|Class for constants. These (byte) values define "well known" properties for an Actor / Player. More...|
|Settings for Photon application(s) and the server to connect to. More...|
|Container for user authentication in Photon. Set AuthValues before you connect - all else is handled. More...|
|Container type for callbacks defined by IConnectionCallbacks. See LoadBalancingCallbackTargets. More...|
|Parameters for creating rooms. More...|
|ErrorCode defines the default codes associated with Photon client/server communication. More...|
|Class wrapping the received EventCode.ErrorInfo event. More...|
|Container type for callbacks defined by IErrorInfoCallback. See LoadBalancingClient.ErrorInfoCallbackTargets. |
|Class for constants. These values are for events defined by Photon LoadBalancing. More...|
|This static class defines some useful extension methods for several existing classes (e.g. Vector3, float and others). More...|
|Options for OpFindFriends can be combined to filter which rooms of friends are returned. More...|
|Used to store info about a friend's online state and in which room he/she is. More...|
|Class for constants. These (byte) values are for "well known" room/game properties used in Photon LoadBalancing. More...|
|Collection of "organizational" callbacks for the Realtime Api to cover: Connection and Regions. More...|
|Interface for EventCode.ErrorInfo event callback for the Realtime Api. More...|
|Collection of "in room" callbacks for the Realtime Api to cover: Players entering or leaving, property updates and Master Client switching. More...|
|Collection of "organizational" callbacks for the Realtime Api to cover the Lobby. More...|
|Collection of "organizational" callbacks for the Realtime Api to cover Matchmaking. More...|
|Container type for callbacks defined by IInRoomCallbacks. See InRoomCallbackTargets. |
|Event callback for the Realtime Api. Covers events from the server and those sent by clients via OpRaiseEvent. More...|
|Interface for "WebRpc" callbacks for the Realtime Api. Currently includes only responses for Web RPCs. More...|
|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...|
|A LoadBalancingPeer provides the operations and enum definitions needed to use the LoadBalancing server application which is also used in Photon Cloud. More...|
|Container type for callbacks defined by ILobbyCallbacks. See LobbyCallbackTargets. |
|Container type for callbacks defined by IMatchmakingCallbacks. See MatchMakingCallbackTargets. More...|
|Class for constants. Contains operation codes. More...|
|Parameters for the matchmaking of JoinRandomRoom and JoinRandomOrCreateRoom. More...|
|Class for constants. Codes for parameters of Operations and Events. More...|
|Collection of connection-relevant settings, used internally by PhotonNetwork.ConnectUsingSettings. More...|
|Abstract implementation of PhotonPing, ase for pinging servers to find the "Best Region". More...|
|Container for port definitions. More...|
|Uses C# Socket class from System.Net.Sockets (as Unity usually does). More...|
|Summarizes a "player" within a room, identified (in that room) by ID (or "actorNumber"). More...|
|Aggregates several less-often used options for operation RaiseEvent. See field descriptions for usage details. More...|
|Provides methods to work with Photon's regions (Photon Cloud) and can be use to find the one with best ping. More...|
|This class represents a room a client joins/joined. More...|
|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...|
|Wraps up common room properties needed when you create rooms. Read the individual entries for more details. More...|
|Helper class to debug log basic information about Photon client and vital traffic statistics. More...|
|Refers to a specific lobby on the server. More...|
|Info for a lobby on the server. Used when LoadBalancingClient.EnableLobbyStatistics is true. More...|
|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...|
|Container type for callbacks defined by IWebRpcCallback. See WebRpcCallbackTargets. |
|Reads an operation response of a WebRpc and provides convenient access to most common values. More...|
|using||SupportClass = ExitGames.Client.Photon.SupportClass|
|using||Stopwatch = System.Diagnostics.Stopwatch|
|State values for a client, which handles switching Photon server types, some operations, etc. More...|
|Enumeration of causes for Disconnects (used in LoadBalancingClient.DisconnectedCause). More...|
|Available server (types) for internally used field: server. More...|
|Defines which sort of app the LoadBalancingClient is used for: Realtime or Voice. More...|
|Defines how the communication gets encrypted. More...|
|enum||JoinMode : byte|
|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|
|Options for matchmaking rules for OpJoinRandom. More...|
|enum||ReceiverGroup : byte|
|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|
|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|
|Flags for "types of properties", being used as filter in OpGetProperties. More...|
|enum||LobbyType : byte|
|Types of lobbies define their behaviour and capabilities. Check each value for details. More...|
|Options for authentication modes. From "classic" auth on each server to AuthOnce (on NameServer). More...|
|enum||CustomAuthenticationType : byte|
|Options for optional "Custom Authentication" services used with Photon. Used by OpAuthenticate after connecting to Photon. More...|
Options for authentication modes. From "classic" auth on each server to AuthOnce (on NameServer).
Use a custom authentication service. Currently the only implemented option.
Authenticates users by their Steam Account. Set auth values accordingly!
Authenticates users by their Facebook Account. Set auth values accordingly!
Authenticates users by their Oculus Account and token.
Authenticates users by their PSN Account and token.
Authenticates users by their Xbox Account and XSTS token.
