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

NetworkingPeer.cs File Reference

Classes

class  NetworkingPeer
 Implements Photon LoadBalancing used in PUN. This class is used internally by PhotonNetwork and not intended as public API.
 

Typedefs

using Hashtable = ExitGames.Client.Photon.Hashtable
 
using SupportClassPun = ExitGames.Client.Photon.SupportClass
 

Enumerations

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...
 

Typedef Documentation

using Hashtable = ExitGames.Client.Photon.Hashtable
using SupportClassPun = ExitGames.Client.Photon.SupportClass

Enumeration Type Documentation

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).

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