Photon Unity Networking 2: OnJoinedInstantiate Class Reference

Photon Unity Networking 2

OnJoinedInstantiate Class Reference

This component will instantiate a network GameObject when a room is joined More...

Inherits MonoBehaviour, IConnectionCallbacks, IMatchmakingCallbacks, and ILobbyCallbacks.

Public Member Functions

virtual void OnEnable ()
 
virtual void OnDisable ()
 
void OnJoinedRoom ()
 Called when the LoadBalancingClient entered a room, no matter if this client created it or simply joined. More...
 
void OnConnected ()
 Called to signal that the "low level connection" got established but before the client can call operation on the server. More...
 
void OnCustomAuthenticationResponse (Dictionary< string, object > data)
 Called when your Custom Authentication service responds with additional data. More...
 
void OnCustomAuthenticationFailed (string debugMessage)
 Called when the custom authentication failed. Followed by disconnect! More...
 
void OnConnectedToMaster ()
 Called when the client is connected to the Master Server and ready for matchmaking and other tasks. More...
 
void OnDisconnected (DisconnectCause cause)
 Called after disconnecting from the Photon server. It could be a failure or an explicit disconnect call More...
 
void OnRegionListReceived (RegionHandler regionHandler)
 Called when the Name Server provided a list of regions for your title. More...
 
void OnRoomListUpdate (List< RoomInfo > roomList)
 Called for any update of the room-listing while in a lobby (InLobby) on the Master Server. More...
 
void OnFriendListUpdate (List< FriendInfo > friendList)
 Called when the server sent the response to a FindFriends request. More...
 
void OnJoinedLobby ()
 Called on entering a lobby on the Master Server. The actual room-list updates will call OnRoomListUpdate. More...
 
void OnLeftLobby ()
 Called after leaving a lobby. More...
 
void OnLobbyStatisticsUpdate (List< TypedLobbyInfo > lobbyStatistics)
 Called when the Master Server sent an update for the Lobby Statistics, updating PhotonNetwork.LobbyStatistics. More...
 
void OnCreatedRoom ()
 Called when this client created a room and entered it. OnJoinedRoom() will be called as well. More...
 
void OnCreateRoomFailed (short returnCode, string message)
 Called when the server couldn't create a room (OpCreateRoom failed). More...
 
void OnJoinRoomFailed (short returnCode, string message)
 Called when a previous OpJoinRoom call failed on the server. More...
 
void OnJoinRandomFailed (short returnCode, string message)
 Called when a previous OpJoinRandom call failed on the server. More...
 
void OnLeftRoom ()
 Called when the local user/client left a room, so the game's logic can clean up it's internal state. More...
 

Public Attributes

Transform SpawnPosition
 
float PositionOffset = 2.0f
 
GameObject[] PrefabsToInstantiate
 

Detailed Description

This component will instantiate a network GameObject when a room is joined

Member Function Documentation

void OnConnected ( )

Called to signal that the "low level connection" got established but before the client can call operation on the server.

After the (low level transport) connection is established, the client will automatically send the Authentication operation, which needs to get a response before the client can call other operations.

Your logic should wait for either: OnRegionListReceived or OnConnectedToMaster.

This callback is useful to detect if the server can be reached at all (technically). Most often, it's enough to implement OnDisconnected(DisconnectCause cause) and check for the cause.

This is not called for transitions from the masterserver to game servers.

Implements IConnectionCallbacks.

void OnConnectedToMaster ( )

Called when the client is connected to the Master Server and ready for matchmaking and other tasks.

The list of available rooms won't become available unless you join a lobby via LoadBalancingClient.OpJoinLobby. You can join rooms and create them even without being in a lobby. The default lobby is used in that case.

Implements IConnectionCallbacks.

void OnCreatedRoom ( )

Called when this client created a room and entered it. OnJoinedRoom() will be called as well.

This callback is only called on the client which created a room (see OpCreateRoom).

As any client might close (or drop connection) anytime, there is a chance that the creator of a room does not execute OnCreatedRoom.

If you need specific room properties or a "start signal", implement OnMasterClientSwitched() and make each new MasterClient check the room's state.

Implements IMatchmakingCallbacks.

void OnCreateRoomFailed ( short  returnCode,
string  message 
)

Called when the server couldn't create a room (OpCreateRoom failed).

Creating a room may fail for various reasons. Most often, the room already exists (roomname in use) or the RoomOptions clash and it's impossible to create the room.

When creating a room fails on a Game Server: The client will cache the failure internally and returns to the Master Server before it calls the fail-callback. This way, the client is ready to find/create a room at the moment of the callback. In this case, the client skips calling OnConnectedToMaster but returning to the Master Server will still call OnConnected. Treat callbacks of OnConnected as pure information that the client could connect.

Parameters
returnCodeOperation ReturnCode from the server.
messageDebug message for the error.

Implements IMatchmakingCallbacks.

void OnCustomAuthenticationFailed ( string  debugMessage)

Called when the custom authentication failed. Followed by disconnect!

Custom Authentication can fail due to user-input, bad tokens/secrets. If authentication is successful, this method is not called. Implement OnJoinedLobby() or OnConnectedToMaster() (as usual).

