Photon .NET Client API
4.1.4.8
Classes | |
| class | ActorProperties |
| Class for constants. These (byte) values define "well known" properties for an Actor / Player. More... | |
| class | AppSettings |
| Settings for Photon application(s) and the server to connect to. More... | |
| class | AuthenticationValues |
| Container for user authentication in Photon. Set AuthValues before you connect - all else is handled. More... | |
| class | ConnectionCallbacksContainer |
| Container type for callbacks defined by IConnectionCallbacks. See LoadBalancingCallbackTargets. More... | |
| class | ConnectionHandler |
| class | EncryptionDataParameters |
| class | EnterRoomParams |
| Parameters for creating rooms. More... | |
| class | ErrorCode |
| ErrorCode defines the default codes associated with Photon client/server communication. More... | |
| class | ErrorInfo |
| Class wrapping the received EventCode.ErrorInfo event. More... | |
| class | ErrorInfoCallbacksContainer |
| Container type for callbacks defined by IErrorInfoCallback. See LoadBalancingClient.ErrorInfoCallbackTargets. | |
| class | EventCode |
| Class for constants. These values are for events defined by Photon LoadBalancing. More... | |
| class | Extensions |
| This static class defines some useful extension methods for several existing classes (e.g. Vector3, float and others). | |
| class | FindFriendsOptions |
| Options for OpFindFriends can be combined to filter which rooms of friends are returned. More... | |
| class | FriendInfo |
| Used to store info about a friend's online state and in which room he/she is. More... | |
| class | GamePropertyKey |
| Class for constants. These (byte) values are for "well known" room/game properties used in Photon LoadBalancing. More... | |
| interface | IConnectionCallbacks |
| Collection of "organizational" callbacks for the Realtime Api to cover: Connection and Regions. More... | |
| interface | IErrorInfoCallback |
| Interface for EventCode.ErrorInfo event callback for the Realtime Api. More... | |
| interface | IInRoomCallbacks |
| Collection of "in room" callbacks for the Realtime Api to cover: Players entering or leaving, property updates and Master Client switching. More... | |
| interface | ILobbyCallbacks |
| Collection of "organizational" callbacks for the Realtime Api to cover the Lobby. More... | |
| interface | IMatchmakingCallbacks |
| Collection of "organizational" callbacks for the Realtime Api to cover Matchmaking. More... | |
| class | InRoomCallbacksContainer |
| Container type for callbacks defined by IInRoomCallbacks. See InRoomCallbackTargets. | |
| interface | IOnEventCallback |
| Event callback for the Realtime Api. Covers events from the server and those sent by clients via OpRaiseEvent. More... | |
| interface | IWebRpcCallback |
| Interface for "WebRpc" callbacks for the Realtime Api. Currently includes only responses for Web RPCs. More... | |
| class | LoadBalancingClient |
| 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... | |
| class | LoadBalancingPeer |
| A LoadBalancingPeer provides the operations and enum definitions needed to use the LoadBalancing server application which is also used in Photon Cloud. More... | |
| class | LobbyCallbacksContainer |
| Container type for callbacks defined by ILobbyCallbacks. See LobbyCallbackTargets. | |
| class | MatchMakingCallbacksContainer |
| Container type for callbacks defined by IMatchmakingCallbacks. See MatchMakingCallbackTargets. More... | |
| class | OperationCode |
| Class for constants. Contains operation codes. More... | |
| class | OpJoinRandomRoomParams |
| Parameters for the matchmaking of JoinRandomRoom and JoinRandomOrCreateRoom. More... | |
| class | ParameterCode |
| Class for constants. Codes for parameters of Operations and Events. More... | |
| class | PhotonPing |
| Abstract implementation of PhotonPing, ase for pinging servers to find the "Best Region". More... | |
| struct | PhotonPortDefinition |
| Container for port definitions. More... | |
| class | PingMono |
| Uses C# Socket class from System.Net.Sockets (as Unity usually does). More... | |
| class | Player |
| Summarizes a "player" within a room, identified (in that room) by ID (or "actorNumber"). More... | |
| class | RaiseEventOptions |
| Aggregates several less-often used options for operation RaiseEvent. See field descriptions for usage details. More... | |
| class | Region |
| class | RegionHandler |
| Provides methods to work with Photon's regions (Photon Cloud) and can be use to find the one with best ping. More... | |
| class | RegionPinger |
| class | Room |
| This class represents a room a client joins/joined. More... | |
| class | RoomInfo |
| 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... | |
| class | RoomOptions |
| Wraps up common room properties needed when you create rooms. Read the individual entries for more details. More... | |
| class | SupportLogger |
| Helper class to debug log basic information about Photon client and vital traffic statistics. More... | |
| class | TypedLobby |
| Refers to a specific lobby on the server. More... | |
| class | TypedLobbyInfo |
| Info for a lobby on the server. Used when LoadBalancingClient.EnableLobbyStatistics is true. More... | |
| class | WebFlags |
| 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... | |
| class | WebRpcCallbacksContainer |
| Container type for callbacks defined by IWebRpcCallback. See WebRpcCallbackTargets. | |
| class | WebRpcResponse |
| Reads an operation response of a WebRpc and provides convenient access to most common values. More... | |
Typedefs | |
| using | SupportClass = ExitGames.Client.Photon.SupportClass |
| using | Stopwatch = System.Diagnostics.Stopwatch |
| using Photon.Realtime.Stopwatch = typedef System.Diagnostics.Stopwatch |
| using Photon.Realtime.SupportClass = typedef ExitGames.Client.Photon.SupportClass |
|
strong |
|
strong |
State values for a client, which handles switching Photon server types, some operations, etc.
