// ---------------------------------------------------------------------------- // // Loadbalancing Framework for Photon - Copyright (C) 2016 Exit Games GmbH // // // Provides operations to use the LoadBalancing and Cloud photon servers. // No logic is implemented here. // // developer@photonengine.com // ---------------------------------------------------------------------------- using System; using System.Collections; using System.Collections.Generic; using ExitGames.Client.Photon; using UnityEngine; using Hashtable = ExitGames.Client.Photon.Hashtable; #if UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_5 || UNITY_5_0 || UNITY_5_1 || UNITY_6 using UnityEngine; using Hashtable = ExitGames.Client.Photon.Hashtable; using SupportClassPun = ExitGames.Client.Photon.SupportClass; #endif /// /// Internally used by PUN. /// A LoadbalancingPeer provides the operations and enum definitions needed to use the loadbalancing server application which is also used in Photon Cloud. /// /// /// The LoadBalancingPeer does not keep a state, instead this is done by a LoadBalancingClient. /// internal class LoadBalancingPeer : PhotonPeer { internal bool IsProtocolSecure { get { return this.UsedProtocol == ConnectionProtocol.WebSocketSecure; } } private readonly Dictionary opParameters = new Dictionary(); // used in OpRaiseEvent() (avoids lots of new Dictionary() calls) /// /// Creates a Peer with selected connection protocol. /// /// Each connection protocol has it's own default networking ports for Photon. /// The preferred option is UDP. public LoadBalancingPeer(ConnectionProtocol protocolType) : base(protocolType) { // this does not require a Listener, so: // make sure to set this.Listener before using a peer! } /// /// Creates a Peer with default connection protocol (UDP). /// public LoadBalancingPeer(IPhotonPeerListener listener, ConnectionProtocol protocolType) : base(listener, protocolType) { } public virtual bool OpGetRegions(string appId) { Dictionary parameters = new Dictionary(); parameters[(byte)ParameterCode.ApplicationId] = appId; return this.OpCustom(OperationCode.GetRegions, parameters, true, 0, true); } /// /// Joins the lobby on the Master Server, where you get a list of RoomInfos of currently open rooms. /// This is an async request which triggers a OnOperationResponse() call. /// /// The lobby join to. /// If the operation could be sent (has to be connected). public virtual bool OpJoinLobby(TypedLobby lobby = null) { if (this.DebugOut >= DebugLevel.INFO) { this.Listener.DebugReturn(DebugLevel.INFO, "OpJoinLobby()"); } Dictionary parameters = null; if (lobby != null && !lobby.IsDefault) { parameters = new Dictionary(); parameters[(byte)ParameterCode.LobbyName] = lobby.Name; parameters[(byte)ParameterCode.LobbyType] = (byte)lobby.Type; } return this.OpCustom(OperationCode.JoinLobby, parameters, true); } /// /// Leaves the lobby on the Master Server. /// This is an async request which triggers a OnOperationResponse() call. /// /// If the operation could be sent (requires connection). public virtual bool OpLeaveLobby() { if (this.DebugOut >= DebugLevel.INFO) { this.Listener.DebugReturn(DebugLevel.INFO, "OpLeaveLobby()"); } return this.OpCustom(OperationCode.LeaveLobby, null, true); } private void RoomOptionsToOpParameters(Dictionary op, RoomOptions roomOptions) { if (roomOptions == null) { roomOptions = new RoomOptions(); } Hashtable gameProperties = new Hashtable(); gameProperties[GamePropertyKey.IsOpen] = roomOptions.IsOpen; gameProperties[GamePropertyKey.IsVisible] = roomOptions.IsVisible; gameProperties[GamePropertyKey.PropsListedInLobby] = (roomOptions.CustomRoomPropertiesForLobby == null) ? new string[0] : roomOptions.CustomRoomPropertiesForLobby; gameProperties.MergeStringKeys(roomOptions.CustomRoomProperties); if (roomOptions.MaxPlayers > 0) { gameProperties[GamePropertyKey.MaxPlayers] = roomOptions.MaxPlayers; } op[ParameterCode.GameProperties] = gameProperties; op[ParameterCode.CleanupCacheOnLeave] = roomOptions.CleanupCacheOnLeave; // this is actually setting the room's config if (roomOptions.CleanupCacheOnLeave) { gameProperties[GamePropertyKey.CleanupCacheOnLeave] = true; // this is only informational for the clients which join } if (roomOptions.PlayerTtl > 0 || roomOptions.PlayerTtl == -1) { op[ParameterCode.CheckUserOnJoin] = true; // this affects rejoining a room. requires a userId to be used. added in v1.67 op[ParameterCode.PlayerTTL] = roomOptions.PlayerTtl; // TURNBASED } if (roomOptions.EmptyRoomTtl > 0) { op[ParameterCode.EmptyRoomTTL] = roomOptions.EmptyRoomTtl; //TURNBASED } if (roomOptions.SuppressRoomEvents) { op[ParameterCode.SuppressRoomEvents] = true; } if (roomOptions.Plugins != null) { op[ParameterCode.Plugins] = roomOptions.Plugins; } if (roomOptions.PublishUserId) { op[ParameterCode.PublishUserId] = true; } } /// /// Creates a room (on either Master or Game Server). /// The OperationResponse depends on the server the peer is connected to: /// Master will return a Game Server to connect to. /// Game Server will return the joined Room's data. /// This is an async request which triggers a OnOperationResponse() call. /// /// /// If the room is already existing, the OperationResponse will have a returnCode of ErrorCode.GameAlreadyExists. /// public virtual bool OpCreateRoom(EnterRoomParams opParams) { if (this.DebugOut >= DebugLevel.INFO) { this.Listener.DebugReturn(DebugLevel.INFO, "OpCreateRoom()"); } Dictionary op = new Dictionary(); if (!string.IsNullOrEmpty(opParams.RoomName)) { op[ParameterCode.RoomName] = opParams.RoomName; } if (opParams.Lobby != null && !string.IsNullOrEmpty(opParams.Lobby.Name)) { op[ParameterCode.LobbyName] = opParams.Lobby.Name; op[ParameterCode.LobbyType] = (byte)opParams.Lobby.Type; } if (opParams.ExpectedUsers != null && opParams.ExpectedUsers.Length > 0) { op[ParameterCode.Add] = opParams.ExpectedUsers; } if (opParams.OnGameServer) { if (opParams.PlayerProperties != null && opParams.PlayerProperties.Count > 0) { op[ParameterCode.PlayerProperties] = opParams.PlayerProperties; op[ParameterCode.Broadcast] = true; // TODO: check if this also makes sense when creating a room?! // broadcast actor properties } this.RoomOptionsToOpParameters(op, opParams.RoomOptions); } //UnityEngine.Debug.Log("CreateRoom: " + SupportClassPun.DictionaryToString(op)); return this.OpCustom(OperationCode.CreateGame, op, true); } /// /// Joins a room by name or creates new room if room with given name not exists. /// The OperationResponse depends on the server the peer is connected to: /// Master will return a Game Server to connect to. /// Game Server will return the joined Room's data. /// This is an async request which triggers a OnOperationResponse() call. /// /// /// If the room is not existing (anymore), the OperationResponse will have a returnCode of ErrorCode.GameDoesNotExist. /// Other possible ErrorCodes are: GameClosed, GameFull. /// /// If the operation could be sent (requires connection). public virtual bool OpJoinRoom(EnterRoomParams opParams) { if (this.DebugOut >= DebugLevel.INFO) { this.Listener.DebugReturn(DebugLevel.INFO, "OpJoinRoom()"); } Dictionary op = new Dictionary(); if (!string.IsNullOrEmpty(opParams.RoomName)) { op[ParameterCode.RoomName] = opParams.RoomName; } if (opParams.CreateIfNotExists) { op[ParameterCode.JoinMode] = (byte)JoinMode.CreateIfNotExists; if (opParams.Lobby != null) { op[ParameterCode.LobbyName] = opParams.Lobby.Name; op[ParameterCode.LobbyType] = (byte)opParams.Lobby.Type; } } if (opParams.RejoinOnly) { op[ParameterCode.JoinMode] = (byte)JoinMode.RejoinOnly; // changed from JoinMode.JoinOrRejoin } if (opParams.ExpectedUsers != null && opParams.ExpectedUsers.Length > 0) { op[ParameterCode.Add] = opParams.ExpectedUsers; } if (opParams.OnGameServer) { if (opParams.PlayerProperties != null && opParams.PlayerProperties.Count > 0) { op[ParameterCode.PlayerProperties] = opParams.PlayerProperties; op[ParameterCode.Broadcast] = true; // broadcast actor properties } if (opParams.CreateIfNotExists) { this.RoomOptionsToOpParameters(op, opParams.RoomOptions); } } // UnityEngine.Debug.Log("JoinRoom: " + SupportClassPun.DictionaryToString(op)); return this.OpCustom(OperationCode.JoinGame, op, true); } /// /// Operation to join a random, available room. Overloads take additional player properties. /// This is an async request which triggers a OnOperationResponse() call. /// If all rooms are closed or full, the OperationResponse will have a returnCode of