During development of a game, it might also fail due to wrong configuration on the server side. In those cases, logging the debugMessage is very important.

Unless you setup a custom authentication service for your app (in the Dashboard), this won't be called!

Parameters
debugMessageContains a debug message why authentication failed. This has to be fixed during development.

Implements IConnectionCallbacks.

void OnCustomAuthenticationResponse ( Dictionary< string, object >  data)

Called when your Custom Authentication service responds with additional data.

Custom Authentication services can include some custom data in their response. When present, that data is made available in this callback as Dictionary. While the keys of your data have to be strings, the values can be either string or a number (in Json). You need to make extra sure, that the value type is the one you expect. Numbers become (currently) int64.

Example: void OnCustomAuthenticationResponse(Dictionary<string, object> data) { ... }

https://doc.photonengine.com/en-us/realtime/current/reference/custom-authentication

Implements IConnectionCallbacks.

void OnDisconnected ( DisconnectCause  cause)

Called after disconnecting from the Photon server. It could be a failure or an explicit disconnect call

The reason for this disconnect is provided as DisconnectCause.

Implements IConnectionCallbacks.

void OnFriendListUpdate ( List< FriendInfo friendList)

Called when the server sent the response to a FindFriends request.

After calling OpFindFriends, the Master Server will cache the friend list and send updates to the friend list. The friends includes the name, userId, online state and the room (if any) for each requested user/friend.

Use the friendList to update your UI and store it, if the UI should highlight changes.

Implements IMatchmakingCallbacks.

void OnJoinedLobby ( )

Called on entering a lobby on the Master Server. The actual room-list updates will call OnRoomListUpdate.

While in the lobby, the roomlist is automatically updated in fixed intervals (which you can't modify in the public cloud). The room list gets available via OnRoomListUpdate.

Implements ILobbyCallbacks.

void OnJoinedRoom ( )

Called when the LoadBalancingClient entered a room, no matter if this client created it or simply joined.

When this is called, you can access the existing players in Room.Players, their custom properties and Room.CustomProperties.

In this callback, you could create player objects. For example in Unity, instantiate a prefab for the player.

If you want a match to be started "actively", enable the user to signal "ready" (using OpRaiseEvent or a Custom Property).

Implements IMatchmakingCallbacks.

void OnJoinRandomFailed ( short  returnCode,
string  message 
)

Called when a previous OpJoinRandom call failed on the server.

The most common causes are that a room is full or does not exist (due to someone else being faster or closing the room).

This operation is only ever sent to the Master Server. Once a room is found by the Master Server, the client will head off to the designated Game Server and use the operation Join on the Game Server.

When using multiple lobbies (via OpJoinLobby or a TypedLobby parameter), another lobby might have more/fitting rooms.

Parameters
returnCodeOperation ReturnCode from the server.
messageDebug message for the error.

Implements IMatchmakingCallbacks.

void OnJoinRoomFailed ( short  returnCode,
string  message 
)

Called when a previous OpJoinRoom call failed on the server.

Joining a room may fail for various reasons. Most often, the room is full or does not exist anymore (due to someone else being faster or closing the room).

When joining a room fails on a Game Server: The client will cache the failure internally and returns to the Master Server before it calls the fail-callback. This way, the client is ready to find/create a room at the moment of the callback. In this case, the client skips calling OnConnectedToMaster but returning to the Master Server will still call OnConnected. Treat callbacks of OnConnected as pure information that the client could connect.

Parameters
returnCodeOperation ReturnCode from the server.
messageDebug message for the error.

Implements IMatchmakingCallbacks.

void OnLeftLobby ( )

Called after leaving a lobby.

When you leave a lobby, OpCreateRoom and OpJoinRandomRoom automatically refer to the default lobby.

Implements ILobbyCallbacks.

void OnLeftRoom ( )

Called when the local user/client left a room, so the game's logic can clean up it's internal state.

When leaving a room, the LoadBalancingClient will disconnect the Game Server and connect to the Master Server. This wraps up multiple internal actions.

Wait for the callback OnConnectedToMaster, before you use lobbies and join or create rooms.

Implements IMatchmakingCallbacks.

void OnLobbyStatisticsUpdate ( List< TypedLobbyInfo lobbyStatistics)

Called when the Master Server sent an update for the Lobby Statistics, updating PhotonNetwork.LobbyStatistics.

This callback has two preconditions: EnableLobbyStatistics must be set to true, before this client connects. And the client has to be connected to the Master Server, which is providing the info about lobbies.

Implements ILobbyCallbacks.

void OnRegionListReceived ( RegionHandler  regionHandler)

Called when the Name Server provided a list of regions for your title.

Check the RegionHandler class description, to make use of the provided values.

Parameters
regionHandlerThe currently used RegionHandler.

Implements IConnectionCallbacks.

void OnRoomListUpdate ( List< RoomInfo roomList)

Called for any update of the room-listing while in a lobby (InLobby) on the Master Server.

Each item is a RoomInfo which might include custom properties (provided you defined those as lobby-listed when creating a room). Not all types of lobbies provide a listing of rooms to the client. Some are silent and specialized for server-side matchmaking.

Implements ILobbyCallbacks.

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