Quantum 3 3.1.0

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

Class for constants. Codes for parameters of Operations and Events. More...

Static Public Attributes

const byte ActorList = (byte)252
 (252) Code for list of players in a room. More...
 
const byte ActorNr = (byte)254
 (254) Code of the Actor of an operation. Used for property get and set. More...
 
const byte Add = 238
 (238) The "Add" operation-parameter can be used to add something to some list or set. E.g. add groups to player's interest groups. More...
 
const byte Address = 230
 (230) Address of a (game) server to use. More...
 
const byte AllowRepeats = 188
 (188) Parameter key to let the server know it may queue the client in low-ccu matchmaking situations. More...
 
const byte ApplicationId = 224
 (224) Your application's ID: a name on your own Photon or a GUID on the Photon Cloud More...
 
const byte AppVersion = 220
 (220) Version of your application More...
 
const byte Broadcast = (byte)250
 (250) Code for broadcast parameter of OpSetProperties method. More...
 
const byte Cache = (byte)247
 (247) Code for caching events while raising them. More...
 
const byte CacheSliceIndex = 205
 (205) Used to define a "slice" for cached events. Slices can easily be removed from cache. Type: int. More...
 
const byte CheckUserOnJoin = (byte)232
 (232) Used when creating rooms to define if any userid can join the room only once. More...
 
const byte CleanupCacheOnLeave = (byte)241
 (241) Bool parameter of CreateGame Operation. If true, server cleans up roomcache of leaving players (their cached events get removed). More...
 
const byte ClientAuthenticationData = 214
 (214) This key's (string or byte[]) value provides parameters sent to the custom authentication service setup in Photon Dashboard. Used in OpAuthenticate More...
 
const byte ClientAuthenticationParams = 216
 (216) This key's (string) value provides parameters sent to the custom authentication type/service the client connects with. Used in OpAuthenticate More...
 
const byte ClientAuthenticationType = 217
 (217) This key's (byte) value defines the target custom authentication type/service the client connects with. Used in OpAuthenticate More...
 
const byte Cluster = 196
 (196) Cluster info provided in OpAuthenticate/OpAuthenticateOnce responses. More...
 
const byte Code = (byte)244
 (244) Code used when sending some code-related parameter, like OpRaiseEvent's event-code. More...
 
const byte CustomEventContent = (byte)245
 (245) Code of data/custom content of an event. Used in OpRaiseEvent. More...
 
const byte CustomInitData = 194
 (194) Set of custom parameters which are sent in auth request. More...
 
const byte Data = (byte)245
 (245) Code of data of an event. Used in OpRaiseEvent. More...
 
const byte EmptyRoomTTL = 236
 (236) Time To Live (TTL) for a room when the last player leaves. Keeps room in memory for case a player re-joins soon. In milliseconds. More...
 
const byte EncryptionData = 192
 (192) Parameter of Authentication, which contains encryption keys (depends on AuthMode and EncryptionMode). More...
 
const byte EncryptionMode = 193
 (193) How are we going to encrypt data. More...
 
const byte EventForward = 234
 (234) Optional parameter of OpRaiseEvent and OpSetCustomProperties to forward the event/operation to a web-service. More...
 
const byte ExpectedProtocol = 195
 (195) Protocol which will be used by client to connect master/game servers. Used for nameserver. More...
 
const byte ExpectedValues = (byte)231
 (231) Code for "Check And Swap" (CAS) when changing properties. More...
 
const byte FindFriendsOptions = (byte)2
 (2) Used in Op FindFriends request. An integer containing option-flags to filter the results. More...
 
const byte FindFriendsRequestList = (byte)1
 (1) Used in Op FindFriends request. Value must be string[] of friends to look up. More...
 
const byte FindFriendsResponseOnlineList = (byte)1
 (1) Used in Op FindFriends response. Contains bool[] list of online states (false if not online). More...
 
const byte FindFriendsResponseRoomIdList = (byte)2
 (2) Used in Op FindFriends response. Contains string[] of room names ("" where not known or no room joined). More...
 
const byte GameCount = 228
 (228) Count of games in this application (used in stats event) More...
 
const byte GameList = 222
 (222) List of RoomInfos about open / listed rooms More...
 
const byte GameProperties = (byte)248
 (248) Code for property set (PhotonHashtable). More...
 
const byte Group = 240
 (240) Code for "group" operation-parameter (as used in Op RaiseEvent). More...
 
const byte Info = 218
 (218) Content for EventCode.ErrorInfo and internal debug operations. More...
 
