Documentation / Photon Unity Networking / Photon Unity Networking: C:/Dev/photon-sdk-dotnet-v4-1-1-16/Unity/PhotonNetworking/Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs File Reference
Photon Unity Networking: C:/Dev/photon-sdk-dotnet-v4-1-1-16/Unity/PhotonNetworking/Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs File Reference
From Photon Unity Networking
Photon Unity Networking
v1.88
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).