Photon .NET Client API 4.1.4.8

Classes | Namespaces | Enumerations
LoadBalancingPeer.cs File Reference

Classes

class  Photon.Realtime.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  Photon.Realtime.FindFriendsOptions
 Options for OpFindFriends can be combined to filter which rooms of friends are returned. More...
 
class  Photon.Realtime.OpJoinRandomRoomParams
 Parameters for the matchmaking of JoinRandomRoom and JoinRandomOrCreateRoom. More...
 
class  Photon.Realtime.EnterRoomParams
 Parameters for creating rooms. More...
 
class  Photon.Realtime.ErrorCode
 ErrorCode defines the default codes associated with Photon client/server communication. More...
 
class  Photon.Realtime.ActorProperties
 Class for constants. These (byte) values define "well known" properties for an Actor / Player. More...
 
class  Photon.Realtime.GamePropertyKey
 Class for constants. These (byte) values are for "well known" room/game properties used in Photon LoadBalancing. More...
 
class  Photon.Realtime.EventCode
 Class for constants. These values are for events defined by Photon LoadBalancing. More...
 
class  Photon.Realtime.ParameterCode
 Class for constants. Codes for parameters of Operations and Events. More...
 
class  Photon.Realtime.OperationCode
 Class for constants. Contains operation codes. More...
 
class  Photon.Realtime.RoomOptions
 Wraps up common room properties needed when you create rooms. Read the individual entries for more details. More...
 
class  Photon.Realtime.RaiseEventOptions
 Aggregates several less-often used options for operation RaiseEvent. See field descriptions for usage details. More...
 
class  Photon.Realtime.TypedLobby
 Refers to a specific lobby on the server. More...
 
class  Photon.Realtime.TypedLobbyInfo
 Info for a lobby on the server. Used when LoadBalancingClient.EnableLobbyStatistics is true. More...
 
class  Photon.Realtime.AuthenticationValues
 Container for user authentication in Photon. Set AuthValues before you connect - all else is handled. More...
 

Namespaces

namespace  Photon
 
namespace  Photon.Realtime
 

Enumerations

enum  Photon.Realtime.JoinMode : byte { Photon.Realtime.JoinMode.Default = 0, Photon.Realtime.JoinMode.CreateIfNotExists = 1, Photon.Realtime.JoinMode.JoinOrRejoin = 2, Photon.Realtime.JoinMode.RejoinOnly = 3 }
 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  Photon.Realtime.MatchmakingMode : byte { Photon.Realtime.MatchmakingMode.FillRoom = 0, Photon.Realtime.MatchmakingMode.SerialMatching = 1, Photon.Realtime.MatchmakingMode.RandomMatching = 2 }
 Options for matchmaking rules for OpJoinRandom. More...
 
enum  Photon.Realtime.ReceiverGroup : byte { Photon.Realtime.ReceiverGroup.Others = 0, Photon.Realtime.ReceiverGroup.All = 1, Photon.Realtime.ReceiverGroup.MasterClient = 2 }
 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  Photon.Realtime.EventCaching : byte {
  Photon.Realtime.EventCaching.DoNotCache = 0, Photon.Realtime.EventCaching.MergeCache = 1, Photon.Realtime.EventCaching.ReplaceCache = 2, Photon.Realtime.EventCaching.RemoveCache = 3,
  Photon.Realtime.EventCaching.AddToRoomCache = 4, Photon.Realtime.EventCaching.AddToRoomCacheGlobal = 5, Photon.Realtime.EventCaching.RemoveFromRoomCache = 6, Photon.Realtime.EventCaching.RemoveFromRoomCacheForActorsLeft = 7,
  Photon.Realtime.EventCaching.SliceIncreaseIndex = 10, Photon.Realtime.EventCaching.SliceSetIndex = 11, Photon.Realtime.EventCaching.SlicePurgeIndex = 12, Photon.Realtime.EventCaching.SlicePurgeUpToIndex = 13
}
 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  Photon.Realtime.PropertyTypeFlag : byte { Photon.Realtime.PropertyTypeFlag.None = 0x00, Photon.Realtime.PropertyTypeFlag.Game = 0x01, Photon.Realtime.PropertyTypeFlag.Actor = 0x02, Photon.Realtime.PropertyTypeFlag.GameAndActor = Game | Actor }
 Flags for "types of properties", being used as filter in OpGetProperties. More...
 
enum  Photon.Realtime.LobbyType : byte { Photon.Realtime.LobbyType.Default = 0, Photon.Realtime.LobbyType.SqlLobby = 2, Photon.Realtime.LobbyType.AsyncRandomLobby = 3 }
 Types of lobbies define their behaviour and capabilities. Check each value for details. More...
 
enum  Photon.Realtime.AuthModeOption { Photon.Realtime.AuthModeOption.Auth, Photon.Realtime.AuthModeOption.AuthOnce, Photon.Realtime.AuthModeOption.AuthOnceWss }
 Options for authentication modes. From "classic" auth on each server to AuthOnce (on NameServer). More...
 
enum  Photon.Realtime.CustomAuthenticationType : byte {
  Photon.Realtime.CustomAuthenticationType.Custom = 0, Photon.Realtime.CustomAuthenticationType.Steam = 1, Photon.Realtime.CustomAuthenticationType.Facebook = 2, Photon.Realtime.CustomAuthenticationType.Oculus = 3,
  Photon.Realtime.CustomAuthenticationType.PlayStation = 4, Photon.Realtime.CustomAuthenticationType.Xbox = 5, Photon.Realtime.CustomAuthenticationType.Viveport = 10, Photon.Realtime.CustomAuthenticationType.NintendoSwitch = 11,
  Photon.Realtime.CustomAuthenticationType.None = byte.MaxValue
}
 Options for optional "Custom Authentication" services used with Photon. Used by OpAuthenticate after connecting to Photon. More...