const byte IsInactive = (byte)233
 (233) Used in EvLeave to describe if a user is inactive (and might come back) or not. In rooms with PlayerTTL, becoming inactive is the default case. More...
 
const byte JoinMode = 215
 (215) The JoinMode enum defines which variant of joining a room will be executed: Join only if available, create if not exists or re-join. More...
 
const byte LobbyName = (byte)213
 (213) Used in matchmaking-related methods and when creating a room to name a lobby (to join or to attach a room to). More...
 
const byte LobbyStats = (byte)211
 (211) This (optional) parameter can be sent in Op Authenticate to turn on Lobby Stats (info about lobby names and their user- and game-counts). More...
 
const byte LobbyType = (byte)212
 (212) Used in matchmaking-related methods and when creating a room to define the type of a lobby. Combined with the lobby name this identifies the lobby. More...
 
const byte MasterClientId = (byte)203
 (203) Code for MasterClientId, which is synced by server. When sent as op-parameter this is code 203. More...
 
const byte MasterPeerCount = 227
 (227) Count of players on the master server (in this app, looking for rooms) More...
 
const byte MatchmakingGroupId = 189
 (189) With this value in a Ticket, the server can define a party / group for matchmaking. Groups will be matched into the same game (as soon as one was found). More...
 
const byte MatchMakingType = 223
 (223) Modifies the matchmaking algorithm used for OpJoinRandom. Allowed parameter values are defined in enum MatchmakingMode. More...
 
const byte NickName = 202
 (202) Used by the server in Operation Responses, when it sends the nickname of the client (the user's nickname). More...
 
const byte PeerCount = 229
 (229) Count of players in this application in a rooms (used in stats event) More...
 
const byte PlayerProperties = (byte)249
 (249) Code for property set (PhotonHashtable). More...
 
const byte PlayerTTL = 235
 (235) Time To Live (TTL) for an 'actor' in a room. If a client disconnects, this actor is inactive first and removed after this timeout. In milliseconds. More...
 
const byte PluginName = 201
 (201) Informs user about name of plugin load to game More...
 
const byte Plugins = 204
 (204) Informs the server of the expected plugin setup. More...
 
const byte PluginVersion = 200
 (200) Informs user about version of plugin load to game More...
 
const byte Position = 223
 (223) Not used currently (as "Position"). If you get queued before connect, this is your position More...
 
const byte Properties = (byte)251
 (251) Code for property-set (PhotonHashtable). This key is used when sending only one set of properties. If either ActorProperties or GameProperties are used (or both), check those keys. More...
 
const byte PublishUserId = 239
 (239) Used in Op Join to define if UserIds of the players are broadcast in the room. Useful for FindFriends and reserving slots for expected users. More...
 
const byte ReceiverGroup = (byte)246
 (246) Code to select the receivers of events (used in Lite, Operation RaiseEvent). More...
 
const byte Region = (byte)210
 (210) Used for region values in OpAuth and OpGetRegions. More...
 
const byte Remove = 239
 (239) The "Remove" operation-parameter can be used to remove something from a list. E.g. remove groups from player's interest groups. More...
 
const byte RoomName = (byte)255
 (255) Code for the gameId/roomName (a unique name per room). Used in OpJoin and similar. More...
 
const byte RoomOptionFlags = 191
 (191) An int parameter summarizing several boolean room-options with bit-flags. More...
 
const byte SuppressRoomEvents = 237
 (237) A bool parameter for creating games. If set to true, no room events are sent to the clients on join and leave. Default: false (and not sent). More...
 
const byte TargetActorNr = (byte)253
 (253) Code of the target Actor of an operation. Used for property set. Is 0 for game More...
 
const byte Ticket = 190
 (190) A matchmaking ticket provided from the server side. With these tickets, the server can define various values to be used in matchmaking. More...
 
const byte Token = 221
 (221) Internally used to establish encryption More...
 
const byte UriPath = 209
 Obsolete (WebRPC removed in v5). (209) Path of the WebRPC that got called. Also known as "WebRpc Name". Type: string. More...
 
const byte UserId = 225
 (225) User's ID More...
 
const byte WebRpcParameters = 208
 Obsolete (WebRPC removed in v5). (208) Parameters for a WebRPC as: Dictionary<string, object>. This will get serialized to JSon. More...
 
const byte WebRpcReturnCode = 207
 Obsolete (WebRPC removed in v5). (207) ReturnCode for the WebRPC, as sent by the web service (not by Photon, which uses ErrorCode). Type: byte. More...
 
const byte WebRpcReturnMessage = 206
 Obsolete (WebRPC removed in v5). (206) Message returned by WebRPC server. Analog to Photon's debug message. Type: string. More...
 

