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2710 行
158 KiB
2710 行
158 KiB
<?xml version="1.0"?>
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<doc>
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<assembly>
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<name>Photon3Unity3D</name>
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</assembly>
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<members>
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<member name="M:Photon.SocketServer.Security.DiffieHellmanCryptoProvider.#ctor">
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<summary>
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Initializes a new instance of the <see cref="T:Photon.SocketServer.Security.DiffieHellmanCryptoProvider"/> class.
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</summary>
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</member>
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<member name="P:Photon.SocketServer.Security.DiffieHellmanCryptoProvider.PublicKey">
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<summary>
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Gets the public key that can be used by another DiffieHellmanCryptoProvider object
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to generate a shared secret agreement.
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</summary>
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</member>
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<member name="M:Photon.SocketServer.Security.DiffieHellmanCryptoProvider.DeriveSharedKey(System.Byte[])">
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<summary>
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Derives the shared key is generated from the secret agreement between two parties,
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given a byte array that contains the second party's public key.
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</summary>
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<param name="otherPartyPublicKey">
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The second party's public key.
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</param>
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</member>
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<member name="T:Photon.SocketServer.Security.ICryptoProvider">
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<summary>Interface for Photon's DiffieHellman/Payload Encryption.</summary>
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</member>
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<member name="T:Photon.SocketServer.Security.OakleyGroups">
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<summary>
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Provides classical Diffie-Hellman Modular Exponentiation Groups defined by the
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OAKLEY Key Determination Protocol (RFC 2412).
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</summary>
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</member>
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<member name="F:Photon.SocketServer.Security.OakleyGroups.Generator">
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<summary>
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Gets the genrator (N) used by the the well known groups 1,2 and 5.
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</summary>
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</member>
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<member name="F:Photon.SocketServer.Security.OakleyGroups.OakleyPrime768">
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<summary>
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Gets the 768 bit prime for the well known group 1.
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</summary>
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</member>
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<member name="F:Photon.SocketServer.Security.OakleyGroups.OakleyPrime1024">
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<summary>
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Gets the 1024 bit prime for the well known group 2.
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</summary>
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</member>
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<member name="F:Photon.SocketServer.Security.OakleyGroups.OakleyPrime1536">
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<summary>
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Gets the 1536 bit prime for the well known group 5.
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</summary>
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</member>
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<member name="T:ExitGames.Client.Photon.ByteArraySlice">
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<summary>A slice of memory that should be pooled and reused. Wraps a byte-array.</summary>
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<remarks>
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This is a serializable datatype for the .Net clients. It will transfer as byte[] (the server does not know this type).
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If PhotonPeer.UseByteArraySlicePoolForEvents is enabled, byte-arrays in (incoming) events will be deserialized as
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ByteArraySlice.
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Adjust your OnEvent code accordingly.
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</remarks>
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</member>
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<member name="F:ExitGames.Client.Photon.ByteArraySlice.Buffer">
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<summary>The buffer for the slice.</summary>
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</member>
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<member name="F:ExitGames.Client.Photon.ByteArraySlice.Offset">
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<summary>The position where the content starts in Buffer.</summary>
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</member>
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<member name="F:ExitGames.Client.Photon.ByteArraySlice.Count">
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<summary>The length of the data in the Buffer.</summary>
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</member>
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<member name="M:ExitGames.Client.Photon.ByteArraySlice.#ctor(ExitGames.Client.Photon.ByteArraySlicePool,System.Int32)">
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<summary>
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Internal constructor - these instances will be part of the pooling system.
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</summary>
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<param name="returnPool">The pool to return to.</param>
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<param name="stackIndex">The index to return to (in the related returnPool).</param>
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</member>
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<member name="M:ExitGames.Client.Photon.ByteArraySlice.#ctor(System.Byte[],System.Int32,System.Int32)">
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<summary>
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Create a new ByteArraySlice. The buffer supplied will be used. Usage is similar to ArraySegment.
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</summary>
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<remarks>Not part of pooling.</remarks>
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</member>
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<member name="M:ExitGames.Client.Photon.ByteArraySlice.#ctor">
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<summary>
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Creates a ByteArraySlice, which is not pooled. It has no Buffer.
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</summary>
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<remarks>Not part of pooling.</remarks>
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</member>
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<member name="M:ExitGames.Client.Photon.ByteArraySlice.Release">
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<summary>
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If this item was fetched from a ByteArraySlicePool, this will return it.
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</summary>
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<returns>
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True if this was a pooled item and it successfully was returned.
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If it does not belong to a pool nothing will happen, and false will be returned.
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</returns>
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</member>
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<member name="M:ExitGames.Client.Photon.ByteArraySlice.Reset">
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<summary>Resets Count and Offset to 0 each.</summary>
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</member>
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<member name="T:ExitGames.Client.Photon.ByteArraySlicePool">
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<summary>Tiered pool for ByteArraySlices. Reduces the allocations once enough slices are available.</summary>
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</member>
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<member name="P:ExitGames.Client.Photon.ByteArraySlicePool.MinStackIndex">
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<summary>
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Requests for buffers smaller than 2^minStackIndex will use 2^minStackIndex. This value avoids allocations of smaller rarely used buffers.
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Set this to a lower value if you will never need sizes larger than byte[2^minStackIndex]
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</summary>
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</member>
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<member name="P:ExitGames.Client.Photon.ByteArraySlicePool.AllocationCounter">
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<summary>Count of allocations this pool did.</summary>
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</member>
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<member name="M:ExitGames.Client.Photon.ByteArraySlicePool.#ctor">
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<summary>Creates a new pool.</summary>
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</member>
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<member name="M:ExitGames.Client.Photon.ByteArraySlicePool.Acquire(System.Byte[],System.Int32,System.Int32)">
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<summary>
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Get a ByteArraySlice from pool. This overload handles user supplied byte[] and byte count and can be used as a non-boxing alternative to ArraySegment<byte>.
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</summary>
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</member>
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<member name="M:ExitGames.Client.Photon.ByteArraySlicePool.Acquire(System.Int32)">
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<summary>
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Get byte[] wrapper from pool. This overload accepts a bytecount and will return a wrapper with a byte[] that size or greater.
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</summary>
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</member>
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<member name="M:ExitGames.Client.Photon.ByteArraySlicePool.Release(ExitGames.Client.Photon.ByteArraySlice)">
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<summary>
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Releasing a ByteArraySlice, will put it back into the pool, if it was acquired from one.
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</summary>
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<param name="slice">The ByteArraySlice to return to the pool.</param>
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<returns>True if this slice was returned to some pool. False if not.</returns>
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</member>
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<member name="M:ExitGames.Client.Photon.ByteArraySlicePool.ClearPools(System.Int32,System.Int32)">
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<summary>
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Clears all pool items with byte array sizes between lower and upper inclusively.
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</summary>
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<remarks>
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Use this if you sent some unusually large RaiseEvents and believe the buffers of that size
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will not be needed again, and you would like to free up the buffer memory.
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</remarks>
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</member>
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<member name="T:ExitGames.Client.Photon.NonAllocDictionary`2">
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<summary>
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Replacement for Dictionary<K,V> which does not allocate memory during usage.
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</summary>
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<typeparam name="K">Key type.</typeparam>
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<typeparam name="V">Value type.</typeparam>
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</member>
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<member name="T:ExitGames.Client.Photon.Hashtable">
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<summary>
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This is a substitute for the Hashtable class, missing in: Win8RT and Windows Phone. It uses a Dictionary<object,object> as base.
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</summary>
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<remarks>
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Please be aware that this class might act differently than the Hashtable equivalent.
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As far as Photon is concerned, the substitution is sufficiently precise.
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</remarks>
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</member>
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<member name="M:ExitGames.Client.Photon.Hashtable.Clone">
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<summary>
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Creates a shallow copy of the Hashtable.
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</summary>
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<remarks>
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A shallow copy of a collection copies only the elements of the collection, whether they are
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reference types or value types, but it does not copy the objects that the references refer
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to. The references in the new collection point to the same objects that the references in
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the original collection point to.
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</remarks>
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<returns>Shallow copy of the Hashtable.</returns>
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</member>
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<member name="T:ExitGames.Client.Photon.Encryption.IPhotonEncryptor">
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<summary>Interface for DatagramEncryptor implementations.</summary>
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</member>
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<member name="M:ExitGames.Client.Photon.Encryption.IPhotonEncryptor.Init(System.Byte[],System.Byte[],System.Byte[],System.Boolean)">
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<summary>Initialize the encryptor.</summary>
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</member>
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<member name="M:ExitGames.Client.Photon.Encryption.IPhotonEncryptor.Encrypt(System.Byte[],System.Int32,System.Byte[],System.Int32@,System.Boolean)">
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<summary>Encrypt data.</summary>
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</member>
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<member name="M:ExitGames.Client.Photon.Encryption.IPhotonEncryptor.Decrypt(System.Byte[],System.Int32,System.Int32,System.Int32@,System.Boolean)">
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<summary>Decrypt data.</summary>
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</member>
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<member name="M:ExitGames.Client.Photon.Encryption.IPhotonEncryptor.CreateHMAC(System.Byte[],System.Int32,System.Int32)">
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<summary>Calculates the HMAC for given data.</summary>
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</member>
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<member name="M:ExitGames.Client.Photon.Encryption.IPhotonEncryptor.CheckHMAC(System.Byte[],System.Int32)">
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<summary>Checks if the HMAC of the provided data is correct.</summary>
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</member>
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<member name="F:ExitGames.Client.Photon.Encryption.EncryptorNet.BLOCK_SIZE">
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<summary>
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Defines block size for encryption/decryption algorithm
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</summary>
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</member>
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<member name="F:ExitGames.Client.Photon.Encryption.EncryptorNet.IV_SIZE">
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<summary>
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Defines reusedIvBytes size for encryption/decryption algorithm
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</summary>
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</member>
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<member name="F:ExitGames.Client.Photon.Encryption.EncryptorNet.HMAC_SIZE">
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<summary>
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Defines HMAC size for packet authentication algorithm
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</summary>
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</member>
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<member name="F:ExitGames.Client.Photon.Encryption.EncryptorNet.encryptorIn">
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<summary>
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Encryption/decryption algorithm implementation
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</summary>
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</member>
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<member name="F:ExitGames.Client.Photon.Encryption.EncryptorNet.hmacsha256In">
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<summary>
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Packet authentication algorithm impelmenation
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</summary>
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</member>
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<member name="T:ExitGames.Client.Photon.Encryption.EncryptorNative">
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<summary>
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Implementation of encryption for "Datagram Encryption".
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</summary>
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</member>
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<member name="F:ExitGames.Client.Photon.Encryption.EncryptorNative.BLOCK_SIZE">
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<summary>
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Defines block size for encryption/decryption algorithm
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</summary>
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</member>
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<member name="F:ExitGames.Client.Photon.Encryption.EncryptorNative.IV_SIZE">
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<summary>
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Defines IV size for encryption/decryption algorithm
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</summary>
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</member>
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<member name="F:ExitGames.Client.Photon.Encryption.EncryptorNative.HMAC_SIZE">
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<summary>
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Defines HMAC size for packet authentication algorithm
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</summary>
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</member>
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<member name="M:ExitGames.Client.Photon.Encryption.EncryptorNative.Init(System.Byte[],System.Byte[],System.Byte[],System.Boolean)">
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<summary>
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Initialize
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</summary>
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<param name="encryptionSecret"></param>
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<param name="hmacSecret"></param>
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<param name="ivBytes"></param>
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</member>
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<member name="M:ExitGames.Client.Photon.Encryption.EncryptorNative.Encrypt(System.Byte[],System.Int32,System.Byte[],System.Int32@,System.Boolean)">
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<summary>
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Encrypts data. puts them into output buffer and prepends with IV
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</summary>
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<param name="data"></param>
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<param name="len"></param>
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<param name="output"></param>
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<param name="offset"></param>
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<param name="ivPrefix"></param>
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<returns></returns>
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</member>
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<member name="M:ExitGames.Client.Photon.Encryption.EncryptorNative.CreateHMAC(System.Byte[],System.Int32,System.Int32)">
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<summary>
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Finishes current HMAC
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</summary>
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<returns></returns>
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</member>
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<member name="M:ExitGames.Client.Photon.Encryption.EncryptorNative.Decrypt(System.Byte[],System.Int32,System.Int32,System.Int32@,System.Boolean)">
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<summary>
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Decrypts buffer containing HMAC
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</summary>
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<param name="data">encrypted data prepened by IV</param>
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<param name="offset">offset in the buffer</param>
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<param name="len">len of data to decrypt</param>
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/// <param name="outLen">len of decrypted data</param>
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<param name="ivPrefix"></param>
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<returns></returns>
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</member>
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<member name="M:ExitGames.Client.Photon.Encryption.EncryptorNative.CheckHMAC(System.Byte[],System.Int32)">
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<summary>
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Checkes wheter data have corect HMAC or not
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</summary>
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<param name="data">buffer with data and HMAC</param>
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<param name="len">len of data including HMAC</param>
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<returns>true if check pass, false otherwise</returns>
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</member>
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<member name="F:ExitGames.Client.Photon.EnetChannel.outgoingReliableUnsequencedNumber">
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<summary>Number for reliable unsequenced commands (separate from "standard" reliable sequenced). Used to avoid duplicates.</summary>
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</member>
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<member name="F:ExitGames.Client.Photon.EnetChannel.reliableUnsequencedNumbersCompletelyReceived">
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<summary>The highest number of reliable unsequenced commands that arrived (and all commands before).</summary>
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</member>
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<member name="F:ExitGames.Client.Photon.EnetChannel.reliableUnsequencedNumbersReceived">
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<summary>Any reliable unsequenced number that's been received, which is higher than the current highest in complete sequence (reliableUnsequencedNumbersCompletelyReceived).</summary>
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</member>
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<member name="M:ExitGames.Client.Photon.EnetChannel.QueueIncomingReliableUnsequenced(ExitGames.Client.Photon.NCommand)">
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<summary>Checks and queues incoming reliable unsequenced commands ("send" or "fragment"), if they haven't been received yet.</summary>
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<param name="command">The command to check and queue.</param>
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<returns>True if the command is new and got queued (or could be executed/dispatched).</returns>
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</member>
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<member name="F:ExitGames.Client.Photon.EnetPeer.sentReliableCommands">
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<summary>One list for all channels keeps sent commands (for re-sending).</summary>
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</member>
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<member name="F:ExitGames.Client.Photon.EnetPeer.outgoingAcknowledgementsPool">
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<summary>One pool of ACK byte arrays ( 20 bytes each) for all channels to keep acknowledgements.</summary>
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</member>
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<member name="F:ExitGames.Client.Photon.EnetPeer.datagramEncryptedConnection">
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<summary>Gets enabled by "request" from server (not by client).</summary>
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</member>
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<member name="F:ExitGames.Client.Photon.EnetPeer.PeerIdForConnect">
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<summary>Initial PeerId as used in Connect command. If EnableServerTracing is false.</summary>
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</member>
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<member name="F:ExitGames.Client.Photon.EnetPeer.PeerIdForConnectTrace">
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<summary>Initial PeerId to enable Photon Tracing, as used in Connect command. See: EnableServerTracing.</summary>
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</member>
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<member name="M:ExitGames.Client.Photon.EnetPeer.DispatchIncomingCommands">
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<summary>
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Checks the incoming queue and Dispatches received data if possible.
