Quantum 3
3.1.0
The arguments list for the matchmaking extension method ConnectToRoomAsync(). More...
Public Member Functions | |
| override string | ToString () |
| Print some fields verbose. More... | |
| void | Validate () |
| Run validation and throw on missing fields. More... | |
Public Attributes | |
| AsyncConfig | AsyncConfig |
| Async configuration that include TaskFactory and global cancellation support. If null then AsyncConfig.Global is used. More... | |
| AuthenticationValues | AuthValues |
| Provide authentication values for the Photon server connection. Use this in conjunction with custom authentication. This field is created when UserId is set. More... | |
| bool | CanOnlyJoin |
| Configure if the connect request can also create rooms or if it only tries to join. More... | |
| bool | CanRejoin => PlayerTtlInSeconds > 0 |
| Returns if a client can rejoin a room which is only valid when PlayerTtlInSeconds is greater the 0. More... | |
| string[] | CustomLobbyProperties |
| Optional list of room properties that are used for lobby matchmaking. Will be configured as EnterRoomArgs.RoomOptions.CustomRoomPropertiesForLobby — the subset of CustomProperties that the Master Server sends to lobby clients. More... | |
| PhotonHashtable | CustomProperties |
| Custom room properties. Set on EnterRoomArgs.RoomOptions and JoinRandomRoomArgs.ExpectedCustomRoomProperties More... | |
| RoomOptions | CustomRoomOptions |
| Optionally set explicit room options to use for EnterRoomArgs.RoomOptions. No properties will be set internally when this is set (see BuildEnterRoomArgs). More... | |
| int | EmptyRoomTtlInSeconds |
| Empty room TTL setting in seconds. Only meaningful together with PlayerTtlInSeconds > 0; defines how long an emptied room persists in memory so inactive players can rejoin. Will be configured as EnterRoomArgs.RoomOptions.EmptyRoomTtl when creating a Photon room. More... | |
| bool | EnableCrc |
| Enable CRC for Photon networking to detect corrupted packages. Building the checksum with RealtimeClient.CrcEnabled has a low processing overhead but increases integrity of sent and received data. More... | |
| string[] | ExpectedUsers |
| An optional list of users users list blocks player slots for your friends or team mates to join the room, too. Set as EnterRoomArgs.ExpectedUsers or JoinRandomRoomArgs.ExpectedUsers. More... | |
| bool | FastReconnectDisabled |
| When false (default), ReconnectToRoomAsync(RealtimeClient, MatchmakingArguments) first attempts RealtimeClient.ReconnectAndRejoin (the fast path that reuses the existing connection state) before falling back to a full reconnect. Set to true to always use the full path, e.g. when the prior connection is known to be unrecoverable. More... | |
| bool? | IsRoomOpen |
Optionally set an explicit initial RoomOptions.IsOpen value. Default is true More... | |
| bool? | IsRoomVisible |
Optionally set an explicit initial RoomOptions.IsVisible value. Default is true More... | |
| TypedLobby | Lobby |
| Optional Photon Realtime lobby to use for matchmaking. Used for JoinRandomRoomArgs.Lobby and EnterRoomArgs.Lobby. More... | |
| int | MaxPlayers |
| Max clients for the Photon room. 0 = unlimited. Set on JoinRandomRoomArgs.ExpectedMaxPlayers and EnterRoomArgs.RoomOptions.MaxPlayers. More... | |
| RealtimeClient | NetworkClient |
| Optionally provide a client object. If null a new client object is created during the matchmaking process. More... | |
| AppSettings | PhotonSettings |
| Photon Realtime AppSettings. More... | |
| int | PlayerTtlInSeconds |
| Player TTL setting in seconds. A non-zero value is required to enable rejoin (and therefore fast reconnect via ReconnectToRoomAsync(RealtimeClient, MatchmakingArguments)). -1 keeps the user in the room for the lifetime of the room; a positive value defines the inactive window in seconds. 0 (the default) disables rejoin entirely. Will be configured as EnterRoomArgs.RoomOptions.PlayerTtl when creating a Photon room. More... | |
| string | PluginName |
| Photon server plugin to connect to. More... | |
| string[] | Plugins => string.IsNullOrEmpty(PluginName) ? new string[0] : new string[1] { PluginName } |
| Returns PluginName as a string array. More... | |
| MatchmakingMode | RandomMatchingType |
| The MatchmakingMode affects how rooms get filled for random matchmaking. By default, the server fills rooms. Set on JoinRandomRoomArgs.MatchingType More... | |
| MatchmakingReconnectInformation | ReconnectInformation |
| Optional object to save and load reconnect information. More... | |
| string | RoomName |
| Set a desired room name to create or join. If RoomName is null random matchmaking is used. Will be configured as EnterRoomArgs.RoomOptions.RoomName when creating a Photon room. More... | |
| string | SqlLobbyFilter |
| Optional SQL query to filter room matches used for JoinRandomRoomArgs.SqlLobbyFilter. More... | |
| object | Ticket |
| Optional Photon matchmaking ticket. Used for JoinRandomRoomArgs.Ticket and EnterRoomArgs.Ticket. More... | |
Properties | |
| string? | UserId [get, set] |
| Creates authentication values object in field AuthValues and sets the AuthenticationValues.UserId. This property will be ignored in Json serialization. More... | |
The arguments list for the matchmaking extension method ConnectToRoomAsync().
|
inline |
Print some fields verbose.
|
inline |
Run validation and throw on missing fields.
| ArgumentException | Is thrown when some minimum configurations are missing. |
| AppSettings Photon.Realtime.MatchmakingArguments.PhotonSettings |
Photon Realtime AppSettings.