Detailed Description

Class for constants. Codes for parameters of Operations and Events.

These constants are used internally.

Member Data Documentation

◆ SuppressRoomEvents

const byte Photon.Realtime.ParameterCode.SuppressRoomEvents = 237
static

(237) A bool parameter for creating games. If set to true, no room events are sent to the clients on join and leave. Default: false (and not sent).

◆ EmptyRoomTTL

const byte Photon.Realtime.ParameterCode.EmptyRoomTTL = 236
static

(236) Time To Live (TTL) for a room when the last player leaves. Keeps room in memory for case a player re-joins soon. In milliseconds.

◆ PlayerTTL

const byte Photon.Realtime.ParameterCode.PlayerTTL = 235
static

(235) Time To Live (TTL) for an 'actor' in a room. If a client disconnects, this actor is inactive first and removed after this timeout. In milliseconds.

◆ EventForward

const byte Photon.Realtime.ParameterCode.EventForward = 234
static

(234) Optional parameter of OpRaiseEvent and OpSetCustomProperties to forward the event/operation to a web-service.

◆ IsInactive

const byte Photon.Realtime.ParameterCode.IsInactive = (byte)233
static

(233) Used in EvLeave to describe if a user is inactive (and might come back) or not. In rooms with PlayerTTL, becoming inactive is the default case.

◆ CheckUserOnJoin

const byte Photon.Realtime.ParameterCode.CheckUserOnJoin = (byte)232
static

(232) Used when creating rooms to define if any userid can join the room only once.

◆ ExpectedValues

const byte Photon.Realtime.ParameterCode.ExpectedValues = (byte)231
static

(231) Code for "Check And Swap" (CAS) when changing properties.

◆ Address

const byte Photon.Realtime.ParameterCode.Address = 230
static

(230) Address of a (game) server to use.

◆ PeerCount

const byte Photon.Realtime.ParameterCode.PeerCount = 229
static

(229) Count of players in this application in a rooms (used in stats event)

◆ GameCount

const byte Photon.Realtime.ParameterCode.GameCount = 228
static

(228) Count of games in this application (used in stats event)

◆ MasterPeerCount

const byte Photon.Realtime.ParameterCode.MasterPeerCount = 227
static

(227) Count of players on the master server (in this app, looking for rooms)

◆ UserId

const byte Photon.Realtime.ParameterCode.UserId = 225
static

(225) User's ID

◆ ApplicationId

const byte Photon.Realtime.ParameterCode.ApplicationId = 224
static

(224) Your application's ID: a name on your own Photon or a GUID on the Photon Cloud

◆ Position

const byte Photon.Realtime.ParameterCode.Position = 223
static

(223) Not used currently (as "Position"). If you get queued before connect, this is your position

◆ MatchMakingType

const byte Photon.Realtime.ParameterCode.MatchMakingType = 223
static

(223) Modifies the matchmaking algorithm used for OpJoinRandom. Allowed parameter values are defined in enum MatchmakingMode.

◆ GameList

const byte Photon.Realtime.ParameterCode.GameList = 222
static

(222) List of RoomInfos about open / listed rooms

◆ Token

const byte Photon.Realtime.ParameterCode.Token = 221
static

(221) Internally used to establish encryption

◆ AppVersion

const byte Photon.Realtime.ParameterCode.AppVersion = 220
static

(220) Version of your application

◆ RoomName

const byte Photon.Realtime.ParameterCode.RoomName = (byte)255
static

(255) Code for the gameId/roomName (a unique name per room). Used in OpJoin and similar.

◆ Broadcast

const byte Photon.Realtime.ParameterCode.Broadcast = (byte)250
static

(250) Code for broadcast parameter of OpSetProperties method.

◆ ActorList

const byte Photon.Realtime.ParameterCode.ActorList = (byte)252
static

(252) Code for list of players in a room.

◆ ActorNr

const byte Photon.Realtime.ParameterCode.ActorNr = (byte)254
static

(254) Code of the Actor of an operation. Used for property get and set.

◆ PlayerProperties

const byte Photon.Realtime.ParameterCode.PlayerProperties = (byte)249
static

(249) Code for property set (PhotonHashtable).

◆ CustomEventContent

const byte Photon.Realtime.ParameterCode.CustomEventContent = (byte)245
static

(245) Code of data/custom content of an event. Used in OpRaiseEvent.

◆ Data

const byte Photon.Realtime.ParameterCode.Data = (byte)245
static

(245) Code of data of an event. Used in OpRaiseEvent.