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</summary>
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<returns>If a Dispatch happened or not, which shows if more Dispatches might be needed.</returns>
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</member>
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<member name="M:ExitGames.Client.Photon.EnetPeer.GetFragmentLength">
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<summary>Gets the target size for fragments.</summary>
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<remarks>
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Caches the result for a specific MTU value.
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Fragment length is different, when datagram encryption is used (so this caches two values in fact).
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</remarks>
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<returns></returns>
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</member>
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<member name="M:ExitGames.Client.Photon.EnetPeer.SendAcksOnly">
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<summary>
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gathers acks until udp-packet is full and sends it!
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</summary>
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</member>
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<member name="F:ExitGames.Client.Photon.EnetPeer.commandsToResend">
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<summary>Queue of commands that need resending. Used instead of a method local field as optimization.</summary>
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</member>
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<member name="F:ExitGames.Client.Photon.EnetPeer.CommandQueue">
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<summary>Queue of received commands. ReceiveIncomingCommands will queue commands, except ACKs which Execute immediately.</summary>
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</member>
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<member name="M:ExitGames.Client.Photon.EnetPeer.SendOutgoingCommands">
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<summary>
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gathers commands from all (out)queues until udp-packet is full and sends it!
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</summary>
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</member>
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<member name="M:ExitGames.Client.Photon.EnetPeer.AreReliableCommandsInTransit">
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<summary>
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Checks if any channel has a outgoing reliable command.
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</summary>
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<returns>True if any channel has a outgoing reliable command. False otherwise.</returns>
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</member>
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<member name="M:ExitGames.Client.Photon.EnetPeer.EnqueueOperation(System.Collections.Generic.Dictionary{System.Byte,System.Object},System.Byte,ExitGames.Client.Photon.SendOptions,ExitGames.Client.Photon.EgMessageType)">
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<summary>
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Checks connected state and channel before operation is serialized and enqueued for sending.
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</summary>
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<returns>if operation could be enqueued</returns>
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</member>
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<member name="M:ExitGames.Client.Photon.EnetPeer.CreateAndEnqueueCommand(System.Byte,ExitGames.Client.Photon.StreamBuffer,System.Byte)">
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<summary>reliable-udp-level function to send some byte[] to the server via un/reliable command</summary>
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<remarks>only called when a custom operation should be send</remarks>
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<returns>the invocation ID for this operation (the payload)</returns>
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</member>
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<member name="M:ExitGames.Client.Photon.EnetPeer.SerializeOperationToMessage(System.Byte,System.Collections.Generic.Dictionary{System.Byte,System.Object},ExitGames.Client.Photon.EgMessageType,System.Boolean)">
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<summary>Serializes an operation into our binary messages (magic number, msg-type byte and message). Optionally encrypts.</summary>
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<remarks>This method is mostly the same in EnetPeer, TPeer and HttpPeerBase. Also, for raw messages, we have another variant.</remarks>
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</member>
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<member name="M:ExitGames.Client.Photon.EnetPeer.ReceiveIncomingCommands(System.Byte[],System.Int32)">
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<summary>reads incoming udp-packages to create and queue incoming commands*</summary>
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</member>
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<member name="M:ExitGames.Client.Photon.EnetPeer.QueueIncomingCommand(ExitGames.Client.Photon.NCommand)">
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<summary>Queues incoming commands in the correct order as either unreliable, reliable or unsequenced.</summary>
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<returns>If queued or not.</returns>
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</member>
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<member name="M:ExitGames.Client.Photon.EnetPeer.RemoveSentReliableCommand(System.Int32,System.Int32,System.Boolean)">
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<summary>removes commands which are acknowledged*</summary>
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</member>
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<member name="T:ExitGames.Client.Photon.StatusCode">
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<summary>
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Enumeration of situations that change the peers internal status.
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Used in calls to OnStatusChanged to inform your application of various situations that might happen.
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</summary>
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<remarks>
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Most of these codes are referenced somewhere else in the documentation when they are relevant to methods.
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</remarks>
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</member>
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<member name="F:ExitGames.Client.Photon.StatusCode.Connect">
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<summary>the PhotonPeer is connected.<br/>See {@link PhotonListener#OnStatusChanged}*</summary>
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</member>
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<member name="F:ExitGames.Client.Photon.StatusCode.Disconnect">
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<summary>the PhotonPeer just disconnected.<br/>See {@link PhotonListener#OnStatusChanged}*</summary>
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</member>
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<member name="F:ExitGames.Client.Photon.StatusCode.Exception">
|
|
<summary>the PhotonPeer encountered an exception and will disconnect, too.<br/>See {@link PhotonListener#OnStatusChanged}*</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.StatusCode.ExceptionOnConnect">
|
|
<summary>Exception while opening the incoming connection to the server. Followed by Disconnect.</summary>
|
|
<remarks>The server could be down / not running or the client has no network or a misconfigured DNS.<br/>See {@link PhotonListener#OnStatusChanged}*</remarks>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.StatusCode.SecurityExceptionOnConnect">
|
|
<summary>Used on platforms that throw a security exception on connect. Unity3d does this, e.g., if a webplayer build could not fetch a policy-file from a remote server.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.StatusCode.SendError">
|
|
<summary>Sending command failed. Either not connected, or the requested channel is bigger than the number of initialized channels.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.StatusCode.ExceptionOnReceive">
|
|
<summary>Exception, if a server cannot be connected. Followed by Disconnect.</summary>
|
|
<remarks>Most likely, the server is not responding. Ask user to try again later.</remarks>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.StatusCode.TimeoutDisconnect">
|
|
<summary>Disconnection due to a timeout (client did no longer receive ACKs from server). Followed by Disconnect.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.StatusCode.DisconnectByServerTimeout">
|
|
<summary>Timeout disconnect by server. The server didn't receive necessary ACKs in time. Followed by Disconnect.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.StatusCode.DisconnectByServerUserLimit">
|
|
<summary>Disconnect by server due to concurrent user limit reached (received a disconnect command).</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.StatusCode.DisconnectByServerLogic">
|
|
<summary>(1043) Disconnect by server due to server's logic. Followed by Disconnect.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.StatusCode.DisconnectByServerReasonUnknown">
|
|
<summary>Disconnect by server due to unspecified reason. Followed by Disconnect.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.StatusCode.EncryptionEstablished">
|
|
<summary>(1048) Value for OnStatusChanged()-call, when the encryption-setup for secure communication finished successfully.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.StatusCode.EncryptionFailedToEstablish">
|
|
<summary>(1049) Value for OnStatusChanged()-call, when the encryption-setup failed for some reason. Check debug logs.</summary>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.IPhotonPeerListener">
|
|
<summary>
|
|
Callback interface for the Photon client side. Must be provided to a new PhotonPeer in its constructor.
|
|
</summary>
|
|
<remarks>
|
|
These methods are used by your PhotonPeer instance to keep your app updated. Read each method's
|
|
description and check out the samples to see how to use them.
|
|
</remarks>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.IPhotonPeerListener.DebugReturn(ExitGames.Client.Photon.DebugLevel,System.String)">
|
|
<summary>
|
|
Provides textual descriptions for various error conditions and noteworthy situations.
|
|
In cases where the application needs to react, a call to OnStatusChanged is used.
|
|
OnStatusChanged gives "feedback" to the game, DebugReturn provies human readable messages
|
|
on the background.
|
|
</summary>
|
|
<remarks>
|
|
All debug output of the library will be reported through this method. Print it or put it in a
|
|
buffer to use it on-screen. Use PhotonPeer.DebugOut to select how verbose the output is.
|
|
</remarks>
|
|
<param name="level">DebugLevel (severity) of the message.</param>
|
|
<param name="message">Debug text. Print to System.Console or screen.</param>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.IPhotonPeerListener.OnOperationResponse(ExitGames.Client.Photon.OperationResponse)">
|
|
<summary>
|
|
Callback method which gives you (async) responses for called operations.
|
|
</summary>
|
|
<remarks>
|
|
Similar to method-calling, operations can have a result.
|
|
Because operation-calls are non-blocking and executed on the server, responses are provided
|
|
after a roundtrip as call to this method.
|
|
|
|
Example: Trying to create a room usually succeeds but can fail if the room's name is already
|
|
in use (room names are their IDs).
|
|
|
|
This method is used as general callback for all operations. Each response corresponds to a certain
|
|
"type" of operation by its OperationCode.
|
|
<para></para>
|
|
</remarks>
|
|
<example>
|
|
When you join a room, the server will assign a consecutive number to each client: the
|
|
"actorNr" or "player number". This is sent back in the operation result.<para></para>
|
|
|
|
Fetch your actorNr of a Join response like this:<para></para>
|
|
<c>int actorNr = (int)operationResponse[(byte)OperationCode.ActorNr];</c>
|
|
</example>
|
|
<param name="operationResponse">The response to an operation\-call.</param>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.IPhotonPeerListener.OnStatusChanged(ExitGames.Client.Photon.StatusCode)">
|
|
<summary>
|
|
OnStatusChanged is called to let the game know when asynchronous actions finished or when errors happen.
|
|
</summary>
|
|
<remarks>
|
|
Not all of the many StatusCode values will apply to your game. Example: If you don't use encryption,
|
|
the respective status changes are never made.
|
|
|
|
The values are all part of the StatusCode enumeration and described value-by-value.
|
|
</remarks>
|
|
<param name="statusCode">A code to identify the situation.</param>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.IPhotonPeerListener.OnEvent(ExitGames.Client.Photon.EventData)">
|
|
<summary>
|
|
Called whenever an event from the Photon Server is dispatched.
|
|
</summary>
|
|
<remarks>
|
|
Events are used for communication between clients and allow the server to update clients anytime.
|
|
The creation of an event is often triggered by an operation (called by this client or an other).
|
|
|
|
Each event carries a Code plus optional content in its Parameters.
|
|
Your application should identify which content to expect by the event's Code.
|
|
|
|
Events can be defined and modified server-side.
|
|
|
|
If you use the LoadBalancing api as basis, several events like EvJoin and EvLeave are pre-defined.
|
|
The LoadBalancing api provides the EventCode and ParameterCode classes for pre-defined events.
|
|
|
|
Photon also allows you to come up with custom events on the fly, purely client-side.
|
|
To do so, use OpRaiseEvent.<para></para>
|
|
|
|
Events are incoming messages and as such buffered in the peer.
|
|
Calling PhotonPeer.DispatchIncomingCommands will call IPhotonPeerListener.OnEvent, to hand over received events.
|
|
|
|
PhotonPeer.ReuseEventInstance is an option to optimize memory usage by reusing one EventData instance.
|
|
</remarks>
|
|
<param name="eventData">The event currently being dispatched.</param>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.IPhotonSocket.Protocol">
|
|
<summary>The protocol for this socket, defined in constructor.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.IPhotonSocket.ConnectAddress">
|
|
<summary>Address, as defined via a Connect() call. Including protocol, port and or path.</summary>
|
|
<remarks>This is set in the constructor and in Connect() again. Typically the address does not change after the IPhotonSocket is instantiated.</remarks>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.IPhotonSocket.ServerAddress">
|
|
<summary>Contains only the server's hostname (stripped protocol, port and or path). Set in IPhotonSocket.Connect().</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.IPhotonSocket.ServerIpAddress">
|
|
<summary>Contains the IP address of the previously resolved ServerAddress (or empty, if GetIpAddress wasn't used).</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.IPhotonSocket.ServerPort">
|
|
<summary>Contains only the server's port address (as string). Set in IphotonSocket.Connect().</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.IPhotonSocket.AddressResolvedAsIpv6">
|
|
<summary>Where available, this exposes if the server's address was resolved into an IPv6 address or not.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.IPhotonSocket.SerializationProtocol">
|
|
<summary>
|
|
Provides the protocol string, of the current PhotonPeer.SerializationProtocolType to be used for WebSocket connections.
|
|
</summary>
|
|
<remarks>
|
|
Any WebSocket wrapper could access this to get the desired binary protocol for the connection.
|
|
Some WebSocket implementations use a static value of the same name and need to be updated.
|
|
|
|
The value is not cached and each call will create the needed string on the fly.
|
|
</remarks>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.IPhotonSocket.TryParseAddress(System.String,System.String@,System.UInt16@,System.String@,System.String@)">
|
|
<summary>
|
|
Separates the given address into address (host name or IP) and port. Port must be included after colon!
|
|
</summary>
|
|
<remarks>
|
|
This method expects any address to include a port. The final ':' in addressAndPort has to separate it.
|
|
IPv6 addresses have multiple colons and <b>must use brackets</b> to separate address from port.
