Photon Unity Networking: Package ExitGames.Client.Photon.Chat

Photon Unity Networking

Package ExitGames.Client.Photon.Chat

Classes

class  AuthenticationValues
 Container for user authentication in Photon. Set AuthValues before you connect - all else is handled. More...
 
class  ChatChannel
 A channel of communication in Photon Chat, updated by ChatClient and provided as READ ONLY. More...
 
class  ChatClient
 Central class of the Photon Chat API to connect, handle channels and messages. More...
 
class  ChatEventCode
 Wraps up internally used constants in Photon Chat events. You don't have to use them directly usually. More...
 
class  ChatOperationCode
 Wraps up codes for operations used internally in Photon Chat. You don't have to use them directly usually. More...
 
class  ChatParameterCode
 Wraps up codes for parameters (in operations and events) used internally in Photon Chat. You don't have to use them directly usually. More...
 
class  ChatPeer
 Provides basic operations of the Photon Chat server. This internal class is used by public ChatClient. More...
 
class  ChatUserStatus
 Contains commonly used status values for SetOnlineStatus. You can define your own. More...
 
class  ErrorCode
 ErrorCode defines the default codes associated with Photon client/server communication. More...
 
interface  IChatClientListener
 Callback interface for Chat client side. Contains callback methods to notify your app about updates. Must be provided to new ChatClient in constructor More...
 
class  ParameterCode
 

Enumerations

enum  ChatDisconnectCause {
  ChatDisconnectCause.None, ChatDisconnectCause.DisconnectByServerUserLimit, ChatDisconnectCause.ExceptionOnConnect, ChatDisconnectCause.DisconnectByServer,
  ChatDisconnectCause.TimeoutDisconnect, ChatDisconnectCause.Exception, ChatDisconnectCause.InvalidAuthentication, ChatDisconnectCause.MaxCcuReached,
  ChatDisconnectCause.InvalidRegion, ChatDisconnectCause.OperationNotAllowedInCurrentState, ChatDisconnectCause.CustomAuthenticationFailed
}
 Enumaration of causes for Disconnects (used in LoadBalancingClient.DisconnectedCause). More...
 
enum  CustomAuthenticationType : byte {
  CustomAuthenticationType.Custom = 0, CustomAuthenticationType.Steam = 1, CustomAuthenticationType.Facebook = 2, CustomAuthenticationType.Oculus = 3,
  CustomAuthenticationType.PlayStation = 4, CustomAuthenticationType.Xbox = 5, CustomAuthenticationType.None = byte.MaxValue
}
 Options for optional "Custom Authentication" services used with Photon. Used by OpAuthenticate after connecting to Photon. More...
 
enum  ChatState {
  ChatState.Uninitialized, ChatState.ConnectingToNameServer, ChatState.ConnectedToNameServer, ChatState.Authenticating,
  ChatState.Authenticated, ChatState.DisconnectingFromNameServer, ChatState.ConnectingToFrontEnd, ChatState.ConnectedToFrontEnd,
  ChatState.DisconnectingFromFrontEnd, ChatState.QueuedComingFromFrontEnd, ChatState.Disconnecting, ChatState.Disconnected
}
 Possible states for a LoadBalancingClient. More...
 

Enumeration Type Documentation

Enumaration of causes for Disconnects (used in LoadBalancingClient.DisconnectedCause).

Read the individual descriptions to find out what to do about this type of disconnect.

Enumerator
None 

No error was tracked.

DisconnectByServerUserLimit 

OnStatusChanged: The CCUs count of your Photon Server License is exausted (temporarily).

ExceptionOnConnect 

OnStatusChanged: The server is not available or the address is wrong. Make sure the port is provided and the server is up.

DisconnectByServer 

OnStatusChanged: The server disconnected this client. Most likely the server's send buffer is full (receiving too much from other clients).

TimeoutDisconnect 

OnStatusChanged: This client detected that the server's responses are not received in due time. Maybe you send / receive too much?

Exception 

OnStatusChanged: Some internal exception caused the socket code to fail. Contact Exit Games.

InvalidAuthentication 

OnOperationResponse: Authenticate in the Photon Cloud with invalid AppId. Update your subscription or contact Exit Games.

MaxCcuReached 

OnOperationResponse: Authenticate (temporarily) failed when using a Photon Cloud subscription without CCU Burst. Update your subscription.

InvalidRegion 

OnOperationResponse: Authenticate when the app's Photon Cloud subscription is locked to some (other) region(s). Update your subscription or master server address.

OperationNotAllowedInCurrentState 

OnOperationResponse: Operation that's (currently) not available for this client (not authorized usually). Only tracked for op Authenticate.

CustomAuthenticationFailed 

OnOperationResponse: Authenticate in the Photon Cloud with invalid client values or custom authentication setup in Cloud Dashboard.

Possible states for a LoadBalancingClient.

Enumerator
Uninitialized 

Peer is created but not used yet.

ConnectingToNameServer 

Connecting to master (includes connect, authenticate and joining the lobby)

ConnectedToNameServer 

Connected to master server.

Authenticating 

Usually when Authenticated, the client will join a game or the lobby (if AutoJoinLobby is true).

Authenticated 

Usually when Authenticated, the client will join a game or the lobby (if AutoJoinLobby is true).

DisconnectingFromNameServer 

Transition from master to game server.

ConnectingToFrontEnd 

Transition to gameserver (client will authenticate and join/create game).

ConnectedToFrontEnd 

Connected to gameserver (going to auth and join game).

DisconnectingFromFrontEnd 

Transition from gameserver to master (after leaving a room/game).

QueuedComingFromFrontEnd 

Currently not used.

Disconnecting 

The client disconnects (from any server).

Disconnected 

The client is no longer connected (to any server). Connect to master to go on.

Options for optional "Custom Authentication" services used with Photon. Used by OpAuthenticate after connecting to Photon.

Enumerator
Custom 

Use a custom authentification service. Currently the only implemented option.

Steam 

Authenticates users by their Steam Account. Set auth values accordingly!

Facebook 

Authenticates users by their Facebook Account. Set auth values accordingly!

Oculus 

Authenticates users by their Oculus Account and token.

PlayStation 

Authenticates users by their PSN Account and token.

Xbox 

Authenticates users by their Xbox Account and XSTS token.

None 

Disables custom authentification. Same as not providing any AuthenticationValues for connect (more precisely for: OpAuthenticate).

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