ErrorCode.NoRandomMatchFound. /// If successful, the OperationResponse contains a gameserver address and the name of some room. /// /// If the operation could be sent currently (requires connection). public virtual bool OpJoinRandomRoom(OpJoinRandomRoomParams opJoinRandomRoomParams) { if (this.DebugOut >= DebugLevel.INFO) { this.Listener.DebugReturn(DebugLevel.INFO, "OpJoinRandomRoom()"); } Hashtable expectedRoomProperties = new Hashtable(); expectedRoomProperties.MergeStringKeys(opJoinRandomRoomParams.ExpectedCustomRoomProperties); if (opJoinRandomRoomParams.ExpectedMaxPlayers > 0) { expectedRoomProperties[GamePropertyKey.MaxPlayers] = opJoinRandomRoomParams.ExpectedMaxPlayers; } Dictionary opParameters = new Dictionary(); if (expectedRoomProperties.Count > 0) { opParameters[ParameterCode.GameProperties] = expectedRoomProperties; } if (opJoinRandomRoomParams.MatchingType != MatchmakingMode.FillRoom) { opParameters[ParameterCode.MatchMakingType] = (byte)opJoinRandomRoomParams.MatchingType; } if (opJoinRandomRoomParams.TypedLobby != null && !string.IsNullOrEmpty(opJoinRandomRoomParams.TypedLobby.Name)) { opParameters[ParameterCode.LobbyName] = opJoinRandomRoomParams.TypedLobby.Name; opParameters[ParameterCode.LobbyType] = (byte)opJoinRandomRoomParams.TypedLobby.Type; } if (!string.IsNullOrEmpty(opJoinRandomRoomParams.SqlLobbyFilter)) { opParameters[ParameterCode.Data] = opJoinRandomRoomParams.SqlLobbyFilter; } if (opJoinRandomRoomParams.ExpectedUsers != null && opJoinRandomRoomParams.ExpectedUsers.Length > 0) { opParameters[ParameterCode.Add] = opJoinRandomRoomParams.ExpectedUsers; } // UnityEngine.Debug.LogWarning("OpJoinRandom: " + opParameters.ToStringFull()); return this.OpCustom(OperationCode.JoinRandomGame, opParameters, true); } /// /// Leaves a room with option to come back later or "for good". /// /// Async games can be re-joined (loaded) later on. Set to false, if you want to abandon a game entirely. /// If the opteration can be send currently. public virtual bool OpLeaveRoom(bool becomeInactive) { Dictionary opParameters = new Dictionary(); if (becomeInactive) { opParameters[ParameterCode.IsInactive] = becomeInactive; } return this.OpCustom(OperationCode.Leave, opParameters, true); } /// /// Request the rooms and online status for a list of friends (each client must set a unique username via OpAuthenticate). /// /// /// Used on Master Server to find the rooms played by a selected list of users. /// Users identify themselves by using OpAuthenticate with a unique username. /// The list of usernames must be fetched from some other source (not provided by Photon). /// /// The server response includes 2 arrays of info (each index matching a friend from the request): /// ParameterCode.FindFriendsResponseOnlineList = bool[] of online states /// ParameterCode.FindFriendsResponseRoomIdList = string[] of room names (empty string if not in a room) /// /// Array of friend's names (make sure they are unique). /// If the operation could be sent (requires connection). public virtual bool OpFindFriends(string[] friendsToFind) { Dictionary opParameters = new Dictionary(); if (friendsToFind != null && friendsToFind.Length > 0) { opParameters[ParameterCode.FindFriendsRequestList] = friendsToFind; } return this.OpCustom(OperationCode.FindFriends, opParameters, true); } public bool OpSetCustomPropertiesOfActor(int actorNr, Hashtable actorProperties) { return this.OpSetPropertiesOfActor(actorNr, actorProperties.StripToStringKeys(), null); } /// /// Sets properties of a player / actor. /// Internally this uses OpSetProperties, which can be used to either set room or player properties. /// /// The payer ID (a.k.a. actorNumber) of the player to attach these properties to. /// The properties to add or update. /// If set, these must be in the current properties-set (on the server) to set actorProperties: CAS. /// Set to true, to forward the set properties to a WebHook, defined for this app (in Dashboard). /// If the operation could be sent (requires connection). protected internal bool OpSetPropertiesOfActor(int actorNr, Hashtable actorProperties, Hashtable expectedProperties = null, bool webForward = false) { if (this.DebugOut >= DebugLevel.INFO) { this.Listener.DebugReturn(DebugLevel.INFO, "OpSetPropertiesOfActor()"); } if (actorNr <= 0 || actorProperties == null) { if (this.DebugOut >= DebugLevel.INFO) { this.Listener.DebugReturn(DebugLevel.INFO, "OpSetPropertiesOfActor not sent. ActorNr must be > 0 and actorProperties != null."); } return false; } Dictionary opParameters = new Dictionary(); opParameters.Add(ParameterCode.Properties, actorProperties); opParameters.Add(ParameterCode.ActorNr, actorNr); opParameters.Add(ParameterCode.Broadcast, true); if (expectedProperties != null && expectedProperties.Count != 0) { opParameters.Add(ParameterCode.ExpectedValues, expectedProperties); } if (webForward) { opParameters[ParameterCode.EventForward] = true; } return this.OpCustom((byte)OperationCode.SetProperties, opParameters, true, 0, false); } protected void OpSetPropertyOfRoom(byte propCode, object value) { Hashtable properties = new Hashtable(); properties[propCode] = value; this.OpSetPropertiesOfRoom(properties, expectedProperties: null, webForward: false); } public bool OpSetCustomPropertiesOfRoom(Hashtable gameProperties, bool broadcast, byte channelId) { return this.OpSetPropertiesOfRoom(gameProperties.StripToStringKeys(), expectedProperties: null, webForward: false); } /// /// Sets properties of a room. /// Internally this uses OpSetProperties, which can be used to either set room or player properties. /// /// The properties to add or update. /// The properties expected when update occurs. (CAS : "Check And Swap") /// "WebFlag" to indicate if request should be forwarded as "PathProperties" webhook or not. /// If the operation could be sent (has to be connected). protected internal bool OpSetPropertiesOfRoom(Hashtable gameProperties, Hashtable expectedProperties = null, bool webForward = false) { if (this.DebugOut >= DebugLevel.INFO) { this.Listener.DebugReturn(DebugLevel.INFO, "OpSetPropertiesOfRoom()"); } Dictionary opParameters = new Dictionary(); opParameters.Add(ParameterCode.Properties, gameProperties); opParameters.Add(ParameterCode.Broadcast, true); if (expectedProperties != null && expectedProperties.Count != 0) { opParameters.Add(ParameterCode.ExpectedValues, expectedProperties); } if (webForward) { opParameters[ParameterCode.EventForward] = true; } return this.OpCustom((byte)OperationCode.SetProperties, opParameters, true, 0, false); } /// /// Sends this app's appId and appVersion to identify this application server side. /// This is an async request which triggers a OnOperationResponse() call. /// /// /// This operation makes use of encryption, if that is established before. /// See: EstablishEncryption(). Check encryption with IsEncryptionAvailable. /// This operation is allowed only once per connection (multiple calls will have ErrorCode != Ok). /// /// Your application's name or ID to authenticate. This is assigned by Photon Cloud (webpage). /// The client's version (clients with differing client appVersions are separated and players don't meet). /// Contains all values relevant for authentication. Even without account system (external Custom Auth), the clients are allowed to identify themselves. /// Optional region code, if the client should connect to a specific Photon Cloud Region. /// Set to true on Master Server to receive "Lobby Statistics" events. /// If the operation could be sent (has to be connected). public virtual bool OpAuthenticate(string appId, string appVersion, AuthenticationValues authValues, string regionCode, bool getLobbyStatistics) { if (this.DebugOut >= DebugLevel.INFO) { this.Listener.DebugReturn(DebugLevel.INFO, "OpAuthenticate()"); } Dictionary opParameters = new Dictionary(); if (getLobbyStatistics) { // must be sent in operation, even if a Token is available opParameters[ParameterCode.LobbyStats] = true; } // shortcut, if we have a Token if (authValues != null && authValues.Token != null) { opParameters[ParameterCode.Secret] = authValues.Token; return this.OpCustom(OperationCode.Authenticate, opParameters, true, (byte)0, false); // we don't have to encrypt, when we have a token (which is encrypted) } // without a token, we send a complete op auth opParameters[ParameterCode.AppVersion] = appVersion; opParameters[ParameterCode.ApplicationId] = appId; if (!string.IsNullOrEmpty(regionCode)) { opParameters[ParameterCode.Region] = regionCode; } if (authValues != null) { if (!string.IsNullOrEmpty(authValues.UserId)) { opParameters[ParameterCode.UserId] = authValues.UserId; } if (authValues.AuthType != CustomAuthenticationType.None) { if (!this.IsProtocolSecure && !this.IsEncryptionAvailable) { this.Listener.DebugReturn(DebugLevel.ERROR, "OpAuthenticate() failed. When you want Custom Authentication encryption is mandatory."); return false; } opParameters[ParameterCode.ClientAuthenticationType] = (byte) authValues.AuthType; if (!string.IsNullOrEmpty(authValues.Token)) { opParameters[ParameterCode.Secret] = authValues.Token; } else { if (!string.IsNullOrEmpty(authValues.AuthGetParameters)) { opParameters[ParameterCode.ClientAuthenticationParams] = authValues.AuthGetParameters; } if (authValues.AuthPostData != null) { opParameters[ParameterCode.ClientAuthenticationData] = authValues.AuthPostData; } } } } bool sent = this.OpCustom(OperationCode.Authenticate, opParameters, true, (byte) 0, this.IsEncryptionAvailable); if (!sent) { this.Listener.DebugReturn(DebugLevel.ERROR, "Error calling OpAuthenticate! Did not work. Check log output, AuthValues and if you're connected."); } return sent; } /// /// Sends this app's appId and appVersion to identify this application server side. /// This is an async request which triggers a OnOperationResponse() call. /// /// /// This operation makes use of encryption, if that is established before. /// See: EstablishEncryption(). Check encryption with IsEncryptionAvailable. /// This operation is allowed only once per connection (multiple calls will have ErrorCode != Ok). /// /// Your application's name or ID to authenticate. This is assigned by Photon Cloud (webpage). /// The client's version (clients with differing client appVersions are separated and players don't meet). /// Optional authentication values. The client can set no values or a UserId or some parameters for Custom Authentication by a server. /// Optional region code, if the client should connect to a specific Photon Cloud Region. /// /// /// If the operation could be sent (has to be connected). public virtual bool OpAuthenticateOnce(string appId, string appVersion, AuthenticationValues authValues, string regionCode, EncryptionMode encryptionMode, ConnectionProtocol expectedProtocol) { if (this.DebugOut >= DebugLevel.INFO) { this.Listener.DebugReturn(DebugLevel.INFO, "OpAuthenticate()"); } var opParameters = new Dictionary(); // shortcut, if we have a Token if (authValues != null && authValues.Token != null) { opParameters[ParameterCode.Secret] = authValues.Token; return this.OpCustom(OperationCode.AuthenticateOnce, opParameters, true, (byte)0, false); // we don't have to encrypt, when we have a token (which is encrypted) } if (encryptionMode == EncryptionMode.DatagramEncryption && expectedProtocol != ConnectionProtocol.Udp) { Debug.LogWarning("Expected protocol set to UDP, due to encryption mode DatagramEncryption. Changing protocol in PhotonServerSettings from: " + PhotonNetwork.PhotonServerSettings.Protocol); PhotonNetwork.PhotonServerSettings.Protocol = ConnectionProtocol.Udp; expectedProtocol = ConnectionProtocol.Udp; } opParameters[ParameterCode.ExpectedProtocol] = (byte)expectedProtocol; opParameters[ParameterCode.EncryptionMode] = (byte)encryptionMode; opParameters[ParameterCode.AppVersion] = appVersion; opParameters[ParameterCode.ApplicationId] = appId; if (!string.IsNullOrEmpty(regionCode)) { opParameters[ParameterCode.Region] = regionCode; } if (authValues != null) { if (!string.IsNullOrEmpty(authValues.UserId)) { opParameters[ParameterCode.UserId] = authValues.UserId; } if (authValues.AuthType != CustomAuthenticationType.None) { opParameters[ParameterCode.ClientAuthenticationType] = (byte)authValues.AuthType; if (!string.IsNullOrEmpty(authValues.Token)) { opParameters[ParameterCode.Secret] = authValues.Token; } else { if (!string.IsNullOrEmpty(authValues.AuthGetParameters)) { opParameters[ParameterCode.ClientAuthenticationParams] = authValues.AuthGetParameters; } if (authValues.AuthPostData != null) { opParameters[ParameterCode.ClientAuthenticationData] = authValues.AuthPostData; } } } } return this.OpCustom(OperationCode.AuthenticateOnce, opParameters, true, (byte)0, this.IsEncryptionAvailable); } /// /// Operation to handle this client's interest groups (for events in room). /// /// /// Note the difference between passing null and byte[0]: /// null won't add/remove any groups. /// byte[0] will add/remove all (existing) groups. /// First, removing groups is executed. This way, you could leave all groups and join only the ones provided. /// /// Changes become active not immediately but when the server executes this operation (approximately RTT/2). /// /// Groups to remove from interest. Null will not remove any. A byte[0] will remove all. /// Groups to add to interest. Null will not add any. A byte[0] will add all current. /// public virtual bool OpChangeGroups(byte[] groupsToRemove, byte[] groupsToAdd) { if (this.DebugOut >= DebugLevel.ALL) { this.Listener.DebugReturn(DebugLevel.ALL, "OpChangeGroups()"); } Dictionary opParameters = new Dictionary(); if (groupsToRemove != null) { opParameters[(byte)ParameterCode.Remove] = groupsToRemove; } if (groupsToAdd != null) { opParameters[(byte)ParameterCode.Add] = groupsToAdd; } return this.OpCustom((byte)OperationCode.ChangeGroups, opParameters, true, 0); } /// /// Send an event with custom code/type and any content to the other players in the same room. /// /// This override explicitly uses another parameter order to not mix it up with the implementation for Hashtable only. /// Identifies this type of event (and the content). Your game's event codes can start with 0. /// Any serializable datatype (including Hashtable like the other OpRaiseEvent overloads). /// If this event has to arrive reliably (potentially repeated if it's lost). /// Contains (slightly) less often used options. If you pass null, the default options will be used. /// If operation could be enqueued for sending. Sent when calling: Service or SendOutgoingCommands. public virtual bool OpRaiseEvent(byte eventCode, object customEventContent, bool sendReliable, RaiseEventOptions raiseEventOptions) { opParameters.Clear(); // re-used private variable to avoid many new Dictionary() calls (garbage collection) opParameters[(byte)ParameterCode.Code] = (byte)eventCode; if (customEventContent != null) { opParameters[(byte) ParameterCode.Data] = customEventContent; } if (raiseEventOptions == null) { raiseEventOptions = RaiseEventOptions.Default; } else { if (raiseEventOptions.CachingOption != EventCaching.DoNotCache) { opParameters[(byte) ParameterCode.Cache] = (byte) raiseEventOptions.CachingOption; } if (raiseEventOptions.Receivers != ReceiverGroup.Others) { opParameters[(byte) ParameterCode.ReceiverGroup] = (byte) raiseEventOptions.Receivers; } if (raiseEventOptions.InterestGroup != 0) { opParameters[(byte) ParameterCode.Group] = (byte) raiseEventOptions.InterestGroup; } if (raiseEventOptions.TargetActors != null) { opParameters[(byte) ParameterCode.ActorList] = raiseEventOptions.TargetActors; } if (raiseEventOptions.ForwardToWebhook) { opParameters[(byte) ParameterCode.EventForward] = true; //TURNBASED } } return this.OpCustom((byte) OperationCode.RaiseEvent, opParameters, sendReliable, raiseEventOptions.SequenceChannel, raiseEventOptions.Encrypt); } /// /// Internally used operation to set some "per server" settings. This is for the Master Server. /// /// Set to true, to get Lobby Statistics (lists of existing lobbies). /// False if the operation could not be sent. public virtual bool OpSettings(bool receiveLobbyStats) { if (this.DebugOut >= DebugLevel.ALL) { this.Listener.DebugReturn(DebugLevel.ALL, "OpSettings()"); } // re-used private variable to avoid many new Dictionary() calls (garbage collection) opParameters.Clear(); // implementation for Master Server: if (receiveLobbyStats) { opParameters[(byte)0] = receiveLobbyStats; } if (this.opParameters.Count == 0) { // no need to send op in case we set the default values return true; } return this.OpCustom((byte)OperationCode.ServerSettings, opParameters, true); } } internal class OpJoinRandomRoomParams { public Hashtable ExpectedCustomRoomProperties; public byte ExpectedMaxPlayers; public MatchmakingMode MatchingType; public TypedLobby TypedLobby; public string SqlLobbyFilter; public string[] ExpectedUsers; } internal class EnterRoomParams { public string RoomName; public