|
|
|
|
Examples:
|
|
ns.exitgames.com:5058
|
|
http://[2001:db8:1f70::999:de8:7648:6e8]:100/
|
|
[2001:db8:1f70::999:de8:7648:6e8]:100
|
|
See:
|
|
http://serverfault.com/questions/205793/how-can-one-distinguish-the-host-and-the-port-in-an-ipv6-url
|
|
</remarks>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.IPhotonSocket.IsIpv6SimpleCheck(System.Net.IPAddress)">
|
|
<summary>Implements a (very) simple test if a (valid) IPAddress is IPv6 by testing for colons (:).</summary>
|
|
<remarks>The reason we use this, is that some DotNet platforms don't provide (or allow usage of) the System.Net namespace.</remarks>
|
|
<param name="address">A valid IPAddress or null.</param>
|
|
<returns>If the IPAddress.ToString() contains a colon (which means it's IPv6).</returns>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.IPhotonSocket.GetIpAddresses(System.String)">
|
|
<summary>Wraps a DNS call to provide an array of addresses, sorted to have the IPv6 ones first.</summary>
|
|
<remarks>
|
|
This skips a DNS lookup, if the hostname is an IPv4 address. Then only this address is used as is.
|
|
The DNS lookup may take a while, so it is recommended to do this in a thread. Also, it may fail entirely.
|
|
</remarks>
|
|
<returns>
|
|
IPAddress array for hostname, sorted to put any IPv6 addresses first.<br/>
|
|
If the DNS lookup fails, HandleException(StatusCode.ExceptionOnConnect) gets called and null returned.
|
|
Then the socket should not attempt to connect.
|
|
</returns>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.IPhotonSocket.GetIpAddress(System.String)">
|
|
<summary>
|
|
Returns null or the IPAddress representing the address, doing Dns resolution if needed.
|
|
</summary>
|
|
<remarks>Only returns IPv4 or IPv6 adresses, no others.</remarks>
|
|
<param name="address">The string address of a server (hostname or IP).</param>
|
|
<returns>IPAddress for the string address or null, if the address is neither IPv4, IPv6 or some hostname that could be resolved.</returns>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.SerializationProtocol">
|
|
<summary>Variants of the Photon specific serialization protocol used for operations, responses, events and data.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.SerializationProtocol.GpBinaryV16">
|
|
<summary>Version 1.6 (outdated).</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.SerializationProtocol.GpBinaryV18">
|
|
<summary>Version 1.8.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.IProtocol.ByteArraySlicePool">
|
|
<summary></summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.IProtocol.Serialize(System.Object)">
|
|
<summary>
|
|
Serialize creates a byte-array from the given object and returns it.
|
|
</summary>
|
|
<param name="obj">The object to serialize</param>
|
|
<returns>The serialized byte-array</returns>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.IProtocol.Deserialize(ExitGames.Client.Photon.StreamBuffer)">
|
|
<summary>
|
|
Deserialize returns an object reassembled from the given StreamBuffer.
|
|
</summary>
|
|
<param name="stream">The buffer to be Deserialized</param>
|
|
<returns>The Deserialized object</returns>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.IProtocol.Deserialize(System.Byte[])">
|
|
<summary>
|
|
Deserialize returns an object reassembled from the given byte-array.
|
|
</summary>
|
|
<param name="serializedData">The byte-array to be Deserialized</param>
|
|
<returns>The Deserialized object</returns>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.ITrafficRecorder">
|
|
<summary>
|
|
Interface for (UDP) traffic capturing.
|
|
</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.ITrafficRecorder.Enabled">
|
|
<summary>Indicates if the PhotonPeer should call Record or not.</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.ITrafficRecorder.Record(System.Byte[],System.Int32,System.Boolean,System.Int16,ExitGames.Client.Photon.IPhotonSocket)">
|
|
<summary>Implement to record network traffic. Called by PhotonPeer for each UDP message sent and received.</summary>
|
|
<remarks>
|
|
The buffer will not contain Ethernet Header, IP, UDP level data. Only the payload received by the client.
|
|
|
|
It is advised to not use NetworkSimulation when recording traffic.
|
|
The recording is done on the timing of actual receive- and send-calls and internal simulation would offset the timing.
|
|
</remarks>
|
|
<param name="inBuffer">Buffer to be sent or received. Check length value for actual content length.</param>
|
|
<param name="length">Length of the network data.</param>
|
|
<param name="incoming">Indicates incoming (true) or outgoing (false) traffic.</param>
|
|
<param name="peerId">The local peerId for the connection. Defaults to 0xFFFF until assigned by the Server.</param>
|
|
<param name="connection">The currently used IPhotonSocket of this Peer. Enables you to track the connection endpoint.</param>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.NCommand">
|
|
<summary> Internal class for "commands" - the package in which operations are sent.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.NCommand.SizeOfPayload">
|
|
<summary>Size of the Payload, which may be null.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.NCommand.IsFlaggedUnsequenced">
|
|
<summary>Checks commandFlags & FV_UNRELIABLE_UNSEQUENCED.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.NCommand.IsFlaggedReliable">
|
|
<summary>Checks commandFlags & FV_RELIABLE.</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.NCommand.CreateAck(System.Byte[],System.Int32,ExitGames.Client.Photon.NCommand,System.Int32)">
|
|
<summary>
|
|
ACKs should never be created as NCommand. use CreateACK to wrtie the serialized ACK right away...
|
|
</summary>
|
|
<param name="buffer"></param>
|
|
<param name="offset"></param>
|
|
<param name="commandToAck"></param>
|
|
<param name="sentTime"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.NCommand.#ctor(ExitGames.Client.Photon.EnetPeer,System.Byte,ExitGames.Client.Photon.StreamBuffer,System.Byte)">
|
|
<summary>this variant does only create outgoing commands and increments . incoming ones are created from a DataInputStream</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.NCommand.Initialize(ExitGames.Client.Photon.EnetPeer,System.Byte,ExitGames.Client.Photon.StreamBuffer,System.Byte)">
|
|
<summary>this variant does only create outgoing commands and increments . incoming ones are created from a DataInputStream</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.NCommand.#ctor(ExitGames.Client.Photon.EnetPeer,System.Byte[],System.Int32@)">
|
|
<summary>reads the command values (commandHeader and command-values) from incoming bytestream and populates the incoming command*</summary>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.SimulationItem">
|
|
<summary>
|
|
A simulation item is an action that can be queued to simulate network lag.
|
|
</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.SimulationItem.stopw">
|
|
<summary>With this, the actual delay can be measured, compared to the intended lag.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.SimulationItem.TimeToExecute">
|
|
<summary>Timestamp after which this item must be executed.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.SimulationItem.DelayedData">
|
|
<summary>Action to execute when the lag-time passed.</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.SimulationItem.#ctor">
|
|
<summary>Starts a new Stopwatch</summary>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.NetworkSimulationSet">
|
|
<summary>
|
|
A set of network simulation settings, enabled (and disabled) by PhotonPeer.IsSimulationEnabled.
|
|
</summary>
|
|
<remarks>
|
|
For performance reasons, the lag and jitter settings can't be produced exactly.
|
|
In some cases, the resulting lag will be up to 20ms bigger than the lag settings.
|
|
Even if all settings are 0, simulation will be used. Set PhotonPeer.IsSimulationEnabled
|
|
to false to disable it if no longer needed.
|
|
|
|
All lag, jitter and loss is additional to the current, real network conditions.
|
|
If the network is slow in reality, this will add even more lag.
|
|
The jitter values will affect the lag positive and negative, so the lag settings
|
|
describe the medium lag even with jitter. The jitter influence is: [-jitter..+jitter].
|
|
Packets "lost" due to OutgoingLossPercentage count for BytesOut and LostPackagesOut.
|
|
Packets "lost" due to IncomingLossPercentage count for BytesIn and LostPackagesIn.
|
|
</remarks>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.NetworkSimulationSet.isSimulationEnabled">
|
|
<summary>internal</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.NetworkSimulationSet.outgoingLag">
|
|
<summary>internal</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.NetworkSimulationSet.outgoingJitter">
|
|
<summary>internal</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.NetworkSimulationSet.outgoingLossPercentage">
|
|
<summary>internal</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.NetworkSimulationSet.incomingLag">
|
|
<summary>internal</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.NetworkSimulationSet.incomingJitter">
|
|
<summary>internal</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.NetworkSimulationSet.incomingLossPercentage">
|
|
<summary>internal</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.NetworkSimulationSet.IsSimulationEnabled">
|
|
<summary>This setting overrides all other settings and turns simulation on/off. Default: false.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.NetworkSimulationSet.OutgoingLag">
|
|
<summary>Outgoing packages delay in ms. Default: 100.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.NetworkSimulationSet.OutgoingJitter">
|
|
<summary>Randomizes OutgoingLag by [-OutgoingJitter..+OutgoingJitter]. Default: 0.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.NetworkSimulationSet.OutgoingLossPercentage">
|
|
<summary>Percentage of outgoing packets that should be lost. Between 0..100. Default: 1. TCP ignores this setting.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.NetworkSimulationSet.IncomingLag">
|
|
<summary>Incoming packages delay in ms. Default: 100.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.NetworkSimulationSet.IncomingJitter">
|
|
<summary>Randomizes IncomingLag by [-IncomingJitter..+IncomingJitter]. Default: 0.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.NetworkSimulationSet.IncomingLossPercentage">
|
|
<summary>Percentage of incoming packets that should be lost. Between 0..100. Default: 1. TCP ignores this setting.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.NetworkSimulationSet.LostPackagesOut">
|
|
<summary>Counts how many outgoing packages actually got lost. TCP connections ignore loss and this stays 0.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.NetworkSimulationSet.LostPackagesIn">
|
|
<summary>Counts how many incoming packages actually got lost. TCP connections ignore loss and this stays 0.</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.NetworkSimulationSet.ToString">
|
|
<summary>Provides an overview of the current values in form of a string.</summary>
|
|
<returns>String summary.</returns>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PhotonCodes.ClientKey">
|
|
<summary>Param code. Used in internal op: InitEncryption.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PhotonCodes.ModeKey">
|
|
<summary>Encryption-Mode code. Used in internal op: InitEncryption.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PhotonCodes.ServerKey">
|
|
<summary>Param code. Used in internal op: InitEncryption.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PhotonCodes.InitEncryption">
|
|
<summary>Code of internal op: InitEncryption.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PhotonCodes.Ping">
|
|
<summary>TODO: Code of internal op: Ping (used in PUN binary websockets).</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PhotonCodes.Ok">
|
|
<summary>Result code for any (internal) operation.</summary>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.ConnectionStateValue">
|
|
<summary>
|
|
This is the replacement for the const values used in eNet like: PS_DISCONNECTED, PS_CONNECTED, etc.
|
|
</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.ConnectionStateValue.Disconnected">
|
|
<summary>No connection is available. Use connect.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.ConnectionStateValue.Connecting">
|
|
<summary>Establishing a connection already. The app should wait for a status callback.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.ConnectionStateValue.Connected">
|
|
<summary>
|
|
The low level connection with Photon is established. On connect, the library will automatically
|
|
send an Init package to select the application it connects to (see also PhotonPeer.Connect()).
|
|
When the Init is done, IPhotonPeerListener.OnStatusChanged() is called with connect.
|
|
</summary>
|
|
<remarks>Please note that calling operations is only possible after the OnStatusChanged() with StatusCode.Connect.</remarks>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.ConnectionStateValue.Disconnecting">
|
|
<summary>Connection going to be ended. Wait for status callback.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.ConnectionStateValue.AcknowledgingDisconnect">
|
|
<summary>Acknowledging a disconnect from Photon. Wait for status callback.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.ConnectionStateValue.Zombie">
|
|
<summary>Connection not properly disconnected.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PeerBase.ServerAddress">
|
|
<summary>The server's address, as set by a Connect() call, including any protocol, ports and or path.</summary>
|
|
<remarks>If rHTTP is used, this can be set directly.</remarks>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PeerBase.peerConnectionState">
|
|
<summary>
|
|
This is the (low level) connection state of the peer. It's internal and based on eNet's states.
|
|
</summary>
|
|
<remarks>Applications can read the "high level" state as PhotonPeer.PeerState, which uses a different enum.</remarks>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PeerBase.ByteCountLastOperation">
|
|
<summary>Byte count of last sent operation (set during serialization).</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PeerBase.ByteCountCurrentDispatch">
|
|
<summary>Byte count of last dispatched message (set during dispatch/deserialization).</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PeerBase.CommandInCurrentDispatch">
|
|
<summary>The command that's currently being dispatched.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PeerBase.peerID">
|
|
This ID is assigned by the Realtime Server upon connection.
|
|
The application does not have to care about this, but it is useful in debugging.
