Photon Server API Documentation v5.0RC1

Public Member Functions | Static Public Member Functions | Protected Member Functions | Protected Attributes | Properties | List of all members
Photon.LoadBalancing.MasterServer.GameServer.GameServerContext Class Reference
Inheritance diagram for Photon.LoadBalancing.MasterServer.GameServer.GameServerContext:

Public Member Functions

 GameServerContext (GameServerContextManager gameServerContextManager, MasterApplication application, IRegisterGameServer request)
 
void AttachPeerAndHandleRegisterRequest (IGameServerPeer peer, IRegisterGameServer request, bool reconnect)
 
void DetachPeerAndClose ()
 
bool DetachPeer (IGameServerPeer peer)
 
void CloseContext ()
 
void OnGameServerDisconnect (IGameServerPeer peer, int reason)
 
void OnPlayerCountChanged (int playerCount, int oldPlayerCount)
 
void HandleUpdateGameServerEvent (UpdateServerEvent updateGameServer)
 
void HandleReplicationHelperEvent (ReplicationHelperEvent finishEvent)
 
virtual void HandleUpdateGameEvent (UpdateGameEvent updateGameEvent)
 
virtual void HandleGameUpdatesBatchEvent (GameUpdatesBatchEvent updateBatchEvent)
 
virtual void HandleRemoveGameState (RemoveGameEvent removeEvent)
 
virtual void HandleUpdateApplicationStats (IEventData eventData)
 
virtual void HandleGameServerLeave (IEventData eventData)
 
int CompareTo (GameServerContext other)
 
override string ToString ()
 
virtual void IncrementGameCreationTimeouts ()
 
virtual void IncrementGameCreations ()
 

Static Public Member Functions

static string GetKey (IRegisterGameServer request)
 

Protected Member Functions

virtual void OnPeerAttached ()
 
virtual void OnPeerDettached ()
 
void ScheduleReplicationFinishCheck ()
 
virtual void OnGameServerStateChanged (ServerState oldState)
 
virtual void OnContextClose ()
 
virtual void OnGameServerReconnected ()
 
void ParseBatchedUpdates (GameUpdatesBatchEvent updateBatchEvent, GameApplication gameApp)
 

Protected Attributes

ReplicationAssistantBase replicationAssistant
 

Properties

string Key [get]
 
string ServerId [get]
 
GameServerAddressInfo AddressInfo [get]
 
ServerState State [get]
 
IGameServerPeer Peer [get]
 
FeedbackLevel LoadLevel [get]
 
FeedbackLevel SmartLoadLevel [get]
 Load Level with prediction More...
 
byte LoadBalancerPriority [get]
 
int PeerCount [get]
 
List< byte > SupportedProtocols [get]
 
LogCountGuard OnServerDisconnectLogGuard = new LogCountGuard(new TimeSpan(0, 1, 0)) [get]
 

Constructor & Destructor Documentation

◆ GameServerContext()

Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.GameServerContext ( GameServerContextManager  gameServerContextManager,
MasterApplication  application,
IRegisterGameServer  request 
)
inline

Member Function Documentation

◆ AttachPeerAndHandleRegisterRequest()

void Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.AttachPeerAndHandleRegisterRequest ( IGameServerPeer  peer,
IRegisterGameServer  request,
bool  reconnect 
)
inline

◆ CloseContext()

void Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.CloseContext ( )
inline

◆ CompareTo()

int Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.CompareTo ( GameServerContext  other)
inline

◆ DetachPeer()

bool Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.DetachPeer ( IGameServerPeer  peer)
inline

◆ DetachPeerAndClose()

void Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.DetachPeerAndClose ( )
inline

◆ GetKey()

static string Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.GetKey ( IRegisterGameServer  request)
inlinestatic

◆ HandleGameServerLeave()

virtual void Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.HandleGameServerLeave ( IEventData  eventData)
inlinevirtual

◆ HandleGameUpdatesBatchEvent()

virtual void Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.HandleGameUpdatesBatchEvent ( GameUpdatesBatchEvent  updateBatchEvent)
inlinevirtual

◆ HandleRemoveGameState()

virtual void Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.HandleRemoveGameState ( RemoveGameEvent  removeEvent)
inlinevirtual

◆ HandleReplicationHelperEvent()

void Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.HandleReplicationHelperEvent ( ReplicationHelperEvent  finishEvent)
inline

◆ HandleUpdateApplicationStats()

virtual void Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.HandleUpdateApplicationStats ( IEventData  eventData)
inlinevirtual

◆ HandleUpdateGameEvent()

virtual void Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.HandleUpdateGameEvent ( UpdateGameEvent  updateGameEvent)
inlinevirtual

◆ HandleUpdateGameServerEvent()

void Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.HandleUpdateGameServerEvent ( UpdateServerEvent  updateGameServer)
inline

◆ IncrementGameCreations()

virtual void Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.IncrementGameCreations ( )
inlinevirtual

◆ IncrementGameCreationTimeouts()

virtual void Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.IncrementGameCreationTimeouts ( )
inlinevirtual

◆ OnContextClose()

virtual void Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.OnContextClose ( )
inlineprotectedvirtual

◆ OnGameServerDisconnect()

void Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.OnGameServerDisconnect ( IGameServerPeer  peer,
int  reason 
)
inline

◆ OnGameServerReconnected()

virtual void Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.OnGameServerReconnected ( )
inlineprotectedvirtual

◆ OnGameServerStateChanged()

virtual void Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.OnGameServerStateChanged ( ServerState  oldState)
inlineprotectedvirtual

◆ OnPeerAttached()

virtual void Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.OnPeerAttached ( )
inlineprotectedvirtual

◆ OnPeerDettached()

virtual void Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.OnPeerDettached ( )
inlineprotectedvirtual

◆ OnPlayerCountChanged()

void Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.OnPlayerCountChanged ( int  playerCount,
int  oldPlayerCount 
)
inline

◆ ParseBatchedUpdates()

void Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.ParseBatchedUpdates ( GameUpdatesBatchEvent  updateBatchEvent,
GameApplication  gameApp 
)
inlineprotected

◆ ScheduleReplicationFinishCheck()

void Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.ScheduleReplicationFinishCheck ( )
inlineprotected

◆ ToString()

override string Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.ToString ( )
inline

Member Data Documentation

◆ replicationAssistant

ReplicationAssistantBase Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.replicationAssistant
protected

Property Documentation

◆ AddressInfo

GameServerAddressInfo Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.AddressInfo
get

◆ Key

string Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.Key
get

◆ LoadBalancerPriority

byte Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.LoadBalancerPriority
get

◆ LoadLevel

FeedbackLevel Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.LoadLevel
get

◆ OnServerDisconnectLogGuard

LogCountGuard Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.OnServerDisconnectLogGuard = new LogCountGuard(new TimeSpan(0, 1, 0))
get

◆ Peer

IGameServerPeer Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.Peer
get

◆ PeerCount

int Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.PeerCount
get

◆ ServerId

string Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.ServerId
get

◆ SmartLoadLevel

FeedbackLevel Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.SmartLoadLevel
get

Load Level with prediction

◆ State

ServerState Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.State
get

◆ SupportedProtocols

List<byte> Photon.LoadBalancing.MasterServer.GameServer.GameServerContext.SupportedProtocols
get