| Enumerator | |
|---|---|
| PeerCreated | Peer is created but not used yet. |
| Authenticating | Transition state while connecting to a server. On the Photon Cloud this sends the AppId and AuthenticationValues (UserID). |
| Authenticated | Not Used. |
| JoiningLobby | The client sent an OpJoinLobby and if this was done on the Master Server, it will result in. Depending on the lobby, it gets room listings. |
| JoinedLobby | The client is in a lobby, connected to the MasterServer. Depending on the lobby, it gets room listings. |
| DisconnectingFromMasterServer | Transition from MasterServer to GameServer. |
| DisconnectingFromMasterserver | |
| ConnectingToGameServer | Transition to GameServer (client authenticates and joins/creates a room). |
| ConnectingToGameserver | |
| ConnectedToGameServer | Connected to GameServer (going to auth and join game). |
| ConnectedToGameserver | |
| Joining | Transition state while joining or creating a room on GameServer. |
| Joined | The client entered a room. The CurrentRoom and Players are known and you can now raise events. |
| Leaving | Transition state when leaving a room. |
| DisconnectingFromGameServer | Transition from GameServer to MasterServer (after leaving a room/game). |
| DisconnectingFromGameserver | |
| ConnectingToMasterServer | Connecting to MasterServer (includes sending authentication values). |
| ConnectingToMasterserver | |
| Disconnecting | The client disconnects (from any server). This leads to state Disconnected. |
| Disconnected | The client is no longer connected (to any server). Connect to MasterServer to go on. |
| ConnectedToMasterServer | Connected to MasterServer. You might use matchmaking or join a lobby now. |
| ConnectedToMasterserver | |
| ConnectedToMaster | |
| ConnectingToNameServer | Client connects to the NameServer. This process includes low level connecting and setting up encryption. When done, state becomes ConnectedToNameServer. |
| ConnectedToNameServer | Client is connected to the NameServer and established encryption already. You should call OpGetRegions or ConnectToRegionMaster. |
| DisconnectingFromNameServer | Clients disconnects (specifically) from the NameServer (usually to connect to the MasterServer). |
| ConnectWithFallbackProtocol | Client was unable to connect to Name Server and will attempt to connect with an alternative network protocol (TCP). |
|
strong |
Options for optional "Custom Authentication" services used with Photon. Used by OpAuthenticate after connecting to Photon.
| Enumerator | |
|---|---|
| Custom | Use a custom authentification service. Currently the only implemented option. |
| Steam | Authenticates users by their Steam Account. Set auth values accordingly! |
Authenticates users by their Facebook Account. Set auth values accordingly! | |
| Oculus | Authenticates users by their Oculus Account and token. |
| PlayStation | Authenticates users by their PSN Account and token. |
| Xbox | Authenticates users by their Xbox Account and XSTS token. |
| Viveport | Authenticates users by their HTC Viveport Account and user token. Set AuthGetParameters to "userToken=[userToken]" |
| NintendoSwitch | Authenticates users by their NSA ID. |
| None | Disables custom authentification. Same as not providing any AuthenticationValues for connect (more precisely for: OpAuthenticate). |
|
strong |
Enumeration of causes for Disconnects (used in LoadBalancingClient.DisconnectedCause).
Read the individual descriptions to find out what to do about this type of disconnect.
| Enumerator | |
|---|---|
| None | No error was tracked. |
| ExceptionOnConnect | OnStatusChanged: The server is not available or the address is wrong. Make sure the port is provided and the server is up. |
| Exception | 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. |
| ServerTimeout | OnStatusChanged: The server disconnected this client due to timing out (missing acknowledgement from the client). |
| ClientTimeout | OnStatusChanged: This client detected that the server's responses are not received in due time. |
| DisconnectByServerLogic | OnStatusChanged: The server disconnected this client from within the room's logic (the C# code). |
| DisconnectByServerReasonUnknown | OnStatusChanged: The server disconnected this client for unknown reasons. |
| InvalidAuthentication | OnOperationResponse: Authenticate in the Photon Cloud with invalid AppId. Update your subscription or contact Exit Games. |
| CustomAuthenticationFailed | OnOperationResponse: Authenticate in the Photon Cloud with invalid client values or custom authentication setup in Cloud Dashboard. |
| AuthenticationTicketExpired | The authentication ticket should provide access to any Photon Cloud server without doing another authentication-service call. However, the ticket expired. |
| MaxCcuReached | OnOperationResponse: Authenticate (temporarily) failed when using a Photon Cloud subscription without CCU Burst. Update your subscription. |
| InvalidRegion | OnOperationResponse: Authenticate when the app's Photon Cloud subscription is locked to some (other) region(s). Update your subscription or master server address. |
| OperationNotAllowedInCurrentState | OnOperationResponse: Operation that's (currently) not available for this client (not authorized usually). Only tracked for op Authenticate. |
| DisconnectByClientLogic | OnStatusChanged: The client disconnected from within the logic (the C# code). |
| DisconnectByOperationLimit | 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. |
| DisconnectByDisconnectMessage | The client received a "Disconnect Message" from the server. Check the debug logs for details. |
|
strong |
Defines how the communication gets encrypted.
|
strong |
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.
|
strong |
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.
|
strong |
Types of lobbies define their behaviour and capabilities. Check each value for details.
Values of this enum must be matched by the server.
|
strong |
Options for matchmaking rules for OpJoinRandom.
|
strong |
Flags for "types of properties", being used as filter in OpGetProperties.
|
strong |
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.
|
strong |
Available server (types) for internally used field: server.
Photon uses 3 different roles of servers: Name Server, Master Server and Game Server.
| Enumerator | |
|---|---|
| MasterServer | This server is where matchmaking gets done and where clients can get lists of rooms in lobbies. |
| GameServer | This server handles a number of rooms to execute and relay the messages between players (in a room). |
| NameServer | 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). |