Quantum 3 3.1.0

Static Public Attributes | List of all members
Photon.Realtime.GamePropertyKey Class Reference

Class for constants. These (byte) values are for "well known" room/game properties used in Photon Realtime. More...

Static Public Attributes

const byte CleanupCacheOnLeave = 249
 (249) Equivalent of Operation Join parameter CleanupCacheOnLeave. More...
 
const byte EmptyRoomTtl = (byte)245
 (245) Room Time To Live. How long a room stays available (and in server-memory), after the last player becomes inactive. After this time, the room gets persisted or destroyed. More...
 
const byte ExpectedUsers = (byte)247
 (247) Code for ExpectedUsers in a room. Matchmaking keeps a slot open for the players with these userIDs. More...
 
const byte IsOpen = 253
 (253) Allows more players to join a room (or not). More...
 
const byte IsVisible = 254
 (254) Makes this room listed or not in the lobby on master. More...
 
const byte MasterClientId = (byte)248
 (248) Code for MasterClientId, which is synced by server. When sent as op-parameter this is (byte)203. As room property this is (byte)248. More...
 
const byte MaxPlayers = 255
 (255) Max number of players that "fit" into this room. 0 is for "unlimited". More...
 
const byte MaxPlayersInt = 243
 (243) Integer-typed max number of players that "fit" into a room. 0 is for "unlimited". Important: Code changed. See remarks. More...
 
const byte PlayerCount = 252
 (252) Current count of players in the room. Used only in the lobby on master. More...
 
const byte PlayerTtl = (byte)246
 (246) Player Time To Live. How long any player can be inactive (due to disconnect or leave) before the user gets removed from the playerlist (freeing a slot). More...
 
const byte PropsListedInLobby = 250
 (250) A list of the room properties to pass to the RoomInfo list in a lobby. This is used in CreateRoom, which defines this list once per room. More...
 
const byte Removed = 251
 (251) True if the room is to be removed from room listing (used in update to room list in lobby on master) More...
 

Detailed Description

Class for constants. These (byte) values are for "well known" room/game properties used in Photon Realtime.

These constants are used internally. "Custom properties" have to use a string-type as key. They can be assigned at will.

Member Data Documentation

◆ MaxPlayers

const byte Photon.Realtime.GamePropertyKey.MaxPlayers = 255
static

(255) Max number of players that "fit" into this room. 0 is for "unlimited".

◆ MaxPlayersInt

const byte Photon.Realtime.GamePropertyKey.MaxPlayersInt = 243
static

(243) Integer-typed max number of players that "fit" into a room. 0 is for "unlimited". Important: Code changed. See remarks.

This was code 244 for a brief time (Realtime v4.1.7.2 to v4.1.7.4) and those versions must be replaced or edited!

◆ IsVisible

const byte Photon.Realtime.GamePropertyKey.IsVisible = 254
static

(254) Makes this room listed or not in the lobby on master.

◆ IsOpen

const byte Photon.Realtime.GamePropertyKey.IsOpen = 253
static

(253) Allows more players to join a room (or not).

◆ PlayerCount

const byte Photon.Realtime.GamePropertyKey.PlayerCount = 252
static

(252) Current count of players in the room. Used only in the lobby on master.

◆ Removed

const byte Photon.Realtime.GamePropertyKey.Removed = 251
static

(251) True if the room is to be removed from room listing (used in update to room list in lobby on master)

◆ PropsListedInLobby

const byte Photon.Realtime.GamePropertyKey.PropsListedInLobby = 250
static

(250) A list of the room properties to pass to the RoomInfo list in a lobby. This is used in CreateRoom, which defines this list once per room.

◆ CleanupCacheOnLeave

const byte Photon.Realtime.GamePropertyKey.CleanupCacheOnLeave = 249
static

(249) Equivalent of Operation Join parameter CleanupCacheOnLeave.

◆ MasterClientId

const byte Photon.Realtime.GamePropertyKey.MasterClientId = (byte)248
static

(248) Code for MasterClientId, which is synced by server. When sent as op-parameter this is (byte)203. As room property this is (byte)248.

Tightly related to ParameterCode.MasterClientId.

◆ ExpectedUsers

const byte Photon.Realtime.GamePropertyKey.ExpectedUsers = (byte)247
static

(247) Code for ExpectedUsers in a room. Matchmaking keeps a slot open for the players with these userIDs.

◆ PlayerTtl

const byte Photon.Realtime.GamePropertyKey.PlayerTtl = (byte)246
static

(246) Player Time To Live. How long any player can be inactive (due to disconnect or leave) before the user gets removed from the playerlist (freeing a slot).

◆ EmptyRoomTtl

const byte Photon.Realtime.GamePropertyKey.EmptyRoomTtl = (byte)245
static

(245) Room Time To Live. How long a room stays available (and in server-memory), after the last player becomes inactive. After this time, the room gets persisted or destroyed.