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PeerBase.serverTimeOffset">
|
|
<summary>
|
|
The serverTimeOffset is serverTimestamp - localTime. Used to approximate the serverTimestamp with help of localTime
|
|
</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PeerBase.BytesOut">
|
|
<summary>
|
|
Count of all bytes going out (including headers)
|
|
</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PeerBase.BytesIn">
|
|
<summary>
|
|
Count of all bytes coming in (including headers)
|
|
</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PeerBase.CustomInitData">
|
|
<summary>Set via Connect(..., customObject) and sent in Init-Request.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PeerBase.AppId">
|
|
<summary>Temporary cache of AppId. Used in Connect() to keep the AppId until we send the Init-Request (after the network-level (and Enet) connect).</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PeerBase.timeLastSendOutgoing">
|
|
<summary>Set to timeInt, whenever SendOutgoingCommands actually checks outgoing queues to send them. Must be connected.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PeerBase.mtu">
|
|
<summary> Maximum Transfer Unit to be used for UDP+TCP</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PeerBase.IsIpv6">
|
|
<summary>If IPhotonSocket.Connected is true, this value shows if the server's address resolved as IPv6 address.</summary>
|
|
<remarks>
|
|
You must check the socket's IsConnected state. Otherwise, this value is not initialized.
|
|
Sent to server in Init-Request.
|
|
</remarks>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.PeerBase.Connect(System.String,System.String,System.Object)">
|
|
<summary>Connect to server and send Init (which inlcudes the appId).</summary>
|
|
<remarks>If customData is not null, the new init will be used (http-based).</remarks>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.PeerBase.InitCallback">
|
|
<summary>Called when the server's Init Response arrived.</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.PeerBase.SerializeMessageToMessage(System.Object,System.Boolean,System.Byte[],System.Boolean)">
|
|
<summary> Returns the UDP Payload starting with Magic Number for binary protocol </summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.PeerBase.SendOutgoingCommands">
|
|
<summary>
|
|
Checks outgoing queues for commands to send and puts them on their way.
|
|
This creates one package per go in UDP.
|
|
</summary>
|
|
<returns>If commands are not sent, cause they didn't fit into the package that's sent.</returns>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.PeerBase.DispatchIncomingCommands">
|
|
<summary>
|
|
Checks the incoming queue and Dispatches received data if possible.
|
|
</summary>
|
|
<returns>If a Dispatch happened or not, which shows if more Dispatches might be needed.</returns>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.PeerBase.ExchangeKeysForEncryption(System.Object)">
|
|
<summary>
|
|
Internally uses an operation to exchange encryption keys with the server.
|
|
</summary>
|
|
<returns>If the op could be sent.</returns>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PeerBase.NetworkSimulationSettings">
|
|
<summary>
|
|
Gets the currently used settings for the built-in network simulation.
|
|
Please check the description of NetworkSimulationSet for more details.
|
|
</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.PeerBase.NetworkSimRun">
|
|
<summary>
|
|
Core of the Network Simulation, which is available in Debug builds.
|
|
Called by a timer in intervals.
|
|
</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PeerBase.TrafficPackageHeaderSize">
|
|
<summary>EnetPeer will set this value, so trafficstats can use it. TCP has 0 bytes per package extra</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PeerBase.TrafficStatsEnabled">
|
|
<summary>See PhotonPeer value.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PeerBase.TrafficStatsIncoming">
|
|
<summary>See PhotonPeer value.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PeerBase.TrafficStatsOutgoing">
|
|
<summary>See PhotonPeer value.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PeerBase.TrafficStatsGameLevel">
|
|
<summary>See PhotonPeer value.</summary>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.PeerStateValue">
|
|
<summary>
|
|
Value range for a Peer's connection and initialization state, as returned by the PeerState property.
|
|
</summary>
|
|
<remarks>
|
|
While this is not the same as the StatusCode of IPhotonPeerListener.OnStatusChanged(), it directly relates to it.
|
|
In most cases, it makes more sense to build a game's state on top of the OnStatusChanged() as you get changes.
|
|
</remarks>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PeerStateValue.Disconnected">
|
|
<summary>The peer is disconnected and can't call Operations. Call Connect().</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PeerStateValue.Connecting">
|
|
<summary>The peer is establishing the connection: opening a socket, exchanging packages with Photon.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PeerStateValue.InitializingApplication">
|
|
<summary>The connection is established and now sends the application name to Photon.</summary>
|
|
<remarks>You set the "application name" by calling PhotonPeer.Connect().</remarks>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PeerStateValue.Connected">
|
|
<summary>The peer is connected and initialized (selected an application). You can now use operations.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PeerStateValue.Disconnecting">
|
|
<summary>The peer is disconnecting. It sent a disconnect to the server, which will acknowledge closing the connection.</summary>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.ConnectionProtocol">
|
|
<summary>
|
|
These are the options that can be used as underlying transport protocol.
|
|
</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.ConnectionProtocol.Udp">
|
|
<summary>Use UDP to connect to Photon, which allows you to send operations reliable or unreliable on demand.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.ConnectionProtocol.Tcp">
|
|
<summary>Use TCP to connect to Photon.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.ConnectionProtocol.WebSocket">
|
|
<summary>A TCP-based protocol commonly supported by browsers.For WebGL games mostly. Note: No WebSocket IPhotonSocket implementation is in this Assembly.</summary>
|
|
<remarks>This protocol is only available in Unity exports to WebGL.</remarks>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.ConnectionProtocol.WebSocketSecure">
|
|
<summary>A TCP-based, encrypted protocol commonly supported by browsers. For WebGL games mostly. Note: No WebSocket IPhotonSocket implementation is in this Assembly.</summary>
|
|
<remarks>This protocol is only available in Unity exports to WebGL.</remarks>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.DebugLevel">
|
|
<summary>
|
|
Level / amount of DebugReturn callbacks. Each debug level includes output for lower ones: OFF, ERROR, WARNING, INFO, ALL.
|
|
</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.DebugLevel.OFF">
|
|
<summary>No debug out.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.DebugLevel.ERROR">
|
|
<summary>Only error descriptions.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.DebugLevel.WARNING">
|
|
<summary>Warnings and errors.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.DebugLevel.INFO">
|
|
<summary>Information about internal workflows, warnings and errors.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.DebugLevel.ALL">
|
|
<summary>Most complete workflow description (but lots of debug output), info, warnings and errors.</summary>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.PhotonPeer">
|
|
<summary>
|
|
Instances of the PhotonPeer class are used to connect to a Photon server and communicate with it.
|
|
</summary>
|
|
<remarks>
|
|
A PhotonPeer instance allows communication with the Photon Server, which in turn distributes messages
|
|
to other PhotonPeer clients.<para></para>
|
|
An application can use more than one PhotonPeer instance, which are treated as separate users on the
|
|
server. Each should have its own listener instance, to separate the operations, callbacks and events.
|
|
</remarks>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.CommandBufferSize">
|
|
<summary>
|
|
No effect anymore. Removed without replacement.
|
|
</summary>
|
|
<remarks>
|
|
This value was used to get/set the initial capacities of command-lists.
|
|
These grow on demand but knowing their capacity is of very limited use.
|
|
Also, various command-lists grow their capacity independent from one another.
|
|
</remarks>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.LimitOfUnreliableCommands">
|
|
<summary>
|
|
No effect anymore. Removed without replacement.
|
|
</summary>
|
|
<remarks>
|
|
This was used to skip some received (and buffered) unreliable commands, to avoid situations
|
|
where the peer has aggregated a lot of (old) messages.
|
|
</remarks>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PhotonPeer.WarningSize">
|
|
<summary>
|
|
The WarningSize was used test all message queues for congestion.
|
|
</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.LocalTimeInMilliSeconds">
|
|
<summary>
|
|
Gets a local timestamp in milliseconds by calling SupportClass.GetTickCount().
|
|
See LocalMsTimestampDelegate.
|
|
</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PhotonPeer.NoSocket">
|
|
<summary>False if this library build contains C# Socket code. If true, you must set some type as SocketImplementation before connecting.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PhotonPeer.NativeDatagramEncrypt">
|
|
<summary>Where dynamic linking is available, this library will attempt to load a native Photon "Encryptor" plugin library for "Datagram Encryption".</summary>
|
|
<remarks>Fallback to a managed implementation. This value is always true.</remarks>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PhotonPeer.DebugBuild">
|
|
<summary>True if the library was compiled with DEBUG setting.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PhotonPeer.NativeEncryptorApiVersion">
|
|
<summary>Version of the Native Encryptor API compiled into this assembly. Defines which PhotonEncryptorPlugin needs to be used.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PhotonPeer.NoNativeCallbacks">
|
|
<summary>Global toggle to avoid callbacks from native plugins. Defaults to false, meaning: "callbacks enabled".</summary>
|
|
<remarks>Callbacks from native code will fail on some platforms, which is why you can disable them.</remarks>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PhotonPeer.ClientSdkId">
|
|
<summary>A simplified identifier for client SDKs. Photon's APIs might modify this (as a dll can be used in more than one product). Helps debugging.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.ClientSdkIdShifted">
|
|
<summary>For the Init-request, we shift the ClientId by one and the last bit signals a "debug" (0) or "release" build (1).</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.ClientVersion">
|
|
<summary>Version of this library as string.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.NativeSocketLibAvailable">
|
|
<summary>Checks if a native library for network sockets (PhotonSocketPlugin.dll) is available. To use it, see remarks.</summary>
|
|
<remarks>
|
|
When the native socket library is available, the SocketNative class may be used as socket implementation.
|
|
|
|
If the SocketImplementationConfig is null, the SocketNative class is assigned for UDP, TCP and WebSocket.
|
|
|
|
Alternatively the type SocketNative (or other) can be assigend in the SocketImplementationConfig.
|
|
|
|
The SocketNative class in this assembly is compiled for dynamic linking.
|
|
A class "SocketNativeSource" can be made available for you to compile it along with your source for
|
|
platforms that use static linking (e.g. for iOS and some consoles).
|
|
|
|
Note: Native libraries must match the execution platform.
|
|
Even if the native plugin is found it may fail to execute.
|
|
</remarks>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.NativePayloadEncryptionLibAvailable">
|
|
<summary>Checks if native library for Payload Encryption (PhotonCryptoPlugin.dll) is available. Used automatically.</summary>
|
|
<remarks>
|
|
While the encryptor Type for Datagram Encryption can be defined, Payload Encryption
|
|
will always use built-in types as encryptor.
|
|
|
|
Note: Native libraries must match the execution platform.
|
|
Even if the native plugin is found it may fail to execute.
|
|
</remarks>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.NativeDatagramEncryptionLibAvailable">
|
|
<summary>Checks if a native library for Datagram Encryption is available. To use it, see remarks.</summary>
|
|
<remarks>
|
|
If the PhotonPeer.EncryptorType is set, this type is used as implementation for Datagram Encryption.
|
|
If it's not set, a native plugin is used if available. As fallback, a managed implementation is being used.
|
|
|
|
Note: The native plugin is performing much better than the managed alternatives.
|
|
This is why we make the plugin available for various platforms.
|
|
|
|
Note: Native libraries must match the execution platform.
|
|
Even if the native plugin is found it may fail to execute.
|
|
</remarks>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.PhotonPeer.CheckNativeLibsAvailability">
|
|
<summary>
|
|
Checks availability and completeness of native libs and sets respective "available" values.
|
|
</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.SerializationProtocolType">
|
|
<summary>Enables selection of a (Photon-)serialization protocol. Used in Connect methods.</summary>
|
|
<remarks>Defaults to SerializationProtocol.GpBinaryV16;</remarks>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PhotonPeer.SocketImplementationConfig">
|
|
<summary>Optional definition of IPhotonSocket type per ConnectionProtocol.</summary>
|
|
<remarks>
|
|
Several platforms have special Socket implementations and slightly different APIs.
|
|
To accomodate this, switching the socket implementation for a network protocol was made available.
|
|
By default, UDP and TCP have socket implementations assigned.
|
|
|
|
If a native socket plugin is available (see: PhotonPeer.NativeSocketLibAvailable), the SocketNative
|
|
class is used by default (with dynamic linking).
|
|
|
|
You only need to set the SocketImplementationConfig once, after creating a PhotonPeer
|
|
and before connecting. If you switch the TransportProtocol, the correct implementation is being used.
|
|
</remarks>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.SocketImplementation">
|
|
<summary>
|
|
Can be used to read the IPhotonSocket implementation at runtime (before connecting).
|
|
</summary>
|
|
<remarks>
|
|
Use the SocketImplementationConfig to define which IPhotonSocket is used per ConnectionProtocol.
|
|
</remarks>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PhotonPeer.DebugOut">
|
|
<summary>
|
|
Sets the level (and amount) of debug output provided by the library.
|
|
</summary>
|
|
<remarks>
|
|
This affects the callbacks to IPhotonPeerListener.DebugReturn.
|
|
Default Level: Error.
|
|
</remarks>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.Listener">
|
|
<summary>
|
|
Gets the IPhotonPeerListener of this instance (set in constructor).
|
|
Can be used in derived classes for Listener.DebugReturn().
|
|
</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.ReuseEventInstance">
|
|
<summary>
|
|
Option to make the PhotonPeer reuse a single EventData instance for all incoming events.
|
|
</summary>
|
|
<remarks>
|
|
This reduces memory garbage.
|
|
If enabled, the event provided via OnEvent(EventData photonEvent) is invalid once the callback finished.
|
|
That event's content will get modified. Typically this is not a problem as events are rarely cached.
|
|
|
|
Changing this value acquires the same lock that DispatchIncomingCommands() uses.
|
|
</remarks>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.UseByteArraySlicePoolForEvents">
|
|
<summary>
|
|
Enables a deserialization optimization for incoming events. Defaults to false.
|
|
</summary>
|
|
<remarks>
|
|
When enabled, byte-arrays in incoming Photon events are deserialized into pooled ByteArraySlice instances (wrappers for byte[]).
|
|
This improves the memory footprint for receiving byte-arrays in events.
|
|
|
|
When used, you have to release the (pooled) ByteArraySlice instances.
|
|
|
|
Adjust your handling of EventData accordingly:
|
|
|
|
The ByteArraySlice.Buffer will usually be bigger than the send/received byte-array.
|
|
Check the ByteArraySlice.Count and read only the actually received bytes.
|
|
The Buffer is reused and not cleared. The Offset will be 0 for incoming events.
|
|
|
|
Important:
|
|
While the peer will acquire the ByteArraySlice and passes it to OnEvent, the game code has to call ByteArraySlice.Release()
|
|
when the slice is no longer needed.
|
|
|
|
Send either byte[], ArraySegment or use the ByteArraySlicePool to acquire ByteArraySlices to send.
|
|
</remarks>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.ByteArraySlicePool">
|
|
<summary>Instance of a ByteArraySlicePool. UseByteArraySlicePoolForEvents defines if this PhotonPeer is using the pool for deserialization of byte[] in Photon events.</summary>
|
|
<remarks>
|
|
ByteArraySlice is a serializable datatype of the Photon .Net client library.
|
|
It helps avoid allocations by being pooled and (optionally) used in incoming Photon events (see: UseByteArraySlicePoolForEvents).
|
|
|
|
You can also use the pool to acquire ByteArraySlice instances for serialization.
|
|
RaiseEvent will auto-release all ByteArraySlice instances passed in.
|
|
</remarks>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PhotonPeer.SendInCreationOrder">
|
|
<summary>
|
|
This debug setting enables a new send-ordering for commands. Defaults to true and commands are sent in the order they are created. Set to false to use Enet ordering.