RoomOptions RoomOptions; public TypedLobby Lobby; public Hashtable PlayerProperties; public bool OnGameServer = true; // defaults to true! better send more parameter than too few (GS needs all) public bool CreateIfNotExists; public bool RejoinOnly; public string[] ExpectedUsers; } /// /// ErrorCode defines the default codes associated with Photon client/server communication. /// public class ErrorCode { /// (0) is always "OK", anything else an error or specific situation. public const int Ok = 0; // server - Photon low(er) level: <= 0 /// /// (-3) Operation can't be executed yet (e.g. OpJoin can't be called before being authenticated, RaiseEvent cant be used before getting into a room). /// /// /// Before you call any operations on the Cloud servers, the automated client workflow must complete its authorization. /// In PUN, wait until State is: JoinedLobby (with AutoJoinLobby = true) or ConnectedToMaster (AutoJoinLobby = false) /// public const int OperationNotAllowedInCurrentState = -3; /// (-2) The operation you called is not implemented on the server (application) you connect to. Make sure you run the fitting applications. [Obsolete("Use InvalidOperation.")] public const int InvalidOperationCode = -2; /// (-2) The operation you called could not be executed on the server. /// /// Make sure you are connected to the server you expect. /// /// This code is used in several cases: /// The arguments/parameters of the operation might be out of range, missing entirely or conflicting. /// The operation you called is not implemented on the server (application). Server-side plugins affect the available operations. /// public const int InvalidOperation = -2; /// (-1) Something went wrong in the server. Try to reproduce and contact Exit Games. public const int InternalServerError = -1; // server - PhotonNetwork: 0x7FFF and down // logic-level error codes start with short.max /// (32767) Authentication failed. Possible cause: AppId is unknown to Photon (in cloud service). public const int InvalidAuthentication = 0x7FFF; /// (32766) GameId (name) already in use (can't create another). Change name. public const int GameIdAlreadyExists = 0x7FFF - 1; /// (32765) Game is full. This rarely happens when some player joined the room before your join completed. public const int GameFull = 0x7FFF - 2; /// (32764) Game is closed and can't be joined. Join another game. public const int GameClosed = 0x7FFF - 3; [Obsolete("No longer used, cause random matchmaking is no longer a process.")] public const int AlreadyMatched = 0x7FFF - 4; /// (32762) Not in use currently. public const int ServerFull = 0x7FFF - 5; /// (32761) Not in use currently. public const int UserBlocked = 0x7FFF - 6; /// (32760) Random matchmaking only succeeds if a room exists thats neither closed nor full. Repeat in a few seconds or create a new room. public const int NoRandomMatchFound = 0x7FFF - 7; /// (32758) Join can fail if the room (name) is not existing (anymore). This can happen when players leave while you join. public const int GameDoesNotExist = 0x7FFF - 9; /// (32757) Authorization on the Photon Cloud failed becaus the concurrent users (CCU) limit of the app's subscription is reached. /// /// Unless you have a plan with "CCU Burst", clients might fail the authentication step during connect. /// Affected client are unable to call operations. Please note that players who end a game and return /// to the master server will disconnect and re-connect, which means that they just played and are rejected /// in the next minute / re-connect. /// This is a temporary measure. Once the CCU is below the limit, players will be able to connect an play again. /// /// OpAuthorize is part of connection workflow but only on the Photon Cloud, this error can happen. /// Self-hosted Photon servers with a CCU limited license won't let a client connect at all. /// public const int MaxCcuReached = 0x7FFF - 10; /// (32756) Authorization on the Photon Cloud failed because the app's subscription does not allow to use a particular region's server. /// /// Some subscription plans for the Photon Cloud are region-bound. Servers of other regions can't be used then. /// Check your master server address and compare it with your Photon Cloud Dashboard's info. /// https://cloud.photonengine.com/dashboard /// /// OpAuthorize is part of connection workflow but only on the Photon Cloud, this error can happen. /// Self-hosted Photon servers with a CCU limited license won't let a client connect at all. /// public const int InvalidRegion = 0x7FFF - 11; /// /// (32755) Custom Authentication of the user failed due to setup reasons (see Cloud Dashboard) or the provided user data (like username or token). Check error message for details. /// public const int CustomAuthenticationFailed = 0x7FFF - 12; /// (32753) The Authentication ticket expired. Usually, this is refreshed behind the scenes. Connect (and authorize) again. public const int AuthenticationTicketExpired = 0x7FF1; /// /// (32752) A server-side plugin (or webhook) failed to execute and reported an error. Check the OperationResponse.DebugMessage. /// public const int PluginReportedError = 0x7FFF - 15; /// /// (32751) CreateRoom/JoinRoom/Join operation fails if expected plugin does not correspond to loaded one. /// public const int PluginMismatch = 0x7FFF - 16; /// /// (32750) for join requests. Indicates the current peer already called join and is joined to the room. /// public const int JoinFailedPeerAlreadyJoined = 32750; // 0x7FFF - 17, /// /// (32749) for join requests. Indicates the list of InactiveActors already contains an actor with the requested ActorNr or UserId. /// public const int JoinFailedFoundInactiveJoiner = 32749; // 0x7FFF - 18, /// /// (32748) for join requests. Indicates the list of Actors (active and inactive) did not contain an actor with the requested ActorNr or UserId. /// public const int JoinFailedWithRejoinerNotFound = 32748; // 0x7FFF - 19, /// /// (32747) for join requests. Note: for future use - Indicates the requested UserId was found in the ExcludedList. /// public const int JoinFailedFoundExcludedUserId = 32747; // 0x7FFF - 20, /// /// (32746) for join requests. Indicates the list of ActiveActors already contains an actor with the requested ActorNr or UserId. /// public const int JoinFailedFoundActiveJoiner = 32746; // 0x7FFF - 21, /// /// (32745) for SetProerties and Raisevent (if flag HttpForward is true) requests. Indicates the maximum allowd http requests per minute was reached. /// public const int HttpLimitReached = 32745; // 0x7FFF - 22, /// /// (32744) for WebRpc requests. Indicates the the call to the external service failed. /// public const int ExternalHttpCallFailed = 32744; // 0x7FFF - 23, /// /// (32742) Server error during matchmaking with slot reservation. E.g. the reserved slots can not exceed MaxPlayers. /// public const int SlotError = 32742; // 0x7FFF - 25, /// /// (32741) Server will react with this error if invalid encryption parameters provided by token /// public const int InvalidEncryptionParameters = 32741; // 0x7FFF - 24, } /// /// Class for constants. These (byte) values define "well known" properties for an Actor / Player. /// Pun uses these constants internally. /// /// /// "Custom properties" have to use a string-type as key. They can be assigned at will. /// public class ActorProperties { /// (255) Name of a player/actor. public const byte PlayerName = 255; // was: 1 /// (254) Tells you if the player is currently in this game (getting events live). /// A server-set value for async games, where players can leave the game and return later. public const byte IsInactive = 254; /// (253) UserId of the player. Sent when room gets created with RoomOptions.PublishUserId = true. public const byte UserId = 253; } /// /// 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. /// public class GamePropertyKey { /// (255) Max number of players that "fit" into this room. 0 is for "unlimited". public const byte MaxPlayers = 255; /// (254) Makes this room listed or not in the lobby on master. public const byte IsVisible = 254; /// (253) Allows more players to join a room (or not). public const byte IsOpen = 253; /// (252) Current count of players in the room. Used only in the lobby on master. public const byte PlayerCount = 252; /// (251) True if the room is to be removed from room listing (used in update to room list in lobby on master) public const byte Removed = 251; /// (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. public