◆ Code

const byte Photon.Realtime.ParameterCode.Code = (byte)244
static

(244) Code used when sending some code-related parameter, like OpRaiseEvent's event-code.

This is not the same as the Operation's code, which is no longer sent as part of the parameter Dictionary in Photon 3.

◆ GameProperties

const byte Photon.Realtime.ParameterCode.GameProperties = (byte)248
static

(248) Code for property set (PhotonHashtable).

◆ Properties

const byte Photon.Realtime.ParameterCode.Properties = (byte)251
static

(251) Code for property-set (PhotonHashtable). This key is used when sending only one set of properties. If either ActorProperties or GameProperties are used (or both), check those keys.

◆ TargetActorNr

const byte Photon.Realtime.ParameterCode.TargetActorNr = (byte)253
static

(253) Code of the target Actor of an operation. Used for property set. Is 0 for game

◆ ReceiverGroup

const byte Photon.Realtime.ParameterCode.ReceiverGroup = (byte)246
static

(246) Code to select the receivers of events (used in Lite, Operation RaiseEvent).

◆ Cache

const byte Photon.Realtime.ParameterCode.Cache = (byte)247
static

(247) Code for caching events while raising them.

◆ CleanupCacheOnLeave

const byte Photon.Realtime.ParameterCode.CleanupCacheOnLeave = (byte)241
static

(241) Bool parameter of CreateGame Operation. If true, server cleans up roomcache of leaving players (their cached events get removed).

◆ Group

const byte Photon.Realtime.ParameterCode.Group = 240
static

(240) Code for "group" operation-parameter (as used in Op RaiseEvent).

◆ Remove

const byte Photon.Realtime.ParameterCode.Remove = 239
static

(239) The "Remove" operation-parameter can be used to remove something from a list. E.g. remove groups from player's interest groups.

◆ PublishUserId

const byte Photon.Realtime.ParameterCode.PublishUserId = 239
static

(239) Used in Op Join to define if UserIds of the players are broadcast in the room. Useful for FindFriends and reserving slots for expected users.

◆ Add

const byte Photon.Realtime.ParameterCode.Add = 238
static

(238) The "Add" operation-parameter can be used to add something to some list or set. E.g. add groups to player's interest groups.

◆ Info

const byte Photon.Realtime.ParameterCode.Info = 218
static

(218) Content for EventCode.ErrorInfo and internal debug operations.

◆ ClientAuthenticationType

const byte Photon.Realtime.ParameterCode.ClientAuthenticationType = 217
static

(217) This key's (byte) value defines the target custom authentication type/service the client connects with. Used in OpAuthenticate

◆ ClientAuthenticationParams

const byte Photon.Realtime.ParameterCode.ClientAuthenticationParams = 216
static

(216) This key's (string) value provides parameters sent to the custom authentication type/service the client connects with. Used in OpAuthenticate

◆ JoinMode

const byte Photon.Realtime.ParameterCode.JoinMode = 215
static

(215) The JoinMode enum defines which variant of joining a room will be executed: Join only if available, create if not exists or re-join.

◆ ClientAuthenticationData

const byte Photon.Realtime.ParameterCode.ClientAuthenticationData = 214
static

(214) This key's (string or byte[]) value provides parameters sent to the custom authentication service setup in Photon Dashboard. Used in OpAuthenticate

◆ MasterClientId

const byte Photon.Realtime.ParameterCode.MasterClientId = (byte)203
static

(203) Code for MasterClientId, which is synced by server. When sent as op-parameter this is code 203.

Tightly related to GamePropertyKey.MasterClientId.

◆ FindFriendsRequestList

const byte Photon.Realtime.ParameterCode.FindFriendsRequestList = (byte)1
static

(1) Used in Op FindFriends request. Value must be string[] of friends to look up.

◆ FindFriendsOptions

const byte Photon.Realtime.ParameterCode.FindFriendsOptions = (byte)2
static

(2) Used in Op FindFriends request. An integer containing option-flags to filter the results.

◆ FindFriendsResponseOnlineList

const byte Photon.Realtime.ParameterCode.FindFriendsResponseOnlineList = (byte)1
static

(1) Used in Op FindFriends response. Contains bool[] list of online states (false if not online).

◆ FindFriendsResponseRoomIdList

const byte Photon.Realtime.ParameterCode.FindFriendsResponseRoomIdList = (byte)2
static

(2) Used in Op FindFriends response. Contains string[] of room names ("" where not known or no room joined).

