Photon Unity Networking
v1.88
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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 GamePropertyKey.CleanupCacheOnLeave = 249 |
(249) Equivalent of Operation Join parameter CleanupCacheOnLeave.
const byte GamePropertyKey.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 GamePropertyKey.ExpectedUsers = (byte)247 |
(247) Code for ExpectedUsers in a room. Matchmaking keeps a slot open for the players with these userIDs.
const byte GamePropertyKey.IsOpen = 253 |
(253) Allows more players to join a room (or not).
const byte GamePropertyKey.IsVisible = 254 |
(254) Makes this room listed or not in the lobby on master.
const byte GamePropertyKey.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 GamePropertyKey.MaxPlayers = 255 |
(255) Max number of players that "fit" into this room. 0 is for "unlimited".
const byte GamePropertyKey.PlayerCount = 252 |
(252) Current count of players in the room. Used only in the lobby on master.
const byte GamePropertyKey.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 GamePropertyKey.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 GamePropertyKey.Removed = 251 |
(251) True if the room is to be removed from room listing (used in update to room list in lobby on master)