const byte PropsListedInLobby = 250; /// (249) Equivalent of Operation Join parameter CleanupCacheOnLeave. public const byte CleanupCacheOnLeave = 249; /// (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. public const byte MasterClientId = (byte)248; /// (247) Code for ExpectedUsers in a room. Matchmaking keeps a slot open for the players with these userIDs. public const byte ExpectedUsers = (byte)247; } /// /// Class for constants. These values are for events defined by Photon Loadbalancing. /// Pun uses these constants internally. /// /// They start at 255 and go DOWN. Your own in-game events can start at 0. public class EventCode { /// (230) Initial list of RoomInfos (in lobby on Master) public const byte GameList = 230; /// (229) Update of RoomInfos to be merged into "initial" list (in lobby on Master) public const byte GameListUpdate = 229; /// (228) Currently not used. State of queueing in case of server-full public const byte QueueState = 228; /// (227) Currently not used. Event for matchmaking public const byte Match = 227; /// (226) Event with stats about this application (players, rooms, etc) public const byte AppStats = 226; /// (224) This event provides a list of lobbies with their player and game counts. public const byte LobbyStats = 224; /// (210) Internally used in case of hosting by Azure [Obsolete("TCP routing was removed after becoming obsolete.")] public const byte AzureNodeInfo = 210; /// (255) Event Join: someone joined the game. The new actorNumber is provided as well as the properties of that actor (if set in OpJoin). public const byte Join = (byte)255; /// (254) Event Leave: The player who left the game can be identified by the actorNumber. public const byte Leave = (byte)254; /// (253) When you call OpSetProperties with the broadcast option "on", this event is fired. It contains the properties being set. public const byte PropertiesChanged = (byte)253; /// (253) When you call OpSetProperties with the broadcast option "on", this event is fired. It contains the properties being set. [Obsolete("Use PropertiesChanged now.")] public const byte SetProperties = (byte)253; /// (252) When player left game unexpected and the room has a playerTtl > 0, this event is fired to let everyone know about the timeout. /// Obsolete. Replaced by Leave. public const byte Disconnect = LiteEventCode.Disconnect; /// (251) Sent by Photon Cloud when a plugin-call or webhook-call failed. Usually, the execution on the server continues, despite the issue. Contains: ParameterCode.Info. /// public const byte ErrorInfo = 251; /// (250) Sent by Photon whent he event cache slice was changed. Done by OpRaiseEvent. public const byte CacheSliceChanged = 250; /// (223) Sent by Photon to update a token before it times out. public const byte AuthEvent = 223; } /// /// Class for constants. Codes for parameters of Operations and Events. /// Pun uses these constants internally. /// public class ParameterCode { /// (237) A bool parameter for creating games. If set to true, no room events are sent to the clients on join and leave. Default: false (and not sent). public const byte SuppressRoomEvents = 237; /// (236) Time To Live (TTL) for a room when the last player leaves. Keeps room in memory for case a player re-joins soon. In milliseconds. public const byte EmptyRoomTTL = 236; /// (235) Time To Live (TTL) for an 'actor' in a room. If a client disconnects, this actor is inactive first and removed after this timeout. In milliseconds. public const byte PlayerTTL = 235; /// (234) Optional parameter of OpRaiseEvent and OpSetCustomProperties to forward the event/operation to a web-service. public const byte EventForward = 234; /// (233) Optional parameter of OpLeave in async games. If false, the player does abandons the game (forever). By default players become inactive and can re-join. [Obsolete("Use: IsInactive")] public const byte IsComingBack = (byte)233; /// (233) Used in EvLeave to describe if a user is inactive (and might come back) or not. In rooms with PlayerTTL, becoming inactive is the default case. public const byte IsInactive = (byte)233; /// (232) Used when creating rooms to define if any userid can join the room only once. public const byte CheckUserOnJoin = (byte)232; /// (231) Code for "Check And Swap" (CAS) when changing properties. public const byte ExpectedValues = (byte)231; /// (230) Address of a (game) server to use. public const byte Address = 230; /// (229) Count of players in this application in a rooms (used in stats event) public const byte PeerCount = 229; /// (228) Count of games in this application (used in stats event) public const byte GameCount = 228; /// (227) Count of players on the master server (in this app, looking for rooms) public const byte MasterPeerCount = 227; /// (225) User's ID public const byte UserId = 225; /// (224) Your application's ID: a name on your own Photon or a GUID on the Photon Cloud public const byte ApplicationId = 224; /// (223) Not used currently (as "Position"). If you get queued before connect, this is your position public const byte Position = 223; /// (223) Modifies the matchmaking algorithm used for OpJoinRandom. Allowed parameter values are defined in enum MatchmakingMode. public const byte MatchMakingType = 223; /// (222) List of RoomInfos about open / listed rooms public const byte GameList = 222; /// (221) Internally used to establish encryption public const byte Secret = 221; /// (220) Version of your application public const byte AppVersion = 220; /// (210) Internally used in case of hosting by Azure [Obsolete("TCP routing was removed after becoming obsolete.")] public const byte AzureNodeInfo = 210; // only used within events, so use: EventCode.AzureNodeInfo /// (209) Internally used in case of hosting by Azure [Obsolete("TCP routing was removed after becoming obsolete.")] public const byte AzureLocalNodeId = 209; /// (208) Internally used in case of hosting by Azure [Obsolete("TCP routing was removed after becoming obsolete.")] public const byte AzureMasterNodeId = 208; /// (255) Code for the gameId/roomName (a unique name per room). Used in OpJoin and similar. public const byte RoomName = (byte)255; /// (250) Code for broadcast parameter of OpSetProperties method. public const byte Broadcast = (byte)250; /// (252) Code for list of players in a room. Currently not used. public const byte ActorList = (byte)252; /// (254) Code of the Actor of an operation. Used for property get and set. public const byte ActorNr = (byte)254; /// (249) Code for property set (Hashtable). public const byte PlayerProperties = (byte)249; /// (245) Code of data/custom content of an event. Used in OpRaiseEvent. public const byte CustomEventContent = (byte)245; /// (245) Code of data of an event. Used in OpRaiseEvent. public const byte Data = (byte)245; /// (244) Code used when sending some code-related parameter, like OpRaiseEvent's event-code. /// This is not the same as the Operation's code, which is no longer sent as part of the parameter Dictionary in Photon 3. public const byte Code = (byte)244; /// (248) Code for property set (Hashtable). public const byte GameProperties = (byte)248; /// /// (251) Code for property-set (Hashtable). This key is used when sending only one set of properties. /// If either ActorProperties or GameProperties are used (or both), check those keys. /// public const byte Properties = (byte)251; /// (253) Code of the target Actor of an operation. Used for property set. Is 0 for game public const byte TargetActorNr = (byte)253; /// (246) Code to select the receivers of events (used in Lite, Operation RaiseEvent). public const byte ReceiverGroup = (byte)246; /// (247) Code for caching events while raising them. public const byte Cache = (byte)247; /// (241) Bool parameter of CreateRoom Operation. If true, server cleans up roomcache of leaving players (their cached events get removed). public const byte CleanupCacheOnLeave = (byte)241; /// (240) Code for "group" operation-parameter (as used in Op RaiseEvent). public const byte Group = 240; /// (239) The "Remove" operation-parameter can be used to remove something from a list. E.g. remove groups from player's interest groups. public const byte Remove = 239; /// (239) Used in Op Join to define if UserIds of the players are broadcast in the room. Useful for FindFriends and reserving slots for expected users. public const byte PublishUserId = 239; /// (238) The "Add" operation-parameter