| int Photon.Realtime.MatchmakingArguments.PlayerTtlInSeconds |
Player TTL setting in seconds. A non-zero value is required to enable rejoin (and therefore fast reconnect via ReconnectToRoomAsync(RealtimeClient, MatchmakingArguments)). -1 keeps the user in the room for the lifetime of the room; a positive value defines the inactive window in seconds. 0 (the default) disables rejoin entirely. Will be configured as EnterRoomArgs.RoomOptions.PlayerTtl when creating a Photon room.
| int Photon.Realtime.MatchmakingArguments.EmptyRoomTtlInSeconds |
Empty room TTL setting in seconds. Only meaningful together with PlayerTtlInSeconds > 0; defines how long an emptied room persists in memory so inactive players can rejoin. Will be configured as EnterRoomArgs.RoomOptions.EmptyRoomTtl when creating a Photon room.
| string Photon.Realtime.MatchmakingArguments.RoomName |
Set a desired room name to create or join. If RoomName is null random matchmaking is used. Will be configured as EnterRoomArgs.RoomOptions.RoomName when creating a Photon room.
| int Photon.Realtime.MatchmakingArguments.MaxPlayers |
Max clients for the Photon room. 0 = unlimited. Set on JoinRandomRoomArgs.ExpectedMaxPlayers and EnterRoomArgs.RoomOptions.MaxPlayers.
| bool Photon.Realtime.MatchmakingArguments.CanOnlyJoin |
Configure if the connect request can also create rooms or if it only tries to join.
| AsyncConfig Photon.Realtime.MatchmakingArguments.AsyncConfig |
Async configuration that include TaskFactory and global cancellation support. If null then AsyncConfig.Global is used.
| RealtimeClient Photon.Realtime.MatchmakingArguments.NetworkClient |
Optionally provide a client object. If null a new client object is created during the matchmaking process.
| AuthenticationValues Photon.Realtime.MatchmakingArguments.AuthValues |
Provide authentication values for the Photon server connection. Use this in conjunction with custom authentication. This field is created when UserId is set.
| string Photon.Realtime.MatchmakingArguments.PluginName |
Photon server plugin to connect to.
| MatchmakingReconnectInformation Photon.Realtime.MatchmakingArguments.ReconnectInformation |
Optional object to save and load reconnect information.
| PhotonHashtable Photon.Realtime.MatchmakingArguments.CustomProperties |
Custom room properties. Set on EnterRoomArgs.RoomOptions and JoinRandomRoomArgs.ExpectedCustomRoomProperties
| string [] Photon.Realtime.MatchmakingArguments.ExpectedUsers |
An optional list of users users list blocks player slots for your friends or team mates to join the room, too. Set as EnterRoomArgs.ExpectedUsers or JoinRandomRoomArgs.ExpectedUsers.
| TypedLobby Photon.Realtime.MatchmakingArguments.Lobby |
Optional Photon Realtime lobby to use for matchmaking. Used for JoinRandomRoomArgs.Lobby and EnterRoomArgs.Lobby.
| string [] Photon.Realtime.MatchmakingArguments.CustomLobbyProperties |
Optional list of room properties that are used for lobby matchmaking. Will be configured as EnterRoomArgs.RoomOptions.CustomRoomPropertiesForLobby — the subset of CustomProperties that the Master Server sends to lobby clients.
| string Photon.Realtime.MatchmakingArguments.SqlLobbyFilter |
Optional SQL query to filter room matches used for JoinRandomRoomArgs.SqlLobbyFilter.
| object Photon.Realtime.MatchmakingArguments.Ticket |
Optional Photon matchmaking ticket. Used for JoinRandomRoomArgs.Ticket and EnterRoomArgs.Ticket.
| MatchmakingMode Photon.Realtime.MatchmakingArguments.RandomMatchingType |
The MatchmakingMode affects how rooms get filled for random matchmaking. By default, the server fills rooms. Set on JoinRandomRoomArgs.MatchingType
| RoomOptions Photon.Realtime.MatchmakingArguments.CustomRoomOptions |
Optionally set explicit room options to use for EnterRoomArgs.RoomOptions. No properties will be set internally when this is set (see BuildEnterRoomArgs).
| bool? Photon.Realtime.MatchmakingArguments.IsRoomVisible |
Optionally set an explicit initial RoomOptions.IsVisible value. Default is true
| bool? Photon.Realtime.MatchmakingArguments.IsRoomOpen |
Optionally set an explicit initial RoomOptions.IsOpen value. Default is true
| bool Photon.Realtime.MatchmakingArguments.EnableCrc |
Enable CRC for Photon networking to detect corrupted packages. Building the checksum with RealtimeClient.CrcEnabled has a low processing overhead but increases integrity of sent and received data.
| bool Photon.Realtime.MatchmakingArguments.FastReconnectDisabled |
When false (default), ReconnectToRoomAsync(RealtimeClient, MatchmakingArguments) first attempts RealtimeClient.ReconnectAndRejoin (the fast path that reuses the existing connection state) before falling back to a full reconnect. Set to true to always use the full path, e.g. when the prior connection is known to be unrecoverable.
| string [] Photon.Realtime.MatchmakingArguments.Plugins => string.IsNullOrEmpty(PluginName) ? new string[0] : new string[1] { PluginName } |
Returns PluginName as a string array.
| bool Photon.Realtime.MatchmakingArguments.CanRejoin => PlayerTtlInSeconds > 0 |
Returns if a client can rejoin a room which is only valid when PlayerTtlInSeconds is greater the 0.
|
getset |
Creates authentication values object in field AuthValues and sets the AuthenticationValues.UserId. This property will be ignored in Json serialization.