Documentation / Photon-Unity-Networking / Photon Unity Networking: C:/Dev/photon-sdk-dotnet/Unity/PhotonNetworking/Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs File Reference
Photon Unity Networking: C:/Dev/photon-sdk-dotnet/Unity/PhotonNetworking/Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs File Reference
From Photon-Unity-Networking
Photon Unity Networking
v1.81
class NetworkingPeer
Implements Photon LoadBalancing used in PUN. This class is used internally by PhotonNetwork and not intended as public API.
enum ClientState {
ClientState.Uninitialized ,
ClientState.PeerCreated ,
ClientState.Queued ,
ClientState.Authenticated ,
ClientState.JoinedLobby ,
ClientState.DisconnectingFromMasterserver ,
ClientState.ConnectingToGameserver ,
ClientState.ConnectedToGameserver ,
ClientState.Joining ,
ClientState.Joined ,
ClientState.Leaving ,
ClientState.DisconnectingFromGameserver ,
ClientState.ConnectingToMasterserver ,
ClientState.QueuedComingFromGameserver ,
ClientState.Disconnecting ,
ClientState.Disconnected ,
ClientState.ConnectedToMaster ,
ClientState.ConnectingToNameServer ,
ClientState.ConnectedToNameServer ,
ClientState.DisconnectingFromNameServer ,
ClientState.Authenticating
}
Detailed connection / networking peer state. PUN implements a loadbalancing and authentication workflow "behind the scenes", so some states will automatically advance to some follow up state. Those states are commented with "(will-change)". More...
enum DisconnectCause {
DisconnectCause.DisconnectByServerUserLimit = StatusCode.DisconnectByServerUserLimit,
DisconnectCause.ExceptionOnConnect = StatusCode.ExceptionOnConnect,
DisconnectCause.DisconnectByServerTimeout = StatusCode.DisconnectByServer,
DisconnectCause.DisconnectByServerLogic = StatusCode.DisconnectByServerLogic,
DisconnectCause.Exception = StatusCode.Exception,
DisconnectCause.InvalidAuthentication = ErrorCode.InvalidAuthentication,
DisconnectCause.MaxCcuReached = ErrorCode.MaxCcuReached,
DisconnectCause.InvalidRegion = ErrorCode.InvalidRegion,
DisconnectCause.SecurityExceptionOnConnect = StatusCode.SecurityExceptionOnConnect,
DisconnectCause.DisconnectByClientTimeout = StatusCode.TimeoutDisconnect,
DisconnectCause.InternalReceiveException = StatusCode.ExceptionOnReceive,
DisconnectCause.AuthenticationTicketExpired = 32753
}
Summarizes the cause for a disconnect. Used in: OnConnectionFail and OnFailedToConnectToPhoton. More...
enum ServerConnection { ServerConnection.MasterServer ,
ServerConnection.GameServer ,
ServerConnection.NameServer
}
Available server (types) for internally used field: server. More...
using Hashtable = ExitGames.Client.Photon.Hashtable
Available server (types) for internally used field: server.
Photon uses 3 different roles of servers: Name Server, Master Server and Game Server.
Enumerator MasterServer
This server is where matchmaking gets done and where clients can get lists of rooms in lobbies.
GameServer
This server handles a number of rooms to execute and relay the messages between players (in a room).
NameServer
This server is used initially to get the address (IP) of a Master Server for a specific region. Not used for Photon OnPremise (self hosted).