can be used to add something to some list or set. E.g. add groups to player's interest groups. public const byte Add = 238; /// (218) Content for EventCode.ErrorInfo and internal debug operations. public const byte Info = 218; /// (217) This key's (byte) value defines the target custom authentication type/service the client connects with. Used in OpAuthenticate public const byte ClientAuthenticationType = 217; /// (216) This key's (string) value provides parameters sent to the custom authentication type/service the client connects with. Used in OpAuthenticate public const byte ClientAuthenticationParams = 216; /// (215) Makes the server create a room if it doesn't exist. OpJoin uses this to always enter a room, unless it exists and is full/closed. // public const byte CreateIfNotExists = 215; /// (215) The JoinMode enum defines which variant of joining a room will be executed: Join only if available, create if not exists or re-join. /// Replaces CreateIfNotExists which was only a bool-value. public const byte JoinMode = 215; /// (214) This key's (string or byte[]) value provides parameters sent to the custom authentication service setup in Photon Dashboard. Used in OpAuthenticate public const byte ClientAuthenticationData = 214; /// (203) Code for MasterClientId, which is synced by server. When sent as op-parameter this is code 203. /// Tightly related to GamePropertyKey.MasterClientId. public const byte MasterClientId = (byte)203; /// (1) Used in Op FindFriends request. Value must be string[] of friends to look up. public const byte FindFriendsRequestList = (byte)1; /// (1) Used in Op FindFriends response. Contains bool[] list of online states (false if not online). public const byte FindFriendsResponseOnlineList = (byte)1; /// (2) Used in Op FindFriends response. Contains string[] of room names ("" where not known or no room joined). public const byte FindFriendsResponseRoomIdList = (byte)2; /// (213) Used in matchmaking-related methods and when creating a room to name a lobby (to join or to attach a room to). public const byte LobbyName = (byte)213; /// (212) Used in matchmaking-related methods and when creating a room to define the type of a lobby. Combined with the lobby name this identifies the lobby. public const byte LobbyType = (byte)212; /// (211) This (optional) parameter can be sent in Op Authenticate to turn on Lobby Stats (info about lobby names and their user- and game-counts). See: PhotonNetwork.Lobbies public const byte LobbyStats = (byte)211; /// (210) Used for region values in OpAuth and OpGetRegions. public const byte Region = (byte)210; /// (209) Path of the WebRPC that got called. Also known as "WebRpc Name". Type: string. public const byte UriPath = 209; /// (208) Parameters for a WebRPC as: Dictionary<string, object>. This will get serialized to JSon. public const byte WebRpcParameters = 208; /// (207) ReturnCode for the WebRPC, as sent by the web service (not by Photon, which uses ErrorCode). Type: byte. public const byte WebRpcReturnCode = 207; /// (206) Message returned by WebRPC server. Analog to Photon's debug message. Type: string. public const byte WebRpcReturnMessage = 206; /// (205) Used to define a "slice" for cached events. Slices can easily be removed from cache. Type: int. public const byte CacheSliceIndex = 205; /// (204) Informs the server of the expected plugin setup. /// /// The operation will fail in case of a plugin mismatch returning error code PluginMismatch 32751(0x7FFF - 16). /// Setting string[]{} means the client expects no plugin to be setup. /// Note: for backwards compatibility null omits any check. /// public const byte Plugins = 204; /// (202) Used by the server in Operation Responses, when it sends the nickname of the client (the user's nickname). public const byte NickName = 202; /// (201) Informs user about name of plugin load to game public const byte PluginName = 201; /// (200) Informs user about version of plugin load to game public const byte PluginVersion = 200; /// (195) Protocol which will be used by client to connect master/game servers. Used for nameserver. public const byte ExpectedProtocol = 195; /// (194) Set of custom parameters which are sent in auth request. public const byte CustomInitData = 194; /// (193) How are we going to encrypt data. public const byte EncryptionMode = 193; /// (192) Parameter of Authentication, which contains encryption keys (depends on AuthMode and EncryptionMode). public const byte EncryptionData = 192; } /// /// Class for constants. Contains operation codes. /// Pun uses these constants internally. /// public class OperationCode { [Obsolete("Exchanging encrpytion keys is done internally in the lib now. Don't expect this operation-result.")] public const byte ExchangeKeysForEncryption = 250; /// (255) Code for OpJoin, to get into a room. public const byte Join = 255; /// (231) Authenticates this peer and connects to a virtual application public const byte AuthenticateOnce = 231; /// (230) Authenticates this peer and connects to a virtual application public const byte Authenticate = 230; /// (229) Joins lobby (on master) public const byte JoinLobby = 229; /// (228) Leaves lobby (on master) public const byte LeaveLobby = 228; /// (227) Creates a game (or fails if name exists) public const byte CreateGame = 227; /// (226) Join game (by name) public const byte JoinGame = 226; /// (225) Joins random game (on master) public const byte JoinRandomGame = 225; // public const byte CancelJoinRandom = 224; // obsolete, cause JoinRandom no longer is a "process". now provides result immediately /// (254) Code for OpLeave, to get out of a room. public const byte Leave = (byte)254; /// (253) Raise event (in a room, for other actors/players) public const byte RaiseEvent = (byte)253; /// (252) Set Properties (of room or actor/player) public const byte SetProperties = (byte)252; /// (251) Get Properties public const byte GetProperties = (byte)251; /// (248) Operation code to change interest groups in Rooms (Lite application and extending ones). public const byte ChangeGroups = (byte)248; /// (222) Request the rooms and online status for a list of friends (by name, which should be unique). public const byte FindFriends = 222; /// (221) Request statistics about a specific list of lobbies (their user and game count). public const byte GetLobbyStats = 221; /// (220) Get list of regional servers from a NameServer. public const byte GetRegions = 220; /// (219) WebRpc Operation. public const byte WebRpc = 219; /// (218) Operation to set some server settings. Used with different parameters on various servers. public const byte ServerSettings = 218; } /// Defines possible values for OpJoinRoom and OpJoinOrCreate. It tells the server if the room can be only be joined normally, created implicitly or found on a web-service for Turnbased games. /// These values are not directly used by a game but implicitly set. public enum JoinMode : byte { /// Regular join. The room must exist. Default = 0, /// Join or create the room if it's not existing. Used for OpJoinOrCreate for example. CreateIfNotExists = 1, /// The room might be out of memory and should be loaded (if possible) from a Turnbased web-service. JoinOrRejoin = 2, /// Only re-join will be allowed. If the user is not yet in the room, this will fail. RejoinOnly = 3, } /// /// Options for matchmaking rules for OpJoinRandom. /// public enum MatchmakingMode : byte { /// Fills up rooms (oldest first) to get players together as fast as possible. Default. /// Makes most sense with MaxPlayers > 0 and games that can only start with more players. FillRoom = 0, /// Distributes players across available rooms sequentially but takes filter into account. Without filter, rooms get players evenly distributed. SerialMatching = 1, /// Joins a (fully) random room. Expected properties must match but aside from this, any available room might be selected. RandomMatching = 2 } /// /// Lite - OpRaiseEvent lets you chose which actors in the room should receive events. /// By default, events are sent to "Others" but you can overrule this. /// public enum ReceiverGroup : byte { /// Default value (not sent). Anyone else gets my event. Others = 0, /// Everyone in the current room (including this peer) will get this event. All = 1, /// The server sends this event only to the actor with the lowest actorNumber. /// The "master client" does not have special rights but is the one who is in this room the longest time. MasterClient = 