◆ LobbyName

const byte Photon.Realtime.ParameterCode.LobbyName = (byte)213
static

(213) Used in matchmaking-related methods and when creating a room to name a lobby (to join or to attach a room to).

◆ LobbyType

const byte Photon.Realtime.ParameterCode.LobbyType = (byte)212
static

(212) Used in matchmaking-related methods and when creating a room to define the type of a lobby. Combined with the lobby name this identifies the lobby.

◆ LobbyStats

const byte Photon.Realtime.ParameterCode.LobbyStats = (byte)211
static

(211) This (optional) parameter can be sent in Op Authenticate to turn on Lobby Stats (info about lobby names and their user- and game-counts).

◆ Region

const byte Photon.Realtime.ParameterCode.Region = (byte)210
static

(210) Used for region values in OpAuth and OpGetRegions.

◆ UriPath

const byte Photon.Realtime.ParameterCode.UriPath = 209
static

Obsolete (WebRPC removed in v5). (209) Path of the WebRPC that got called. Also known as "WebRpc Name". Type: string.

◆ WebRpcParameters

const byte Photon.Realtime.ParameterCode.WebRpcParameters = 208
static

Obsolete (WebRPC removed in v5). (208) Parameters for a WebRPC as: Dictionary<string, object>. This will get serialized to JSon.

◆ WebRpcReturnCode

const byte Photon.Realtime.ParameterCode.WebRpcReturnCode = 207
static

Obsolete (WebRPC removed in v5). (207) ReturnCode for the WebRPC, as sent by the web service (not by Photon, which uses ErrorCode). Type: byte.

◆ WebRpcReturnMessage

const byte Photon.Realtime.ParameterCode.WebRpcReturnMessage = 206
static

Obsolete (WebRPC removed in v5). (206) Message returned by WebRPC server. Analog to Photon's debug message. Type: string.

◆ CacheSliceIndex

const byte Photon.Realtime.ParameterCode.CacheSliceIndex = 205
static

(205) Used to define a "slice" for cached events. Slices can easily be removed from cache. Type: int.

◆ Plugins

const byte Photon.Realtime.ParameterCode.Plugins = 204
static

(204) Informs the server of the expected plugin setup.

The operation will fail in case of a plugin mismatch returning error code PluginMismatch 32751(0x7FFF - 16). Setting string[]{} means the client expects no plugin to be setup. Note: for backwards compatibility null omits any check.

◆ NickName

const byte Photon.Realtime.ParameterCode.NickName = 202
static

(202) Used by the server in Operation Responses, when it sends the nickname of the client (the user's nickname).

◆ PluginName

const byte Photon.Realtime.ParameterCode.PluginName = 201
static

(201) Informs user about name of plugin load to game

◆ PluginVersion

const byte Photon.Realtime.ParameterCode.PluginVersion = 200
static

(200) Informs user about version of plugin load to game

◆ Cluster

const byte Photon.Realtime.ParameterCode.Cluster = 196
static

(196) Cluster info provided in OpAuthenticate/OpAuthenticateOnce responses.

◆ ExpectedProtocol

const byte Photon.Realtime.ParameterCode.ExpectedProtocol = 195
static

(195) Protocol which will be used by client to connect master/game servers. Used for nameserver.

◆ CustomInitData

const byte Photon.Realtime.ParameterCode.CustomInitData = 194
static

(194) Set of custom parameters which are sent in auth request.

◆ EncryptionMode

const byte Photon.Realtime.ParameterCode.EncryptionMode = 193
static

(193) How are we going to encrypt data.

◆ EncryptionData

const byte Photon.Realtime.ParameterCode.EncryptionData = 192
static

(192) Parameter of Authentication, which contains encryption keys (depends on AuthMode and EncryptionMode).

◆ RoomOptionFlags

const byte Photon.Realtime.ParameterCode.RoomOptionFlags = 191
static

(191) An int parameter summarizing several boolean room-options with bit-flags.

◆ Ticket

const byte Photon.Realtime.ParameterCode.Ticket = 190
static

(190) A matchmaking ticket provided from the server side. With these tickets, the server can define various values to be used in matchmaking.

◆ MatchmakingGroupId

const byte Photon.Realtime.ParameterCode.MatchmakingGroupId = 189
static

(189) With this value in a Ticket, the server can define a party / group for matchmaking. Groups will be matched into the same game (as soon as one was found).

This is defined in tickets and not sent by the clients. Here for completeness.

◆ AllowRepeats

const byte Photon.Realtime.ParameterCode.AllowRepeats = 188
static

(188) Parameter key to let the server know it may queue the client in low-ccu matchmaking situations.