|
|
</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.BytesIn">
|
|
<summary>
|
|
Gets count of all bytes coming in (including headers, excluding UDP/TCP overhead)
|
|
</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.BytesOut">
|
|
<summary>
|
|
Gets count of all bytes going out (including headers, excluding UDP/TCP overhead)
|
|
</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.ByteCountCurrentDispatch">
|
|
<summary>
|
|
Gets the size of the dispatched event or operation-result in bytes.
|
|
This value is set before OnEvent() or OnOperationResponse() is called (within DispatchIncomingCommands()).
|
|
</summary>
|
|
<remarks>
|
|
Get this value directly in OnEvent() or OnOperationResponse(). Example:
|
|
void OnEvent(...) {
|
|
int eventSizeInBytes = this.peer.ByteCountCurrentDispatch;
|
|
//...
|
|
|
|
void OnOperationResponse(...) {
|
|
int resultSizeInBytes = this.peer.ByteCountCurrentDispatch;
|
|
//...
|
|
</remarks>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.CommandInfoCurrentDispatch">
|
|
<summary>Returns the debug string of the event or operation-response currently being dispatched or string. Empty if none.</summary>
|
|
<remarks>In a release build of the lib, this will always be empty.</remarks>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.ByteCountLastOperation">
|
|
<summary>
|
|
Gets the size of the last serialized operation call in bytes.
|
|
The value includes all headers for this single operation but excludes those of UDP, Enet Package Headers and TCP.
|
|
</summary>
|
|
<remarks>
|
|
Get this value immediately after calling an operation.
|
|
Example:
|
|
|
|
this.loadbalancingClient.OpJoinRoom("myroom");
|
|
int opjoinByteCount = this.loadbalancingClient.ByteCountLastOperation;
|
|
</remarks>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PhotonPeer.CommandLogSize">
|
|
<summary>Obsolete and ignored. Size of CommandLog. Default is 0, no logging.</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.PhotonPeer.CommandLogToString">
|
|
<summary>Obsolete and ignored. Converts the CommandLog into a readable table-like string with summary.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PhotonPeer.TrafficRecorder">
|
|
<summary>If set, the TrafficRecorder will be used to capture all traffic.</summary>
|
|
<remarks>
|
|
If null or not Enabled, the recorder is not being used.
|
|
Release builds of this library will never record traffic for performance reasons.
|
|
|
|
See ITrafficRecorder docs.
|
|
</remarks>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.EnableServerTracing">
|
|
<summary>
|
|
Debugging option to tell the Photon Server to log all datagrams.
|
|
</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.QuickResendAttempts">
|
|
<summary>
|
|
Up to 4 resend attempts for a reliable command can be done in quick succession (after RTT+4*Variance).
|
|
</summary>
|
|
<remarks>
|
|
By default 0. Any later resend attempt will then double the time before the next resend.
|
|
Max value = 4;
|
|
Make sure to adjust SentCountAllowance to a slightly higher value, as more repeats will get done.
|
|
</remarks>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.PeerState">
|
|
<summary>
|
|
This is the (low level) state of the connection to the server of a PhotonPeer. Managed internally and read-only.
|
|
</summary>
|
|
<remarks>
|
|
Don't mix this up with the StatusCode provided in IPhotonListener.OnStatusChanged().
|
|
Applications should use the StatusCode of OnStatusChanged() to track their state, as
|
|
it also covers the higher level initialization between a client and Photon.
|
|
</remarks>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.PeerID">
|
|
<summary>
|
|
This peer's ID as assigned by the server or 0 if not using UDP. Will be 0xFFFF before the client connects.
|
|
</summary>
|
|
<remarks>Used for debugging only. This value is not useful in everyday Photon usage.</remarks>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PhotonPeer.RhttpMinConnections">
|
|
<summary> (default=2) minimum number of open connections </summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PhotonPeer.RhttpMaxConnections">
|
|
<summary> (default=6) maximum number of open connections, should be > RhttpMinConnections </summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.QueuedIncomingCommands">
|
|
<summary>
|
|
Count of all currently received but not-yet-Dispatched reliable commands
|
|
(events and operation results) from all channels.
|
|
</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.QueuedOutgoingCommands">
|
|
<summary>
|
|
Count of all commands currently queued as outgoing, including all channels and reliable, unreliable.
|
|
</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.PhotonPeer.MessageBufferPoolTrim(System.Int32)">
|
|
<summary>
|
|
Sets a new (temporary) size of the MessageBufferPool to reuse memory where possible.
|
|
</summary>
|
|
<remarks>
|
|
The MessageBufferPool is a Queue<StreamBuffer> for performance reasons.
|
|
This methods dequeues from the MessageBufferPool to get the Count equal to countOfBuffers,
|
|
then it calls MessageBufferPool.TrimExcess().
|
|
</remarks>
|
|
<param name="countOfBuffers">New size of the pool. Clears the pool if <= 0.</param>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PhotonPeer.ChannelCount">
|
|
<summary>
|
|
Gets / sets the number of channels available in UDP connections with Photon.
|
|
Photon Channels are only supported for UDP.
|
|
The default ChannelCount is 2. Channel IDs start with 0 and 255 is a internal channel.
|
|
</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PhotonPeer.EnableEncryptedFlag">
|
|
<summary>
|
|
Enables the client so send the "encrypted" flag on secure connections. Incompatible with Server SDK 4.x.
|
|
</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.CrcEnabled">
|
|
<summary>
|
|
While not connected, this controls if the next connection(s) should use a per-package CRC checksum.
|
|
</summary>
|
|
<remarks>
|
|
While turned on, the client and server will add a CRC checksum to every sent package.
|
|
The checksum enables both sides to detect and ignore packages that were corrupted during transfer.
|
|
Corrupted packages have the same impact as lost packages: They require a re-send, adding a delay
|
|
and could lead to timeouts.
|
|
|
|
Building the checksum has a low processing overhead but increases integrity of sent and received data.
|
|
Packages discarded due to failed CRC cecks are counted in PhotonPeer.PacketLossByCrc.
|
|
</remarks>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.PacketLossByCrc">
|
|
<summary>
|
|
Count of packages dropped due to failed CRC checks for this connection.
|
|
</summary>
|
|
<see cref="P:ExitGames.Client.Photon.PhotonPeer.CrcEnabled"/>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.PacketLossByChallenge">
|
|
<summary>
|
|
Count of packages dropped due to wrong challenge for this connection.
|
|
</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.SentReliableCommandsCount">
|
|
<summary>
|
|
Gets the count of sent but not yet acknowledged commands (for UDP connections).
|
|
</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.ResentReliableCommands">
|
|
<summary>
|
|
Count of commands that got repeated (due to local repeat-timing before an ACK was received).
|
|
</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PhotonPeer.SentCountAllowance">
|
|
<summary>
|
|
Number of send retries before a peer is considered lost/disconnected. Default: 7.
|
|
</summary>
|
|
<remarks>
|
|
The initial timeout countdown of a command is calculated by the current roundTripTime + 4 * roundTripTimeVariance.
|
|
Please note that the timeout span until a command will be resent is not constant, but based on
|
|
the roundtrip time at the initial sending, which will be doubled with every failed retry.
|
|
|
|
DisconnectTimeout and SentCountAllowance are competing settings: either might trigger a disconnect on the
|
|
client first, depending on the values and Roundtrip Time.
|
|
</remarks>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PhotonPeer.InitialResendTimeMax">
|
|
<summary>
|
|
Caps the initial timing for repeats of reliable commands. In milliseconds. Default: 400ms.
|
|
</summary>
|
|
<remarks>
|
|
Unless acknowledged, reliable commands are repeated initially after: current roundTripTime + 4 * roundTripTimeVariance.
|
|
|
|
As this value can be very high when there was exceptional lag, InitialResendTimeMax makes sure that commands
|
|
get repeated several times before they may trigger a timeout.
|
|
</remarks>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PhotonPeer.TimePingInterval">
|
|
<summary>
|
|
Sets the milliseconds without reliable command before a ping command (reliable) will be sent (Default: 1000ms).
|
|
</summary>
|
|
<remarks>
|
|
The ping command is used to keep track of the connection in case the client does not send reliable commands
|
|
by itself.
|
|
A ping (or reliable commands) will update the RoundTripTime calculation.
|
|
</remarks>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PhotonPeer.DisconnectTimeout">
|
|
<summary>
|
|
Milliseconds before an individual command must be ACKed by server - after this a timeout-disconnect is triggered.
|
|
</summary>
|
|
<remarks>
|
|
DisconnectTimeout is not an exact value for a timeout. The exact timing of the timeout depends on the frequency
|
|
of Service() calls and commands that are sent with long roundtrip-times and variance are checked less often for
|
|
re-sending!
|
|
|
|
DisconnectTimeout and SentCountAllowance are competing settings: either might trigger a disconnect on the
|
|
client first, depending on the values and Roundtrip Time.
|
|
Default: 10000 ms.
|
|
</remarks>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.ServerTimeInMilliSeconds">
|
|
<summary>
|
|
Approximated Environment.TickCount value of server (while connected).
|
|
</summary>
|
|
<remarks>
|
|
UDP: The server's timestamp is automatically fetched after connecting (once). This is done
|
|
internally by a command which is acknowledged immediately by the server.
|
|
TCP: The server's timestamp fetched with each ping but set only after connecting (once).
|
|
|
|
The approximation will be off by +/- 10ms in most cases. Per peer/client and connection, the
|
|
offset will be constant (unless FetchServerTimestamp() is used). A constant offset should be
|
|
better to adjust for. Unfortunately there is no way to find out how much the local value
|
|
differs from the original.
|
|
|
|
The approximation adds RoundtripTime / 2 and uses this.LocalTimeInMilliSeconds to calculate
|
|
in-between values (this property returns a new value per tick).
|
|
|
|
The value sent by Photon equals Environment.TickCount in the logic layer.
|
|
</remarks>
|
|
<value>
|
|
0 until connected.
|
|
While connected, the value is an approximation of the server's current timestamp.
|
|
</value>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.LocalMsTimestampDelegate">
|
|
<summary>
|
|
This setter for the (local-) timestamp delegate replaces the default Environment.TickCount with any equal function.
|
|
</summary>
|
|
<remarks>
|
|
About Environment.TickCount:
|
|
The value of this property is derived from the system timer and is stored as a 32-bit signed integer.
|
|
Consequently, if the system runs continuously, TickCount will increment from zero to Int32..::.MaxValue
|
|
for approximately 24.9 days, then jump to Int32..::.MinValue, which is a negative number, then increment
|
|
back to zero during the next 24.9 days.
|
|
</remarks>
|
|
<exception cref="T:System.Exception">Exception is thrown peer.PeerState is not PS_DISCONNECTED.</exception>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.ConnectionTime">
|
|
<summary>The internally used "per connection" time value, which is updated infrequently, when the library executes some connectio-related tasks.</summary>
|
|
<remarks>
|
|
This integer value is an infrequently updated value by design.
|
|
The lib internally sets the value when it sends outgoing commands or reads incoming packages.
|
|
This is based on SupportClass.GetTickCount() and an initial time value per (server) connection.
|
|
This value is also used in low level Enet commands as sent time and optional logging.
|
|
</remarks>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.LastSendAckTime">
|
|
<summary>The last ConnectionTime value, when some ACKs were sent out by this client.</summary>
|
|
<remarks>Only applicable to UDP connections.</remarks>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.LastSendOutgoingTime">
|
|
<summary>The last ConnectionTime value, when SendOutgoingCommands actually checked outgoing queues to send them. Must be connected.</summary>
|
|
<remarks>Available for UDP and TCP connections.</remarks>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.LongestSentCall">
|
|
<summary>Measures the maximum milliseconds spent in PhotonSocket.Send().</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.RoundTripTime">
|
|
<summary>Time until a reliable command is acknowledged by the server.</summary>
|
|
<remarks>
|
|
The value measures network latency and for UDP it includes the server's ACK-delay (setting in config).
|
|
In TCP, there is no ACK-delay, so the value is slightly lower (if you use default settings for Photon).
|
|
|
|
RoundTripTime is updated constantly. Every reliable command will contribute a fraction to this value.
|
|
|
|
This is also the approximate time until a raised event reaches another client or until an operation
|
|
result is available.
|
|
</remarks>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.RoundTripTimeVariance">
|
|
<summary>
|
|
Changes of the roundtriptime as variance value. Gives a hint about how much the time is changing.
|
|
</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.LastRoundTripTime">
|
|
<summary>The last measured roundtrip time for this connection.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.TimestampOfLastSocketReceive">
|
|
<summary>
|
|
Timestamp of the last time anything (!) was received from the server (including low level Ping, ACKs, events and operation-returns).
|
|
</summary>
|
|
<remarks>
|
|
This is not the time when something was dispatched. If you enable NetworkSimulation, this value is affected as well.
|
|
</remarks>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.ServerAddress">
|
|
<summary>
|
|
The server address which was used in PhotonPeer.Connect() or null (before Connect() was called).
|
|
</summary>
|
|
<remarks>
|
|
The ServerAddress can only be changed for HTTP connections (to replace one that goes through a Loadbalancer with a direct URL).
|
|
</remarks>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.ServerIpAddress">
|
|
<summary>Contains the IP address of the previously resolved ServerAddress (or empty, if address wasn't resolved with the internal methods).</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.UsedProtocol">
|
|
<summary>The protocol this peer is currently connected/connecting with (or 0).</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.TransportProtocol">
|
|
<summary>This is the transport protocol to be used for next connect (see remarks).</summary>
|
|
<remarks>The TransportProtocol can be changed anytime but it will not change the
|
|
currently active connection. Instead, TransportProtocol will be applied on next Connect.
|
|
</remarks>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.IsSimulationEnabled">
|
|
<summary>
|
|
Gets or sets the network simulation "enabled" setting.
|
|
Changing this value also locks this peer's sending and when setting false,
|
|
the internally used queues are executed (so setting to false can take some cycles).
|
|
</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.NetworkSimulationSettings">
|
|
<summary>
|
|
Gets the settings for built-in Network Simulation for this peer instance
|
|
while IsSimulationEnabled will enable or disable them.