2, } /// /// Lite - OpRaiseEvent allows you to cache events and automatically send them to joining players in a room. /// Events are cached per event code and player: Event 100 (example!) can be stored once per player. /// Cached events can be modified, replaced and removed. /// /// /// Caching works only combination with ReceiverGroup options Others and All. /// public enum EventCaching : byte { /// Default value (not sent). DoNotCache = 0, /// Will merge this event's keys with those already cached. [Obsolete] MergeCache = 1, /// Replaces the event cache for this eventCode with this event's content. [Obsolete] ReplaceCache = 2, /// Removes this event (by eventCode) from the cache. [Obsolete] RemoveCache = 3, /// Adds an event to the room's cache AddToRoomCache = 4, /// Adds this event to the cache for actor 0 (becoming a "globally owned" event in the cache). AddToRoomCacheGlobal = 5, /// Remove fitting event from the room's cache. RemoveFromRoomCache = 6, /// Removes events of players who already left the room (cleaning up). RemoveFromRoomCacheForActorsLeft = 7, /// Increase the index of the sliced cache. SliceIncreaseIndex = 10, /// Set the index of the sliced cache. You must set RaiseEventOptions.CacheSliceIndex for this. SliceSetIndex = 11, /// Purge cache slice with index. Exactly one slice is removed from cache. You must set RaiseEventOptions.CacheSliceIndex for this. SlicePurgeIndex = 12, /// Purge cache slices with specified index and anything lower than that. You must set RaiseEventOptions.CacheSliceIndex for this. SlicePurgeUpToIndex = 13, } /// /// Flags for "types of properties", being used as filter in OpGetProperties. /// [Flags] public enum PropertyTypeFlag : byte { /// (0x00) Flag type for no property type. None = 0x00, /// (0x01) Flag type for game-attached properties. Game = 0x01, /// (0x02) Flag type for actor related propeties. Actor = 0x02, /// (0x01) Flag type for game AND actor properties. Equal to 'Game' GameAndActor = Game | Actor } /// Wraps up common room properties needed when you create rooms. Read the individual entries for more details. /// This directly maps to the fields in the Room class. public class RoomOptions { /// Defines if this room is listed in the lobby. If not, it also is not joined randomly. /// /// A room that is not visible will be excluded from the room lists that are sent to the clients in lobbies. /// An invisible room can be joined by name but is excluded from random matchmaking. /// /// Use this to "hide" a room and simulate "private rooms". Players can exchange a roomname and create it /// invisble to avoid anyone else joining it. /// public bool IsVisible { get { return this.isVisibleField; } set { this.isVisibleField = value; } } private bool isVisibleField = true; /// Defines if this room can be joined at all. /// /// If a room is closed, no player can join this. As example this makes sense when 3 of 4 possible players /// start their gameplay early and don't want anyone to join during the game. /// The room can still be listed in the lobby (set IsVisible to control lobby-visibility). /// public bool IsOpen { get { return this.isOpenField; } set { this.isOpenField = value; } } private bool isOpenField = true; /// Max number of players that can be in the room at any time. 0 means "no limit". public byte MaxPlayers; /// Time To Live (TTL) for an 'actor' in a room. If a client disconnects, this actor is inactive first and removed after this timeout. In milliseconds. public int PlayerTtl; /// Time To Live (TTL) for a room when the last player leaves. Keeps room in memory for case a player re-joins soon. In milliseconds. public int EmptyRoomTtl; ///// Activates UserId checks on joining - allowing a users to be only once in the room. ///// ///// Turnbased rooms should be created with this check turned on! They should also use custom authentication. ///// Disabled by default for backwards-compatibility. ///// //public bool CheckUserOnJoin { get { return this.checkUserOnJoinField; } set { this.checkUserOnJoinField = value; } } //private bool checkUserOnJoinField = false; /// Removes a user's events and properties from the room when a user leaves. /// /// This makes sense when in rooms where players can't place items in the room and just vanish entirely. /// When you disable this, the event history can become too long to load if the room stays in use indefinitely. /// Default: true. Cleans up the cache and props of leaving users. /// public bool CleanupCacheOnLeave { get { return this.cleanupCacheOnLeaveField; } set { this.cleanupCacheOnLeaveField = value; } } private bool cleanupCacheOnLeaveField = PhotonNetwork.autoCleanUpPlayerObjects; /// The room's custom properties to set. Use string keys! /// /// Custom room properties are any key-values you need to define the game's setup. /// The shorter your keys are, the better. /// Example: Map, Mode (could be "m" when used with "Map"), TileSet (could be "t"). /// public Hashtable CustomRoomProperties; /// Defines the custom room properties that get listed in the lobby. /// /// Name the custom room properties that should be available to clients that are in a lobby. /// Use with care. Unless a custom property is essential for matchmaking or user info, it should /// not be sent to the lobby, which causes traffic and delays for clients in the lobby. /// /// Default: No custom properties are sent to the lobby. /// public string[] CustomRoomPropertiesForLobby = new string[0]; /// Informs the server of the expected plugin setup. /// /// The operation will fail in case of a plugin missmatch returning error code PluginMismatch 32757(0x7FFF - 10). /// Setting string[]{} means the client expects no plugin to be setup. /// Note: for backwards compatibility null omits any check. /// public string[] Plugins; /// /// Tells the server to skip room events for joining and leaving players. /// /// /// Using this makes the client unaware of the other players in a room. /// That can save some traffic if you have some server logic that updates players /// but it can also limit the client's usability. /// /// PUN will break if you use this, so it's not settable. /// public bool SuppressRoomEvents { get { return this.suppressRoomEventsField; } /*set { this.suppressRoomEventsField = value; }*/ } private bool suppressRoomEventsField = false; /// /// Defines if the UserIds of players get "published" in the room. Useful for FindFriends, if players want to play another game together. /// /// /// When you set this to true, Photon will publish the UserIds of the players in that room. /// In that case, you can use PhotonPlayer.UserId, to access any player's userID. /// This is useful for FindFriends and to set "expected users" to reserve slots in a room (see PhotonNetwork.JoinRoom e.g.). /// public bool PublishUserId { get { return this.publishUserIdField; } set { this.publishUserIdField = value; } } private bool publishUserIdField = false; #region Obsoleted Naming [Obsolete("Use property with uppercase naming instead.")] public bool isVisible { get { return this.isVisibleField; } set { this.isVisibleField = value; } } [Obsolete("Use property with uppercase naming instead.")] public bool isOpen { get { return this.isOpenField; } set { this.isOpenField = value; } } [Obsolete("Use property with uppercase naming instead.")] public byte maxPlayers { get { return this.MaxPlayers; } set { this.MaxPlayers = value; } } [Obsolete("Use property with uppercase naming instead.")] public bool cleanupCacheOnLeave { get { return this.cleanupCacheOnLeaveField; } set { this.cleanupCacheOnLeaveField = value; } } [Obsolete("Use property with uppercase naming instead.")] public Hashtable customRoomProperties { get { return this.CustomRoomProperties; } set { this.CustomRoomProperties = value; } } [Obsolete("Use property with uppercase naming instead.")] public string[] customRoomPropertiesForLobby { get { return this.CustomRoomPropertiesForLobby; } set { this.CustomRoomPropertiesForLobby = value; } } [Obsolete("Use property with uppercase naming instead.")] public string[] plugins { get { return this.Plugins; } set { this.Plugins = value; } } [Obsolete("Use property with uppercase naming instead.")] public bool suppressRoomEvents { get { return this.suppressRoomEventsField; } } [Obsolete("Use property with uppercase naming instead.")] public bool publishUserId { get { return this.publishUserIdField; } set { this.publishUserIdField = value; } } #endregion } /// Aggregates several