors: null, receivers: Others, sequenceChannel: 0.
bool RaiseEventOptions.Encrypt |
bool RaiseEventOptions.ForwardToWebhook |
Events can be forwarded to Webhooks, which can evaluate and use the events to follow the game's state.
byte RaiseEventOptions.InterestGroup |
The number of the Interest Group to send this to. 0 goes to all users but to get 1 and up, clients must subscribe to the group first.
ReceiverGroup RaiseEventOptions.Receivers |
Sends the event to All, MasterClient or Others (default). Be careful with MasterClient, as the client might disconnect before it got the event and it gets lost.
byte RaiseEventOptions.SequenceChannel |
Events are ordered per "channel". If you have events that are independent of others, they can go into another sequence or channel.
int [] RaiseEventOptions.TargetActors |
A list of PhotonPlayer.IDs to send this event to. You can implement events that just go to specific users this way.