|
|
Once obtained, the settings can be modified by changing the properties.
|
|
</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PhotonPeer.OutgoingStreamBufferSize">
|
|
<summary>
|
|
Defines the initial size of an internally used StreamBuffer for Tcp.
|
|
The StreamBuffer is used to aggregate operation into (less) send calls,
|
|
which uses less resoures.
|
|
</summary>
|
|
<remarks>
|
|
The size is not restricing the buffer and does not affect when outgoing data is actually sent.
|
|
</remarks>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.MaximumTransferUnit">
|
|
<summary>
|
|
The Maximum Trasfer Unit (MTU) defines the (network-level) packet-content size that is
|
|
guaranteed to arrive at the server in one piece. The Photon Protocol uses this
|
|
size to split larger data into packets and for receive-buffers of packets.
|
|
</summary>
|
|
<remarks>
|
|
This value affects the Packet-content. The resulting UDP packages will have additional
|
|
headers that also count against the package size (so it's bigger than this limit in the end)
|
|
Setting this value while being connected is not allowed and will throw an Exception.
|
|
Minimum is 576. Huge values won't speed up connections in most cases!
|
|
</remarks>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.IsEncryptionAvailable">
|
|
<summary>
|
|
This property is set internally, when OpExchangeKeysForEncryption successfully finished.
|
|
While it's true, encryption can be used for operations.
|
|
</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.IsSendingOnlyAcks">
|
|
<summary>
|
|
While true, the peer will not send any other commands except ACKs (used in UDP connections).
|
|
</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PhotonPeer.AsyncKeyExchange">
|
|
<summary>Defines if Key Exchange for Encryption is done asynchronously in another thread.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.TrafficStatsIncoming">
|
|
<summary>
|
|
Gets the byte-count of incoming "low level" messages, which are either Enet Commands or Tcp Messages.
|
|
These include all headers, except those of the underlying internet protocol Udp or Tcp.
|
|
</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.TrafficStatsOutgoing">
|
|
<summary>
|
|
Gets the byte-count of outgoing "low level" messages, which are either Enet Commands or Tcp Messages.
|
|
These include all headers, except those of the underlying internet protocol Udp or Tcp.
|
|
</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.TrafficStatsGameLevel">
|
|
<summary>
|
|
Gets a statistic of incoming and outgoing traffic, split by operation, operation-result and event.
|
|
</summary>
|
|
<remarks>
|
|
Operations are outgoing traffic, results and events are incoming.
|
|
Includes the per-command header sizes (Udp: Enet Command Header or Tcp: Message Header).
|
|
</remarks>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.TrafficStatsElapsedMs">
|
|
<summary>
|
|
Returns the count of milliseconds the stats are enabled for tracking.
|
|
</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.TrafficStatsEnabled">
|
|
<summary>
|
|
Enables or disables collection of statistics in TrafficStatsIncoming, TrafficStatsOutgoing and TrafficstatsGameLevel.
|
|
</summary>
|
|
<remarks>
|
|
Setting this to true, also starts the stopwatch to measure the timespan the stats are collected.
|
|
Enables the traffic statistics of a peer: TrafficStatsIncoming, TrafficStatsOutgoing and TrafficstatsGameLevel (nothing else).
|
|
Default value: false (disabled).
|
|
</remarks>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.PhotonPeer.TrafficStatsReset">
|
|
<summary>
|
|
Creates new instances of TrafficStats and starts a new timer for those.
|
|
</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.PhotonPeer.VitalStatsToString(System.Boolean)">
|
|
<summary>
|
|
Returns a string of the most interesting connection statistics.
|
|
When you have issues on the client side, these might contain hints about the issue's cause.
|
|
</summary>
|
|
<param name="all">If true, Incoming and Outgoing low-level stats are included in the string.</param>
|
|
<returns>Stats as string.</returns>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PhotonPeer.peerBase">
|
|
<summary>Implements the message-protocol, based on the underlying network protocol (udp, tcp, http).</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PhotonPeer.PayloadEncryptionSecret">
|
|
<summary>PayloadEncryption Secret. Message payloads get encrypted with it individually and on demand.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.PhotonPeer.EncryptorType">
|
|
<summary>Setter for the Datagram Encryptor instance. Used at next connect.</summary>
|
|
<remarks>
|
|
If null, the PhotonPeer will create a default encryptor instance, which may be native or managed.
|
|
See also: PhotonPeer.NativeDatagramEncryptionLibAvailable.
|
|
</remarks>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.PhotonPeer.Encryptor">
|
|
<summary>The datagram encryptor used for the current connection. Applied internally in InitDatagramEncryption.</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.PhotonPeer.#ctor(ExitGames.Client.Photon.ConnectionProtocol)">
|
|
<summary>Creates a new PhotonPeer with specified transport protocol (without a IPhotonPeerListener).</summary>
|
|
<remarks>Make sure to set the Listener, before using the peer.</remarks>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.PhotonPeer.#ctor(ExitGames.Client.Photon.IPhotonPeerListener,ExitGames.Client.Photon.ConnectionProtocol)">
|
|
<summary>
|
|
Creates a new PhotonPeer instance to communicate with Photon and selects the transport protocol. We recommend UDP.
|
|
</summary>
|
|
<param name="listener">a IPhotonPeerListener implementation</param>
|
|
<param name="protocolType">Protocol to use to connect to Photon.</param>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.PhotonPeer.Connect(System.String,System.String)">
|
|
<summary>
|
|
Connects to a Photon server. This wraps up DNS name resolution, sending the AppId and establishing encryption.
|
|
</summary>
|
|
<remarks>
|
|
This method does a DNS lookup (if necessary) and connects to the given serverAddress.
|
|
|
|
The return value gives you feedback if the address has the correct format. If so, this
|
|
starts the process to establish the connection itself, which might take a few seconds.
|
|
|
|
When the connection is established, a callback to IPhotonPeerListener.OnStatusChanged
|
|
will be done. If the connection can't be established, despite having a valid address,
|
|
the OnStatusChanged is called with an error-value.
|
|
|
|
The applicationName defines the application logic to use server-side and it should match the name of
|
|
one of the apps in your server's config.
|
|
|
|
By default, the applicationName is "LoadBalancing" but there is also the "MmoDemo".
|
|
You can setup your own application and name it any way you like.
|
|
</remarks>
|
|
<param name="serverAddress">
|
|
Address of the Photon server. Format: ip:port (e.g. 127.0.0.1:5055) or hostname:port (e.g. localhost:5055)
|
|
</param>
|
|
<param name="applicationName">
|
|
The name of the application to use within Photon or the appId of PhotonCloud.
|
|
Should match a "Name" for an application, as setup in your PhotonServer.config.
|
|
</param>
|
|
<returns>
|
|
true if IP is available (DNS name is resolved) and server is being connected. false on error.
|
|
</returns>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.PhotonPeer.Connect(System.String,System.String,System.Object)">
|
|
<summary>
|
|
Connects to a Photon server. This wraps up DNS name resolution, sending the AppId and establishing encryption.
|
|
</summary>
|
|
<remarks>
|
|
This method does a DNS lookup (if necessary) and connects to the given serverAddress.
|
|
|
|
The return value gives you feedback if the address has the correct format. If so, this
|
|
starts the process to establish the connection itself, which might take a few seconds.
|
|
|
|
When the connection is established, a callback to IPhotonPeerListener.OnStatusChanged
|
|
will be done. If the connection can't be established, despite having a valid address,
|
|
the OnStatusChanged is called with an error-value.
|
|
|
|
The applicationName defines the application logic to use server-side and it should match the name of
|
|
one of the apps in your server's config.
|
|
|
|
By default, the applicationName is "LoadBalancing" but there is also the "MmoDemo".
|
|
You can setup your own application and name it any way you like.
|
|
</remarks>
|
|
<param name="serverAddress">
|
|
Address of the Photon server. Format: ip:port (e.g. 127.0.0.1:5055) or hostname:port (e.g. localhost:5055)
|
|
</param>
|
|
<param name="applicationName">
|
|
The name of the application to use within Photon or the appId of PhotonCloud.
|
|
Should match a "Name" for an application, as setup in your PhotonServer.config.
|
|
</param>
|
|
<param name="custom">
|
|
Allows you to send some data, which may be used by server during peer creation
|
|
(e.g. as additional authentication info).
|
|
You can use any serializable data type of Photon.
|
|
Helpful for self-hosted solutions. Server will read this info on peer creation stage,
|
|
and may reject client without creating of peer if auth info is invalid.
|
|
</param>
|
|
<returns>
|
|
true if IP is available (DNS name is resolved) and server is being connected. false on error.
|
|
</returns>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.PhotonPeer.Disconnect">
|
|
<summary>
|
|
This method initiates a mutual disconnect between this client and the server.
|
|
</summary>
|
|
<remarks>
|
|
Calling this method does not immediately close a connection. Disconnect lets the server
|
|
know that this client is no longer listening. For the server, this is a much faster way
|
|
to detect that the client is gone but it requires the client to send a few final messages.
|
|
|
|
On completion, OnStatusChanged is called with the StatusCode.Disconnect.
|
|
|
|
If the client is disconnected already or the connection thread is stopped, then there is no callback.
|
|
|
|
The default server logic will leave any joined game and trigger the respective event.
|
|
</remarks>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.PhotonPeer.StopThread">
|
|
<summary>
|
|
This method immediately closes a connection (pure client side) and ends related listening Threads.
|
|
</summary>
|
|
<remarks>
|
|
Unlike Disconnect, this method will simply stop to listen to the server. Udp connections will timeout.
|
|
If the connections was open, this will trigger a callback to OnStatusChanged with code StatusCode.Disconnect.
|
|
</remarks>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.PhotonPeer.FetchServerTimestamp">
|
|
<summary>
|
|
This will fetch the server's timestamp and update the approximation for property ServerTimeInMilliseconds.
|
|
</summary>
|
|
<remarks>
|
|
The server time approximation will NOT become more accurate by repeated calls. Accuracy currently depends
|
|
on a single roundtrip which is done as fast as possible.
|
|
|
|
The command used for this is immediately acknowledged by the server. This makes sure the roundtrip time is
|
|
low and the timestamp + rountriptime / 2 is close to the original value.
|
|
</remarks>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.PhotonPeer.EstablishEncryption">
|
|
<summary>
|
|
This method creates a public key for this client and exchanges it with the server.
|
|
</summary>
|
|
<remarks>
|
|
Encryption is not instantly available but calls OnStatusChanged when it finishes.
|
|
Check for StatusCode EncryptionEstablished and EncryptionFailedToEstablish.
|
|
|
|
Calling this method sets IsEncryptionAvailable to false.
|
|
This method must be called before the "encrypt" parameter of OpCustom can be used.
|
|
</remarks>
|
|
<returns>If operation could be enqueued for sending</returns>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.PhotonPeer.InitDatagramEncryption(System.Byte[],System.Byte[],System.Boolean,System.Boolean)">
|
|
<summary>
|
|
Initializes Datagram Encryption. Optionally, the EncryptorType is being used, if set.
|
|
</summary>
|
|
<param name="encryptionSecret">secret used to cipher udp packets</param>
|
|
<param name="hmacSecret">secret used for authentication of udp packets</param>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.PhotonPeer.InitPayloadEncryption(System.Byte[])">
|
|
<summary>
|
|
Photon's Payload Encryption secret may be set by a response from the server.
|
|
</summary>
|
|
<param name="secret">The secret in form of a byte[].</param>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.PhotonPeer.Service">
|
|
<summary>
|
|
This method excutes DispatchIncomingCommands and SendOutgoingCommands in your application Thread-context.
|
|
</summary>
|
|
<remarks>
|
|
The Photon client libraries are designed to fit easily into a game or application. The application
|
|
is in control of the context (thread) in which incoming events and responses are executed and has
|
|
full control of the creation of UDP/TCP packages.
|
|
|
|
Sending packages and dispatching received messages are two separate tasks. Service combines them
|
|
into one method at the cost of control. It calls DispatchIncomingCommands and SendOutgoingCommands.
|
|
|
|
Call this method regularly (2..20 times a second).
|
|
|
|
This will Dispatch ANY remaining buffered responses and events AND will send queued outgoing commands.
|
|
Fewer calls might be more effective if a device cannot send many packets per second, as multiple
|
|
operations might be combined into one package.
|
|
</remarks>
|
|
<example>
|
|
You could replace Service by:
|
|
|
|
while (DispatchIncomingCommands()); //Dispatch until everything is Dispatched...
|
|
SendOutgoingCommands(); //Send a UDP/TCP package with outgoing messages
|
|
</example>
|
|
<seealso cref="M:ExitGames.Client.Photon.PhotonPeer.DispatchIncomingCommands"/>
|
|
<seealso cref="M:ExitGames.Client.Photon.PhotonPeer.SendOutgoingCommands"/>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.PhotonPeer.SendOutgoingCommands">
|
|
<summary>
|
|
Creates and sends a UDP/TCP package with outgoing commands (operations and acknowledgements). Also called by Service().
|
|
</summary>
|
|
<remarks>
|
|
As the Photon library does not create any UDP/TCP packages by itself. Instead, the application
|
|
fully controls how many packages are sent and when. A tradeoff, an application will
|
|
lose connection, if it is no longer calling SendOutgoingCommands or Service.
|
|
|
|
If multiple operations and ACKs are waiting to be sent, they will be aggregated into one
|
|
package. The package fills in this order:
|
|
ACKs for received commands
|
|
A "Ping" - only if no reliable data was sent for a while
|
|
Starting with the lowest Channel-Nr:
|
|
Reliable Commands in channel
|
|
Unreliable Commands in channel
|
|
|
|
This gives a higher priority to lower channels.
|
|
|
|
A longer interval between sends will lower the overhead per sent operation but
|
|
increase the internal delay (which adds "lag").
|
|
|
|
Call this 2..20 times per second (depending on your target platform).
|
|
</remarks>
|
|
<returns>The if commands are not yet sent. Udp limits it's package size, Tcp doesnt.</returns>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.PhotonPeer.DispatchIncomingCommands">
|
|
<summary>
|
|
Dispatching received messages (commands), causes callbacks for events, responses and state changes within a IPhotonPeerListener.
