Photon Unity Networking 2: GamePropertyKey Class Reference

Photon Unity Networking 2

GamePropertyKey Class Reference

Class for constants. These (byte) values are for "well known" room/game properties used in Photon Loadbalancing. More...

Public Attributes

const byte MaxPlayers = 255
 (255) Max number of players that "fit" into this room. 0 is for "unlimited". More...
 
const byte IsVisible = 254
 (254) Makes this room listed or not in the lobby on master. More...
 
const byte IsOpen = 253
 (253) Allows more players to join a room (or not). More...
 
const byte PlayerCount = 252
 (252) Current count of players in the room. Used only in the lobby on master. More...
 
const byte Removed = 251
 (251) True if the room is to be removed from room listing (used in update to room list in lobby on master) More...
 
const byte PropsListedInLobby = 250
 (250) A list of the room properties to pass to the RoomInfo list in a lobby. This is used in CreateRoom, which defines this list once per room. More...
 
const byte CleanupCacheOnLeave = 249
 (249) Equivalent of Operation Join parameter CleanupCacheOnLeave. More...
 
const byte MasterClientId = (byte)248
 (248) Code for MasterClientId, which is synced by server. When sent as op-parameter this is (byte)203. As room property this is (byte)248. More...
 
const byte ExpectedUsers = (byte)247
 (247) Code for ExpectedUsers in a room. Matchmaking keeps a slot open for the players with these userIDs. More...
 
const byte PlayerTtl = (byte)246
 (246) Player Time To Live. How long any player can be inactive (due to disconnect or leave) before the user gets removed from the playerlist (freeing a slot). More...
 
const byte EmptyRoomTtl = (byte)245
 (245) Room Time To Live. How long a room stays available (and in server-memory), after the last player becomes inactive. After this time, the room gets persisted or destroyed. More...
 

Detailed Description

Class for constants. These (byte) values are for "well known" room/game properties used in Photon Loadbalancing.

Pun uses these constants internally. "Custom properties" have to use a string-type as key. They can be assigned at will.

Member Data Documentation

const byte CleanupCacheOnLeave = 249

(249) Equivalent of Operation Join parameter CleanupCacheOnLeave.

const byte EmptyRoomTtl = (byte)245

(245) Room Time To Live. How long a room stays available (and in server-memory), after the last player becomes inactive. After this time, the room gets persisted or destroyed.

const byte ExpectedUsers = (byte)247

(247) Code for ExpectedUsers in a room. Matchmaking keeps a slot open for the players with these userIDs.

const byte IsOpen = 253

(253) Allows more players to join a room (or not).

const byte IsVisible = 254

(254) Makes this room listed or not in the lobby on master.

const byte MasterClientId = (byte)248

(248) Code for MasterClientId, which is synced by server. When sent as op-parameter this is (byte)203. As room property this is (byte)248.

Tightly related to ParameterCode.MasterClientId.

const byte MaxPlayers = 255

(255) Max number of players that "fit" into this room. 0 is for "unlimited".

const byte PlayerCount = 252

(252) Current count of players in the room. Used only in the lobby on master.

const byte PlayerTtl = (byte)246

(246) Player Time To Live. How long any player can be inactive (due to disconnect or leave) before the user gets removed from the playerlist (freeing a slot).

const byte PropsListedInLobby = 250

(250) A list of the room properties to pass to the RoomInfo list in a lobby. This is used in CreateRoom, which defines this list once per room.

const byte Removed = 251

(251) True if the room is to be removed from room listing (used in update to room list in lobby on master)

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