less-often used options for operation RaiseEvent. See field descriptions for usage details. public class RaiseEventOptions { /// Default options: CachingOption: DoNotCache, InterestGroup: 0, targetActors: null, receivers: Others, sequenceChannel: 0. public readonly static RaiseEventOptions Default = new RaiseEventOptions(); /// Defines if the server should simply send the event, put it in the cache or remove events that are like this one. /// /// When using option: SliceSetIndex, SlicePurgeIndex or SlicePurgeUpToIndex, set a CacheSliceIndex. All other options except SequenceChannel get ignored. /// public EventCaching CachingOption; /// The number of the Interest Group to send this to. 0 goes to all users but to get 1 and up, clients must subscribe to the group first. public byte InterestGroup; /// A list of PhotonPlayer.IDs to send this event to. You can implement events that just go to specific users this way. public int[] TargetActors; /// Sends the event to All, MasterClient or Others (default). Be careful with MasterClient, as the client might disconnect before it got the event and it gets lost. public ReceiverGroup Receivers; /// Events are ordered per "channel". If you have events that are independent of others, they can go into another sequence or channel. public byte SequenceChannel; /// Events can be forwarded to Webhooks, which can evaluate and use the events to follow the game's state. public bool ForwardToWebhook; ///// Used along with CachingOption SliceSetIndex, SlicePurgeIndex or SlicePurgeUpToIndex if you want to set or purge a specific cache-slice. //public int CacheSliceIndex; public bool Encrypt; } /// /// Options of lobby types available. Lobby types might be implemented in certain Photon versions and won't be available on older servers. /// public enum LobbyType :byte { /// This lobby is used unless another is defined by game or JoinRandom. Room-lists will be sent and JoinRandomRoom can filter by matching properties. Default = 0, /// This lobby type lists rooms like Default but JoinRandom has a parameter for SQL-like "where" clauses for filtering. This allows bigger, less, or and and combinations. SqlLobby = 2, /// This lobby does not send lists of games. It is only used for OpJoinRandomRoom. It keeps rooms available for a while when there are only inactive users left. AsyncRandomLobby = 3 } /// Refers to a specific lobby (and type) on the server. /// /// The name and type are the unique identifier for a lobby.
/// Join a lobby via PhotonNetwork.JoinLobby(TypedLobby lobby).
/// The current lobby is stored in PhotonNetwork.lobby. ///
public class TypedLobby { /// Name of the lobby this game gets added to. Default: null, attached to default lobby. Lobbies are unique per lobbyName plus lobbyType, so the same name can be used when several types are existing. public string Name; /// Type of the (named)lobby this game gets added to public LobbyType Type; public static readonly TypedLobby Default = new TypedLobby(); public bool IsDefault { get { return this.Type == LobbyType.Default && string.IsNullOrEmpty(this.Name); } } public TypedLobby() { this.Name = string.Empty; this.Type = LobbyType.Default; } public TypedLobby(string name, LobbyType type) { this.Name = name; this.Type = type; } public override string ToString() { return String.Format((string) "lobby '{0}'[{1}]", (object) this.Name, (object) this.Type); } } public class TypedLobbyInfo : TypedLobby { public int PlayerCount; public int RoomCount; public override string ToString() { return string.Format("TypedLobbyInfo '{0}'[{1}] rooms: {2} players: {3}", this.Name, this.Type, this.RoomCount, this.PlayerCount); } } /// /// Options for authentication modes. From "classic" auth on each server to AuthOnce (on NameServer). /// public enum AuthModeOption { Auth, AuthOnce, AuthOnceWss } /// /// Options for optional "Custom Authentication" services used with Photon. Used by OpAuthenticate after connecting to Photon. /// public enum CustomAuthenticationType : byte { /// Use a custom authentification service. Currently the only implemented option. Custom = 0, /// Authenticates users by their Steam Account. Set auth values accordingly! Steam = 1, /// Authenticates users by their Facebook Account. Set auth values accordingly! Facebook = 2, /// Authenticates users by their Oculus Account and token. Oculus = 3, /// Authenticates users by their PSN Account and token. PlayStation = 4, /// Authenticates users by their Xbox Account and XSTS token. Xbox = 5, /// Disables custom authentification. Same as not providing any AuthenticationValues for connect (more precisely for: OpAuthenticate). None = byte.MaxValue } /// /// Container for user authentication in Photon. Set AuthValues before you connect - all else is handled. /// /// /// On Photon, user authentication is optional but can be useful in many cases. /// If you want to FindFriends, a unique ID per user is very practical. /// /// There are basically three options for user authentification: None at all, the client sets some UserId /// or you can use some account web-service to authenticate a user (and set the UserId server-side). /// /// Custom Authentication lets you verify end-users by some kind of login or token. It sends those /// values to Photon which will verify them before granting access or disconnecting the client. /// /// The AuthValues are sent in OpAuthenticate when you connect, so they must be set before you connect. /// Should you not set any AuthValues, PUN will create them and set the playerName as userId in them. /// If the AuthValues.userId is null or empty when it's sent to the server, then the Photon Server assigns a userId! /// /// The Photon Cloud Dashboard will let you enable this feature and set important server values for it. /// https://www.photonengine.com/dashboard /// public class AuthenticationValues { /// See AuthType. private CustomAuthenticationType authType = CustomAuthenticationType.None; /// The type of custom authentication provider that should be used. Currently only "Custom" or "None" (turns this off). public CustomAuthenticationType AuthType { get { return authType; } set { authType = value; } } /// This string must contain any (http get) parameters expected by the used authentication service. By default, username and token. /// Standard http get parameters are used here and passed on to the service that's defined in the server (Photon Cloud Dashboard). public string AuthGetParameters { get; set; } /// Data to be passed-on to the auth service via POST. Default: null (not sent). Either string or byte[] (see setters). public object AuthPostData { get; private set; } /// After initial authentication, Photon provides a token for this client / user, which is subsequently used as (cached) validation. public string Token { get; set; } /// The UserId should be a unique identifier per user. This is for finding friends, etc.. /// See remarks of AuthValues for info about how this is set and used. public string UserId { get; set; } /// Creates empty auth values without any info. public AuthenticationValues() { } /// Creates minimal info about the user. If this is authenticated or not, depends on the set AuthType. /// Some UserId to set in Photon. public AuthenticationValues(string userId) { this.UserId = userId; } /// Sets the data to be passed-on to the auth service via POST. /// String data to be used in the body of the POST request. Null or empty string will set AuthPostData to null. public virtual void SetAuthPostData(string stringData) { this.AuthPostData = (string.IsNullOrEmpty(stringData)) ? null : stringData; } /// Sets the data to be passed-on to the auth service via POST. /// Binary token / auth-data to pass on. public virtual void SetAuthPostData(byte[] byteData) { this.AuthPostData = byteData; } /// Adds a key-value pair to the get-parameters used for Custom Auth. /// This method does uri-encoding for you. /// Key for the value to set. /// Some value relevant for Custom Authentication. public virtual void AddAuthParameter(string key, string value) { string ampersand = string.IsNullOrEmpty(this.AuthGetParameters) ? "" : "&"; this.AuthGetParameters = string.Format("{0}{1}{2}={3}", this.AuthGetParameters, ampersand, System.Uri.EscapeDataString(key), System.Uri.EscapeDataString(value)); } public override string ToString() { return string.Format("AuthenticationValues UserId: {0}, GetParameters: {1} Token available: {2}", this.UserId, this.AuthGetParameters, this.Token != null); } }