|
|
</summary>
|
|
<remarks>
|
|
DispatchIncomingCommands only executes a single received
|
|
command per call. If a command was dispatched, the return value is true and the method
|
|
should be called again.
|
|
|
|
This method is called by Service() until currently available commands are dispatched.
|
|
In general, this method should be called until it returns false. In a few cases, it might
|
|
make sense to pause dispatching (if a certain state is reached and the app needs to load
|
|
data, before it should handle new events).
|
|
|
|
The callbacks to the peer's IPhotonPeerListener are executed in the same thread that is
|
|
calling DispatchIncomingCommands. This makes things easier in a game loop: Event execution
|
|
won't clash with painting objects or the game logic.
|
|
</remarks>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.PhotonPeer.SendOperation(System.Byte,System.Collections.Generic.Dictionary{System.Byte,System.Object},ExitGames.Client.Photon.SendOptions)">
|
|
<summary>
|
|
Prepares your operation (code and parameters) to be sent to the Photon Server with specified SendOptions.
|
|
</summary>
|
|
<remarks>
|
|
This method serializes and enqueues the operation right away while the actual sending happens later.
|
|
To be able to aggregate operations/messages, the Photon client sends packages only when you call SendOutgoingCommands().
|
|
|
|
The sendOptions specify how the operation gets sent exactly.
|
|
Keep in mind that some transport protocols don't support unreliable or unsequenced transport.
|
|
In that case, the sendOptions might be ignored.
|
|
|
|
The operationCode must be known by the server's logic or won't be processed.
|
|
In almost all cases, sending an operation will result in a OperationResponse (see: IPhotonPeerListener.OnOperationResponse).
|
|
</remarks>
|
|
<param name="operationCode">Operations are handled by their byte\-typed code. The codes are defined in the Realtime API (a.k.a. LoadBalancing API).</param>
|
|
<param name="operationParameters">Containing parameters as key\-value pair. The key is byte\-typed, while the value is any serializable datatype.</param>
|
|
<param name="sendOptions">Wraps up DeliveryMode (reliability), Encryption and Channel values for sending.</param>
|
|
<returns>If operation could be enqueued for sending.</returns>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.PhotonPeer.OpCustom(System.Byte,System.Collections.Generic.Dictionary{System.Byte,System.Object},System.Boolean,System.Byte,System.Boolean)">
|
|
<summary>
|
|
Allows the client to send any operation to the Photon Server by setting any opCode and the operation's parameters.
|
|
</summary>
|
|
<summary>
|
|
Use this only after encryption was established by EstablishEncryption and waiting for the OnStateChanged callback.
|
|
</summary>
|
|
<param name="customOpCode">Operations are handled by their byte\-typed code. The codes are defined in the Realtime API (a.k.a. LoadBalancing API).</param>
|
|
<param name="customOpParameters">Containing parameters as key\-value pair. The key is byte\-typed, while the value is any serializable datatype.</param>
|
|
<param name="sendReliable">Selects if the operation must be acknowledged or not. If false, the operation is not guaranteed to reach the server.</param>
|
|
<param name="channelId">The channel in which this operation should be sent.</param>
|
|
<param name="encrypt">Can only be true, while IsEncryptionAvailable is true, too.</param>
|
|
<returns>If operation could be enqueued for sending</returns>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.PhotonPeer.OpCustom(ExitGames.Client.Photon.OperationRequest,System.Boolean,System.Byte,System.Boolean)">
|
|
<summary>
|
|
Allows the client to send any operation to the Photon Server by setting any opCode and the operation's parameters.
|
|
</summary>
|
|
<remarks>
|
|
This variant offers an alternative way to describe a operation request. Operation code and it's parameters
|
|
are wrapped up in a object. Still, the parameters are a Dictionary.
|
|
</remarks>
|
|
<param name="operationRequest">The operation to call on Photon.</param>
|
|
<param name="sendReliable">Use unreliable (false) if the call might get lost (when it's content is soon outdated).</param>
|
|
<param name="channelId">Defines the sequence of requests this operation belongs to.</param>
|
|
<param name="encrypt">Encrypt request before sending. Depends on IsEncryptionAvailable.</param>
|
|
<returns>If operation could be enqueued for sending</returns>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.PhotonPeer.RegisterType(System.Type,System.Byte,ExitGames.Client.Photon.SerializeMethod,ExitGames.Client.Photon.DeserializeMethod)">
|
|
<summary>
|
|
Registers new types/classes for de/serialization and the fitting methods to call for this type.
|
|
</summary>
|
|
<remarks>
|
|
SerializeMethod and DeserializeMethod are complementary: Feed the product of serializeMethod to
|
|
the constructor, to get a comparable instance of the object.
|
|
|
|
After registering a Type, it can be used in events and operations and will be serialized like
|
|
built-in types.
|
|
</remarks>
|
|
<param name="customType">Type (class) to register.</param>
|
|
<param name="code">A byte-code used as shortcut during transfer of this Type.</param>
|
|
<param name="serializeMethod">Method delegate to create a byte[] from a customType instance.</param>
|
|
<param name="constructor">Method delegate to create instances of customType's from byte[].</param>
|
|
<returns>If the Type was registered successfully.</returns>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.OperationRequest">
|
|
<summary>
|
|
Container for an Operation request, which is a code and parameters.
|
|
</summary>
|
|
<remarks>
|
|
On the lowest level, Photon only allows byte-typed keys for operation parameters.
|
|
The values of each such parameter can be any serializable datatype: byte, int, hashtable and many more.
|
|
</remarks>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.OperationRequest.OperationCode">
|
|
<summary>Byte-typed code for an operation - the short identifier for the server's method to call.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.OperationRequest.Parameters">
|
|
<summary>The parameters of the operation - each identified by a byte-typed code in Photon.</summary>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.OperationResponse">
|
|
<summary>
|
|
Contains the server's response for an operation called by this peer.
|
|
The indexer of this class actually provides access to the Parameters Dictionary.
|
|
</summary>
|
|
<remarks>
|
|
The OperationCode defines the type of operation called on Photon and in turn also the Parameters that
|
|
are set in the request. Those are provided as Dictionary with byte-keys.
|
|
There are pre-defined constants for various codes defined in the LoadBalancing application.
|
|
Check: OperationCode, ParameterCode, etc.
|
|
<para></para>
|
|
An operation's request is summarized by the ReturnCode: a short typed code for "Ok" or
|
|
some different result. The code's meaning is specific per operation. An optional DebugMessage can be
|
|
provided to simplify debugging.
|
|
<para></para>
|
|
Each call of an operation gets an ID, called the "invocID". This can be matched to the IDs
|
|
returned with any operation calls. This way, an application could track if a certain OpRaiseEvent
|
|
call was successful.
|
|
</remarks>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.OperationResponse.OperationCode">
|
|
<summary>The code for the operation called initially (by this peer).</summary>
|
|
<remarks>Use enums or constants to be able to handle those codes, like OperationCode does.</remarks>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.OperationResponse.ReturnCode">
|
|
<summary>A code that "summarizes" the operation's success or failure. Specific per operation. 0 usually means "ok".</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.OperationResponse.DebugMessage">
|
|
<summary>An optional string sent by the server to provide readable feedback in error-cases. Might be null.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.OperationResponse.Parameters">
|
|
<summary>A Dictionary of values returned by an operation, using byte-typed keys per value.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.OperationResponse.Item(System.Byte)">
|
|
<summary>
|
|
Alternative access to the Parameters, which wraps up a TryGetValue() call on the Parameters Dictionary.
|
|
</summary>
|
|
<param name="parameterCode">The byte-code of a returned value.</param>
|
|
<returns>The value returned by the server, or null if the key does not exist in Parameters.</returns>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.OperationResponse.ToString">
|
|
<summary>ToString() override.</summary>
|
|
<returns>Relatively short output of OpCode and returnCode.</returns>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.OperationResponse.ToStringFull">
|
|
<summary>Extensive output of operation results.</summary>
|
|
<returns>To be used in debug situations only, as it returns a string for each value.</returns>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.EventData">
|
|
<summary>A Photon Event consists of a Code value and a Parameters Dictionary with the event's content (if any).</summary>
|
|
<remarks>
|
|
The indexer of this class provides access to the values in Parameters.
|
|
It wraps the null check for Parameters and uses TryGetValue() for the provided key.
|
|
|
|
Photon servers use events to send information which is not triggered by a client's operation requests (those get responses).
|
|
The Realtime API allows you to send custom events with any Code and content via OpRaiseEvent.
|
|
</remarks>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.EventData.Code">
|
|
<summary>The event code identifies the type of event.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.EventData.Parameters">
|
|
<summary>The Parameters of an event is a Dictionary<byte, object>.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.EventData.Item(System.Byte)">
|
|
<summary>
|
|
Access to the Parameters of a Photon-defined event. Custom Events only use Code, Sender and CustomData.
|
|
</summary>
|
|
<param name="key">The key byte-code of a Photon event value.</param>
|
|
<returns>The Parameters value, or null if the key does not exist in Parameters.</returns>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.EventData.SenderKey">
|
|
<summary>
|
|
Defines the event key containing the Sender of the event.
|
|
</summary>
|
|
<remarks>
|
|
Defaults to Sender key of Realtime API events (RaiseEvent): 254.
|
|
Can be set to Chat API's ChatParameterCode.Sender: 5.
|
|
</remarks>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.EventData.Sender">
|
|
<summary>
|
|
Accesses the Sender of the event via the indexer and SenderKey. The result is cached.
|
|
</summary>
|
|
<remarks>
|
|
Accesses this event's Parameters[CustomDataKey], which may be null.
|
|
In that case, this returns 0 (identifying the server as sender).
|
|
</remarks>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.EventData.CustomDataKey">
|
|
<summary>
|
|
Defines the event key containing the Custom Data of the event.
|
|
</summary>
|
|
<remarks>
|
|
Defaults to Data key of Realtime API events (RaiseEvent): 245.
|
|
Can be set to any other value on demand.
|
|
</remarks>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.EventData.CustomData">
|
|
<summary>
|
|
Accesses the Custom Data of the event via the indexer and CustomDataKey. The result is cached.
|
|
</summary>
|
|
<remarks>
|
|
Accesses this event's Parameters[CustomDataKey], which may be null.
|
|
</remarks>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.EventData.ToString">
|
|
<summary>ToString() override.</summary>
|
|
<returns>Short output of "Event" and it's Code.</returns>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.EventData.ToStringFull">
|
|
<summary>Extensive output of the event content.</summary>
|
|
<returns>To be used in debug situations only, as it returns a string for each value.</returns>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.SerializeMethod">
|
|
<summary>
|
|
Type of serialization methods to add custom type support.
|
|
Use PhotonPeer.ReisterType() to register new types with serialization and deserialization methods.
|
|
</summary>
|
|
<param name="customObject">The method will get objects passed that were registered with it in RegisterType().</param>
|
|
<returns>Return a byte[] that resembles the object passed in. The framework will surround it with length and type info, so don't include it.</returns>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.SerializeStreamMethod">
|
|
<summary>Serialization method delegate. StreamBuffer based custom serialization methods must use this form.</summary>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.DeserializeMethod">
|
|
<summary>
|
|
Type of deserialization methods to add custom type support.
|
|
Use PhotonPeer.RegisterType() to register new types with serialization and deserialization methods.
|
|
</summary>
|
|
<param name="serializedCustomObject">The framwork passes in the data it got by the associated SerializeMethod. The type code and length are stripped and applied before a DeserializeMethod is called.</param>
|
|
<returns>Return a object of the type that was associated with this method through RegisterType().</returns>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.DeserializeStreamMethod">
|
|
<summary>Deserialization method delegate. StreamBuffer based custom deserialization methods must use this form.</summary>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.Protocol">
|
|
<summary>
|
|
Provides tools for the Exit Games Protocol
|
|
</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.Protocol.Serialize(System.Object)">
|
|
<summary>
|
|
Serialize creates a byte-array from the given object and returns it.
|
|
</summary>
|
|
<param name="obj">The object to serialize</param>
|
|
<returns>The serialized byte-array</returns>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.Protocol.Deserialize(System.Byte[])">
|
|
<summary>
|
|
Deserialize returns an object reassembled from the given byte-array.
|
|
</summary>
|
|
<param name="serializedData">The byte-array to be Deserialized</param>
|
|
<returns>The Deserialized object</returns>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.Protocol.Serialize(System.Int16,System.Byte[],System.Int32@)">
|
|
<summary>
|
|
Serializes a short typed value into a byte-array (target) starting at the also given targetOffset.
|
|
The altered offset is known to the caller, because it is given via a referenced parameter.
|
|
</summary>
|
|
<param name="value">The short value to be serialized</param>
|
|
<param name="target">The byte-array to serialize the short to</param>
|
|
<param name="targetOffset">The offset in the byte-array</param>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.Protocol.Serialize(System.Int32,System.Byte[],System.Int32@)">
|
|
<summary>
|
|
Serializes an int typed value into a byte-array (target) starting at the also given targetOffset.
|
|
The altered offset is known to the caller, because it is given via a referenced parameter.
|
|
</summary>
|
|
<param name="value">The int value to be serialized</param>
|
|
<param name="target">The byte-array to serialize the short to</param>
|
|
<param name="targetOffset">The offset in the byte-array</param>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.Protocol.Serialize(System.Single,System.Byte[],System.Int32@)">
|
|
<summary>
|
|
Serializes an float typed value into a byte-array (target) starting at the also given targetOffset.
|
|
The altered offset is known to the caller, because it is given via a referenced parameter.
|
|
</summary>
|
|
<param name="value">The float value to be serialized</param>
|
|
<param name="target">The byte-array to serialize the short to</param>
|
|
<param name="targetOffset">The offset in the byte-array</param>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.Protocol.Deserialize(System.Int32@,System.Byte[],System.Int32@)">
|
|
<summary>
|
|
Deserialize fills the given int typed value with the given byte-array (source) starting at the also given offset.
