Photon Plugins API Documentation v5.0RC1

Public Member Functions | Properties | List of all members
Photon.Hive.Plugin.IActor Interface Reference

Base interface of actor class inside the room. More...

Public Member Functions

void UpdateSecure (string key, object value)
 

Properties

int ActorNr [get]
 Used to identify a player/peer in a game - changes with every new game instances. More...
 
PropertyBag< object > Properties [get]
 The actor's custom properties. More...
 
string UserId [get]
 Global identify a player/peer in a game. Sent in OpAuthenticate when you connect When using the CustomAuth feature it can be set in the response of the Auth request. If the UserId is set in the CustomAuth response the value sent by client is ignored. More...
 
string Nickname [get]
 Non-unique name of the player for display purposes. Equivalent to Playername in most client sdk's. Former Username in the first release of Webhooks. More...
 
bool IsActive [get]
 When disconnect Actors they gow through to phases first they are set as inactive, when the PlayerTTL elapses they are removed from the list of actors. A client can rejoin the game using its old actornr. If the room was created with the RoomOptions.CheckUserOnJoin = true setting. UserId's are only allowd to join once and on rejoin UserId and actornr have to match. The actornr on rejoin can be set to -1 then the UserId is used to match the actor. More...
 
object Secure [get]
 Now called AuthCookie. An encrypted object invisible to client, optionally returned by web service upon successful custom authentication. More...
 

Detailed Description

Base interface of actor class inside the room.

Member Function Documentation

◆ UpdateSecure()

void Photon.Hive.Plugin.IActor.UpdateSecure ( string  key,
object  value 
)

Property Documentation

◆ ActorNr

int Photon.Hive.Plugin.IActor.ActorNr
get

Used to identify a player/peer in a game - changes with every new game instances.

◆ IsActive

bool Photon.Hive.Plugin.IActor.IsActive
get

When disconnect Actors they gow through to phases first they are set as inactive, when the PlayerTTL elapses they are removed from the list of actors. A client can rejoin the game using its old actornr. If the room was created with the RoomOptions.CheckUserOnJoin = true setting. UserId's are only allowd to join once and on rejoin UserId and actornr have to match. The actornr on rejoin can be set to -1 then the UserId is used to match the actor.

◆ Nickname

string Photon.Hive.Plugin.IActor.Nickname
get

Non-unique name of the player for display purposes. Equivalent to Playername in most client sdk's. Former Username in the first release of Webhooks.

◆ Properties

PropertyBag<object> Photon.Hive.Plugin.IActor.Properties
get

The actor's custom properties.

◆ Secure

object Photon.Hive.Plugin.IActor.Secure
get

Now called AuthCookie. An encrypted object invisible to client, optionally returned by web service upon successful custom authentication.

◆ UserId

string Photon.Hive.Plugin.IActor.UserId
get

Global identify a player/peer in a game. Sent in OpAuthenticate when you connect When using the CustomAuth feature it can be set in the response of the Auth request. If the UserId is set in the CustomAuth response the value sent by client is ignored.