Authenticates users by their HTC Viveport Account and user token. Set AuthGetParameters to "userToken=[userToken]"
Authenticates users by their NSA ID.
Authenticates users by their PSN Account and token (on PS5).
Disables custom authentification. Same as not providing any AuthenticationValues for connect (more precisely for: OpAuthenticate).
Enumeration of causes for Disconnects (used in LoadBalancingClient.DisconnectedCause).
Read the individual descriptions to find out what to do about this type of disconnect.
No error was tracked.
OnStatusChanged: The server is not available or the address is wrong. Make sure the port is provided and the server is up.
OnStatusChanged: Dns resolution for a hostname failed. The exception for this is being catched and logged with error level.
OnStatusChanged: The server address was parsed as IPv4 illegally. An illegal address would be e.g. 192.168.1.300. IPAddress.TryParse() will let this pass but our check won't.
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.
OnStatusChanged: The server disconnected this client due to timing out (missing acknowledgement from the client).
OnStatusChanged: This client detected that the server's responses are not received in due time.
OnStatusChanged: The server disconnected this client from within the room's logic (the C# code).
OnStatusChanged: The server disconnected this client for unknown reasons.
OnOperationResponse: Authenticate in the Photon Cloud with invalid AppId. Update your subscription or contact Exit Games.
OnOperationResponse: Authenticate in the Photon Cloud with invalid client values or custom authentication setup in Cloud Dashboard.
The authentication ticket should provide access to any Photon Cloud server without doing another authentication-service call. However, the ticket expired.
OnOperationResponse: Authenticate (temporarily) failed when using a Photon Cloud subscription without CCU Burst. Update your subscription.
OnOperationResponse: Authenticate when the app's Photon Cloud subscription is locked to some (other) region(s). Update your subscription or master server address.
OnOperationResponse: Operation that's (currently) not available for this client (not authorized usually). Only tracked for op Authenticate.
OnStatusChanged: The client disconnected from within the logic (the C# code).
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.
The client received a "Disconnect Message" from the server. Check the debug logs for details.
Defines how the communication gets encrypted.
This is the default encryption mode: Messages get encrypted only on demand (when you send operations with the "encrypt" parameter set to true).
With this encryption mode for UDP, the connection gets setup and all further datagrams get encrypted almost entirely. On-demand message encryption (like in PayloadEncryption) is unavailable.
With this encryption mode for UDP, the connection gets setup with random sequence numbers and all further datagrams get encrypted almost entirely. On-demand message encryption (like in PayloadEncryption) is unavailable.
Datagram Encryption with GCM.
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.
Default value (not sent).
Will merge this event's keys with those already cached.
Replaces the event cache for this eventCode with this event's content.
Removes this event (by eventCode) from the cache.
Adds an event to the room's cache
Adds this event to the cache for actor 0 (becoming a "globally owned" event in the cache).
Remove fitting event from the room's cache.
Removes events of players who already left the room (cleaning up).
Increase the index of the sliced cache.
Set the index of the sliced cache. You must set RaiseEventOptions.CacheSliceIndex for this.
Purge cache slice with index. Exactly one slice is removed from cache. You must set RaiseEventOptions.CacheSliceIndex for this.
Purge cache slices with specified index and anything lower than that. You must set RaiseEventOptions.CacheSliceIndex for this.
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.
Regular join. The room must exist.
Join or create the room if it's not existing. Used for OpJoinOrCreate for example.
The room might be out of memory and should be loaded (if possible) from a Turnbased web-service.
Only re-join will be allowed. If the user is not yet in the room, this will fail.
Types of lobbies define their behaviour and capabilities. Check each value for details.
Values of this enum must be matched by the server.
Standard type and behaviour: While joined to this lobby clients get room-lists and JoinRandomRoom can use a simple filter to match properties (perfectly).
This lobby type lists rooms like Default but JoinRandom has a parameter for SQL-like "where" clauses for filtering. This allows bigger, less, or and and combinations.
This lobby does not send lists of games. It is only used for OpJoinRandomRoom. It keeps rooms available for a while when there are only inactive users left.
Options for matchmaking rules for OpJoinRandom.
Fills up rooms (oldest first) to get players together as fast as possible. Default.
Makes most sense with MaxPlayers > 0 and games that can only start with more players.
Distributes players across available rooms sequentially but takes filter into account. Without filter, rooms get players evenly distributed.
Joins a (fully) random room. Expected properties must match but aside from this, any available room might be selected.
Flags for "types of properties", being used as filter in OpGetProperties.
(0x00) Flag type for no property type.
(0x01) Flag type for game-attached properties.
(0x02) Flag type for actor related propeties.
(0x01) Flag type for game AND actor properties. Equal to 'Game'
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.
Default value (not sent). Anyone else gets my event.
Everyone in the current room (including this peer) will get this event.
The server sends this event only to the actor with the lowest actorNumber.
The "master client" does not have special rights but is the one who is in this room the longest time.
Available server (types) for internally used field: server.
Photon uses 3 different roles of servers: Name Server, Master Server and Game Server.
This server is where matchmaking gets done and where clients can get lists of rooms in lobbies.
This server handles a number of rooms to execute and relay the messages between players (in a room).
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).