Photon Plugins API Documentation v5.0RC1

Properties | List of all members
Photon.Hive.Plugin.SerializableGameState Class Reference

A serializable snapshot of the room's full state. More...

Properties

int ActorCounter [get, set]
 Incremental counter internally used to save the number of the last joined actor. More...
 
List< SerializableActorActorList [get, set]
 A list of all actors inside the room (active or inactive). More...
 
Dictionary< string, object > Binary [get, set]
 Binary data of the room. More...
 
bool CheckUserOnJoin [get, set]
 Activates UserId checks on joining - allowing a users to be only once in the room. Default is deactivated for backwards compatibility, but we recommend to use in future. More...
 
Dictionary< string, object > CustomProperties [get, set]
 Custom properties visible to the lobby. More...
 
bool DeleteCacheOnLeave [get, set]
 Default: false. If true, server cleans up roomcache of leaving players (their cached events get removed). More...
 
int EmptyRoomTTL [get, set]
 TTL (Time To Live, in milliseconds) of the room, when empty (no active actors), before it gets removed from server. Unless a player joins it meanwhile. More...
 
bool IsOpen [get, set]
 Defines whether game is open. it is not possible to join to closed game. More...
 
bool IsVisible [get, set]
 Defines whether game is visible in lobby or not. More...
 
string LobbyId [get, set]
 The name of the lobby this room belongs to. More...
 
int LobbyType [get, set]
 The type of the lobby this room belongs to. More...
 
ArrayList LobbyProperties [get, set]
 List of string keys of custom room properties visible to the lobby. More...
 
byte MaxPlayers [get, set]
 Maximum of players allowed inside the room. More...
 
int PlayerTTL [get, set]
 TTL (Time To Live, in milliseconds) of inactive actors inside the room before they get removed. More...
 
bool SuppressRoomEvents [get, set]
 Default: false. If set to true, no room events are sent to the clients on join and leave. This allows lobby-like rooms with lots of users. More...
 
int Slice [get, set]
 Cache slice index. More...
 
Dictionary< string, object > DebugInfo [get, set]
 Readable form of the room data for debug purposes. More...
 
List< ExcludedActorInfoExcludedActors [get, set]
 A list of actors removed from the room and should not rejoin. More...
 
bool PublishUserId [get, set]
 Indicates whether or not UserId of actors should be sent to each other. More...
 
List< string > ExpectedUsers [get, set]
 UserIDs used for slot reservation. More...
 
int RoomFlags [get, set]
 Contains flags regulating different aspects of room behaviour. More...
 

Detailed Description

A serializable snapshot of the room's full state.

Property Documentation

◆ ActorCounter

int Photon.Hive.Plugin.SerializableGameState.ActorCounter
getset

Incremental counter internally used to save the number of the last joined actor.

◆ ActorList

List<SerializableActor> Photon.Hive.Plugin.SerializableGameState.ActorList
getset

A list of all actors inside the room (active or inactive).

◆ Binary

Dictionary<string, object> Photon.Hive.Plugin.SerializableGameState.Binary
getset

Binary data of the room.

◆ CheckUserOnJoin

bool Photon.Hive.Plugin.SerializableGameState.CheckUserOnJoin
getset

Activates UserId checks on joining - allowing a users to be only once in the room. Default is deactivated for backwards compatibility, but we recommend to use in future.

Note: Should be active for saved games.

◆ CustomProperties

Dictionary<string, object> Photon.Hive.Plugin.SerializableGameState.CustomProperties
getset

Custom properties visible to the lobby.

◆ DebugInfo

Dictionary<string, object> Photon.Hive.Plugin.SerializableGameState.DebugInfo
getset

Readable form of the room data for debug purposes.

◆ DeleteCacheOnLeave

bool Photon.Hive.Plugin.SerializableGameState.DeleteCacheOnLeave
getset

Default: false. If true, server cleans up roomcache of leaving players (their cached events get removed).

◆ EmptyRoomTTL

int Photon.Hive.Plugin.SerializableGameState.EmptyRoomTTL
getset

TTL (Time To Live, in milliseconds) of the room, when empty (no active actors), before it gets removed from server. Unless a player joins it meanwhile.

  • Cloud threshold is 300000.
  • Default OnPremises threshold is 60000.

◆ ExcludedActors

List<ExcludedActorInfo> Photon.Hive.Plugin.SerializableGameState.ExcludedActors
getset

A list of actors removed from the room and should not rejoin.

◆ ExpectedUsers

List<string> Photon.Hive.Plugin.SerializableGameState.ExpectedUsers
getset

UserIDs used for slot reservation.

◆ IsOpen

bool Photon.Hive.Plugin.SerializableGameState.IsOpen
getset

Defines whether game is open. it is not possible to join to closed game.

◆ IsVisible

bool Photon.Hive.Plugin.SerializableGameState.IsVisible
getset

Defines whether game is visible in lobby or not.

◆ LobbyId

string Photon.Hive.Plugin.SerializableGameState.LobbyId
getset

The name of the lobby this room belongs to.

◆ LobbyProperties

ArrayList Photon.Hive.Plugin.SerializableGameState.LobbyProperties
getset

List of string keys of custom room properties visible to the lobby.

◆ LobbyType

int Photon.Hive.Plugin.SerializableGameState.LobbyType
getset

The type of the lobby this room belongs to.

◆ MaxPlayers

byte Photon.Hive.Plugin.SerializableGameState.MaxPlayers
getset

Maximum of players allowed inside the room.

◆ PlayerTTL

int Photon.Hive.Plugin.SerializableGameState.PlayerTTL
getset

TTL (Time To Live, in milliseconds) of inactive actors inside the room before they get removed.

◆ PublishUserId

bool Photon.Hive.Plugin.SerializableGameState.PublishUserId
getset

Indicates whether or not UserId of actors should be sent to each other.

◆ RoomFlags

int Photon.Hive.Plugin.SerializableGameState.RoomFlags
getset

Contains flags regulating different aspects of room behaviour.

◆ Slice

int Photon.Hive.Plugin.SerializableGameState.Slice
getset

Cache slice index.

◆ SuppressRoomEvents

bool Photon.Hive.Plugin.SerializableGameState.SuppressRoomEvents
getset

Default: false. If set to true, no room events are sent to the clients on join and leave. This allows lobby-like rooms with lots of users.