Photon Unity Networking 2: EventCode Class Reference

Photon Unity Networking 2

EventCode Class Reference

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.

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