Photon Unity Networking 2
2.12
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Class for constants. These values are for events defined by Photon Loadbalancing. More...
Public Attributes | |
const byte | GameList = 230 |
(230) Initial list of RoomInfos (in lobby on Master) More... | |
const byte | GameListUpdate = 229 |
(229) Update of RoomInfos to be merged into "initial" list (in lobby on Master) More... | |
const byte | QueueState = 228 |
(228) Currently not used. State of queueing in case of server-full More... | |
const byte | Match = 227 |
(227) Currently not used. Event for matchmaking More... | |
const byte | AppStats = 226 |
(226) Event with stats about this application (players, rooms, etc) More... | |
const byte | LobbyStats = 224 |
(224) This event provides a list of lobbies with their player and game counts. More... | |
const byte | AzureNodeInfo = 210 |
(210) Internally used in case of hosting by Azure More... | |
const byte | Join = (byte)255 |
(255) Event Join: someone joined the game. The new actorNumber is provided as well as the properties of that actor (if set in OpJoin). More... | |
const byte | Leave = (byte)254 |
(254) Event Leave: The player who left the game can be identified by the actorNumber. More... | |
const byte | PropertiesChanged = (byte)253 |
(253) When you call OpSetProperties with the broadcast option "on", this event is fired. It contains the properties being set. More... | |
const byte | SetProperties = (byte)253 |
(253) When you call OpSetProperties with the broadcast option "on", this event is fired. It contains the properties being set. More... | |
const byte | ErrorInfo = 251 |
(252) When player left game unexpected and the room has a playerTtl != 0, this event is fired to let everyone know about the timeout. More... | |
const byte | CacheSliceChanged = 250 |
(250) Sent by Photon whent he event cache slice was changed. Done by OpRaiseEvent. More... | |
const byte | AuthEvent = 223 |
(223) Sent by Photon to update a token before it times out. More... | |
Detailed Description
Class for constants. These values are for events defined by Photon Loadbalancing.
They start at 255 and go DOWN. Your own in-game events can start at 0. Pun uses these constants internally.
Member Data Documentation
const byte AppStats = 226 |
(226) Event with stats about this application (players, rooms, etc)
const byte AuthEvent = 223 |
(223) Sent by Photon to update a token before it times out.
const byte AzureNodeInfo = 210 |
(210) Internally used in case of hosting by Azure
const byte CacheSliceChanged = 250 |
(250) Sent by Photon whent he event cache slice was changed. Done by OpRaiseEvent.
const byte ErrorInfo = 251 |
(252) When player left game unexpected and the room has a playerTtl != 0, this event is fired to let everyone know about the timeout.
Obsolete. Replaced by Leave. public const byte Disconnect = LiteEventCode.Disconnect;
(251) Sent by Photon Cloud when a plugin-call or webhook-call failed. Usually, the execution on the server continues, despite the issue. Contains: ParameterCode.Info.
- See also
- https://doc.photonengine.com/en-us/realtime/current/reference/webhooks::options
const byte GameList = 230 |
(230) Initial list of RoomInfos (in lobby on Master)
const byte GameListUpdate = 229 |
(229) Update of RoomInfos to be merged into "initial" list (in lobby on Master)
const byte Join = (byte)255 |
(255) Event Join: someone joined the game. The new actorNumber is provided as well as the properties of that actor (if set in OpJoin).
const byte Leave = (byte)254 |
(254) Event Leave: The player who left the game can be identified by the actorNumber.
const byte LobbyStats = 224 |
(224) This event provides a list of lobbies with their player and game counts.
const byte Match = 227 |
(227) Currently not used. Event for matchmaking
const byte PropertiesChanged = (byte)253 |
(253) When you call OpSetProperties with the broadcast option "on", this event is fired. It contains the properties being set.
const byte QueueState = 228 |
(228) Currently not used. State of queueing in case of server-full
const byte SetProperties = (byte)253 |
(253) When you call OpSetProperties with the broadcast option "on", this event is fired. It contains the properties being set.