|
|
The result is placed in a variable (value). There is no need to return a value because the parameter value is given by reference.
|
|
The altered offset is this way also known to the caller.
|
|
</summary>
|
|
<param name="value">The int value to deserialize into</param>
|
|
<param name="source">The byte-array to deserialize from</param>
|
|
<param name="offset">The offset in the byte-array</param>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.Protocol.Deserialize(System.Int16@,System.Byte[],System.Int32@)">
|
|
<summary>
|
|
Deserialize fills the given short typed value with the given byte-array (source) starting at the also given offset.
|
|
The result is placed in a variable (value). There is no need to return a value because the parameter value is given by reference.
|
|
The altered offset is this way also known to the caller.
|
|
</summary>
|
|
<param name="value">The short value to deserialized into</param>
|
|
<param name="source">The byte-array to deserialize from</param>
|
|
<param name="offset">The offset in the byte-array</param>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.Protocol.Deserialize(System.Single@,System.Byte[],System.Int32@)">
|
|
<summary>
|
|
Deserialize fills the given float typed value with the given byte-array (source) starting at the also given offset.
|
|
The result is placed in a variable (value). There is no need to return a value because the parameter value is given by reference.
|
|
The altered offset is this way also known to the caller.
|
|
</summary>
|
|
<param name="value">The float value to deserialize</param>
|
|
<param name="source">The byte-array to deserialize from</param>
|
|
<param name="offset">The offset in the byte-array</param>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.Protocol16">
|
|
<summary>
|
|
Exit Games GpBinaryV16 protocol implementation
|
|
</summary>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.Protocol16.GpType">
|
|
<summary>
|
|
The gp type.
|
|
</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol16.GpType.Unknown">
|
|
<summary>
|
|
Unkown type.
|
|
</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol16.GpType.Array">
|
|
<summary>
|
|
An array of objects.
|
|
</summary>
|
|
<remarks>
|
|
This type is new in version 1.5.
|
|
</remarks>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol16.GpType.Boolean">
|
|
<summary>
|
|
A boolean Value.
|
|
</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol16.GpType.Byte">
|
|
<summary>
|
|
A byte value.
|
|
</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol16.GpType.ByteArray">
|
|
<summary>
|
|
An array of bytes.
|
|
</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol16.GpType.ObjectArray">
|
|
<summary>
|
|
An array of objects.
|
|
</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol16.GpType.Short">
|
|
<summary>
|
|
A 16-bit integer value.
|
|
</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol16.GpType.Float">
|
|
<summary>
|
|
A 32-bit floating-point value.
|
|
</summary>
|
|
<remarks>
|
|
This type is new in version 1.5.
|
|
</remarks>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol16.GpType.Dictionary">
|
|
<summary>
|
|
A dictionary
|
|
</summary>
|
|
<remarks>
|
|
This type is new in version 1.6.
|
|
</remarks>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol16.GpType.Double">
|
|
<summary>
|
|
A 64-bit floating-point value.
|
|
</summary>
|
|
<remarks>
|
|
This type is new in version 1.5.
|
|
</remarks>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol16.GpType.Hashtable">
|
|
<summary>
|
|
A Hashtable.
|
|
</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol16.GpType.Integer">
|
|
<summary>
|
|
A 32-bit integer value.
|
|
</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol16.GpType.IntegerArray">
|
|
<summary>
|
|
An array of 32-bit integer values.
|
|
</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol16.GpType.Long">
|
|
<summary>
|
|
A 64-bit integer value.
|
|
</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol16.GpType.String">
|
|
<summary>
|
|
A string value.
|
|
</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol16.GpType.StringArray">
|
|
<summary>
|
|
An array of string values.
|
|
</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol16.GpType.Custom">
|
|
<summary>
|
|
A custom type. 0x63
|
|
</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol16.GpType.Null">
|
|
<summary>
|
|
Null value don't have types.
|
|
</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.Protocol16.Serialize(ExitGames.Client.Photon.StreamBuffer,System.Object,System.Boolean)">
|
|
<summary>
|
|
Calls the correct serialization method for the passed object.
|
|
</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.Protocol16.DeserializeInteger(ExitGames.Client.Photon.StreamBuffer)">
|
|
<summary>
|
|
DeserializeInteger returns an Integer typed value from the given stream.
|
|
</summary>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.InvalidDataException">
|
|
<summary>Exception type for de/serialization issues. Used in Protocol 1.8.</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.InvalidDataException.#ctor(System.String)">
|
|
<summary>Constructor for the exception.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.Unknown">
|
|
<summary>Unkown. GpType: 0.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.Boolean">
|
|
<summary>Boolean. GpType: 2. See: BooleanFalse, BooleanTrue.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.Byte">
|
|
<summary>Byte. GpType: 3.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.Short">
|
|
<summary>Short. GpType: 4.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.Float">
|
|
<summary>32-bit floating-point value. GpType: 5.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.Double">
|
|
<summary>64-bit floating-point value. GpType: 6.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.String">
|
|
<summary>String. GpType: 7.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.Null">
|
|
<summary>Null value don't have types. GpType: 8.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.CompressedInt">
|
|
<summary>CompressedInt. GpType: 9.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.CompressedLong">
|
|
<summary>CompressedLong. GpType: 10.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.Int1">
|
|
<summary>Int1. GpType: 11.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.Int1_">
|
|
<summary>Int1_. GpType: 12.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.Int2">
|
|
<summary>Int2. GpType: 13.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.Int2_">
|
|
<summary>Int2_. GpType: 14.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.L1">
|
|
<summary>L1. GpType: 15.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.L1_">
|
|
<summary>L1_. GpType: 16.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.L2">
|
|
<summary>L2. GpType: 17.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.L2_">
|
|
<summary>L2_. GpType: 18.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.Custom">
|
|
<summary>Custom Type. GpType: 19.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.CustomTypeSlim">
|
|
<summary>Custom Type Slim. GpType: 128 (0x80) and up.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.Dictionary">
|
|
<summary>Dictionary. GpType: 20.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.Hashtable">
|
|
<summary>Hashtable. GpType: 21.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.ObjectArray">
|
|
<summary>ObjectArray. GpType: 23.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.OperationRequest">
|
|
<summary>OperationRequest. GpType: 24.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.OperationResponse">
|
|
<summary>OperationResponse. GpType: 25.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.EventData">
|
|
<summary>EventData. GpType: 26.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.BooleanFalse">
|
|
<summary>Boolean False. GpType: 27.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.BooleanTrue">
|
|
<summary>Boolean True. GpType: 28.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.ShortZero">
|
|
<summary>ShortZero. GpType: 29.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.IntZero">
|
|
<summary>IntZero. GpType: 30.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.LongZero">
|
|
<summary>LongZero. GpType: 3.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.FloatZero">
|
|
<summary>FloatZero. GpType: 32.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.DoubleZero">
|
|
<summary>DoubleZero. GpType: 33.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.ByteZero">
|
|
<summary>ByteZero. GpType: 34.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.Protocol18.GpType.Array">
|
|
<summary>Array for nested Arrays. GpType: 64 (0x40). Element count and type follows.</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.Protocol18.WriteCompressedInt32(ExitGames.Client.Photon.StreamBuffer,System.Int32,System.Boolean)">
|
|
<summary>
|
|
Writes integers as compressed. Either directly as zigzag-encoded or (when a type is written for this value) it can use an optimized sub-type.
|
|
</summary>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.DeliveryMode">
|
|
<summary>Enum of the three options for reliability and sequencing in Photon's reliable-UDP.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.DeliveryMode.Unreliable">
|
|
<summary>The operation/message gets sent just once without acknowledgement or repeat. The sequence (order) of messages is guaranteed.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.DeliveryMode.Reliable">
|
|
<summary>The operation/message asks for an acknowledgment. It's resent until an ACK arrived. The sequence (order) of messages is guaranteed.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.DeliveryMode.UnreliableUnsequenced">
|
|
<summary>The operation/message gets sent once (unreliable) and might arrive out of order. Best for your own sequencing (e.g. for streams).</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.DeliveryMode.ReliableUnsequenced">
|
|
<summary>The operation/message asks for an acknowledgment. It's resent until an ACK arrived and might arrive out of order. Best for your own sequencing (e.g. for streams).</summary>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.SendOptions">
|
|
<summary>Wraps up DeliveryMode, Encryption and Channel values for sending operations and messages.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.SendOptions.SendReliable">
|
|
<summary>Default SendOptions instance for reliable sending.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.SendOptions.SendUnreliable">
|
|
<summary>Default SendOptions instance for unreliable sending.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.SendOptions.DeliveryMode">
|
|
<summary>Chose the DeliveryMode for this operation/message. Defaults to Unreliable.</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.SendOptions.Encrypt">
|
|
<summary>If true the operation/message gets encrypted before it's sent. Defaults to false.</summary>
|
|
<remarks>Before encryption can be used, it must be established. Check PhotonPeer.IsEncryptionAvailable is true.</remarks>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.SendOptions.Channel">
|
|
<summary>The Enet channel to send in. Defaults to 0.</summary>
|
|
<remarks>Channels in Photon relate to "message channels". Each channel is a sequence of messages.</remarks>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.SendOptions.Reliability">
|
|
<summary>Sets the DeliveryMode either to true: Reliable or false: Unreliable, overriding any current value.</summary>
|
|
<remarks>Use this to conveniently select reliable/unreliable delivery.</remarks>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.SocketNative.Send(System.Byte[],System.Int32)">
|
|
<summary>used by PhotonPeer*</summary>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.SocketTcp">
|
|
<summary>Encapsulates the network i/o functionality for the realtime library.</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.SocketTcp.Send(System.Byte[],System.Int32)">
|
|
<summary>used by PhotonPeer*</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.SocketTcp.ReceiveLoop">
|
|
<summary>Endless loop, run in Receive Thread.</summary>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.SocketTcpAsync">
|
|
<summary>Internal class to encapsulate the network i/o functionality for the realtime libary.</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.SocketTcpAsync.Send(System.Byte[],System.Int32)">
|
|
<summary>used by PhotonPeer*</summary>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.SocketUdp">
|
|
<summary>Encapsulates the network i/o functionality for the realtime library.</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.SocketUdp.Send(System.Byte[],System.Int32)">
|
|
<summary>used by PhotonPeer*</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.SocketUdp.ReceiveLoop">
|
|
<summary>Endless loop, run in Receive Thread.</summary>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.SocketUdpAsync">
|
|
<summary>Internal class to encapsulate the network i/o functionality for the realtime libary.</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.SocketUdpAsync.Send(System.Byte[],System.Int32)">
|
|
<summary>used by PhotonPeer*</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.StreamBuffer.Compact">
|
|
<summary>
|
|
The bytes between Position and Length are copied to the beginning of the buffer. Length decreased by Position. Position set to 0.
|
|
</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.StreamBuffer.GetBufferAndAdvance(System.Int32,System.Int32@)">
|
|
<summary>
|
|
Brings StreamBuffer to the state as after writing of 'length' bytes. Returned buffer and offset can be used to actually fill "written" segment with data.
|
|
</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.StreamBuffer.SetLength(System.Int64)">
|
|
<summary>
|
|
Sets stream length. If current position is greater than specified value, it's set to the value.
|
|
</summary>
|
|
<remarks>
|
|
SetLength(0) resets the stream to initial state but preserves underlying byte[] buffer.
|
|
</remarks>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.StreamBuffer.SetCapacityMinimum(System.Int32)">
|
|
<summary>
|
|
Guarantees that the buffer is at least neededSize bytes.
|
|
</summary>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.SupportClass">
|
|
<summary>
|
|
Contains several (more or less) useful static methods, mostly used for debugging.
|
|
</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.SupportClass.GetTickCount">
|
|
<summary>
|
|
Gets the local machine's "milliseconds since start" value (precision is described in remarks).
|
|
</summary>
|
|
<remarks>
|
|
This method uses Environment.TickCount (cheap but with only 16ms precision).
|
|
PhotonPeer.LocalMsTimestampDelegate is available to set the delegate (unless already connected).
|
|
</remarks>
|
|
<returns>Fraction of the current time in Milliseconds (this is not a proper datetime timestamp).</returns>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.SupportClass.StartBackgroundCalls(System.Func{System.Boolean},System.Int32,System.String)">
|
|
<summary>
|
|
Creates a background thread that calls the passed function in intervals, as long as that returns true.
|
|
</summary>
|
|
<remarks>
|
|
With StopBackgroundCalls, you can stop threads started with this method.
|
|
The resulting ThreadAbortException is caught and discarded.
|
|
</remarks>
|
|
<param name="myThread">The function to call. Must return true, if it should be called again. Returning false ends the thread.</param>
|
|
<param name="millisecondsInterval">Milliseconds to sleep between calls of myThread. Default: 100ms.</param>
|
|
<param name="taskName">An optional name for the task to help debugging. Null or empty won't set the thread.Name.</param>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.SupportClass.StopBackgroundCalls(System.Byte)">
|
|
<summary>
|
|
Calls Abort on the thread with the given id (= index of the thread list)
|
|
</summary>
|
|
<remarks>
|
|
The resulting ThreadAbortException is caught and discarded.
|
|
</remarks>
|
|
<param name="id">The unique ID of the thread.</param>
|
|
<returns>True if the thread is canceled and false otherwise, e.g. if the thread with the given ID does not exist.</returns>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.SupportClass.StopAllBackgroundCalls">
|
|
<summary>
|
|
Calls Abort on all threads that were started via StartBackgroundCalls.
|
|
</summary>
|
|
<remarks>
|
|
The resulting ThreadAbortException is caught and discarded.
|
|
</remarks>
|
|
<returns>True if any thread got aborted.</returns>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.SupportClass.WriteStackTrace(System.Exception,System.IO.TextWriter)">
|
|
<summary>
|
|
Writes the exception's stack trace to the received stream.
|
|
</summary>
|
|
<param name="throwable">Exception to obtain information from.</param>
|
|
<param name="stream">Output sream used to write to.</param>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.SupportClass.WriteStackTrace(System.Exception)">
|
|
<summary>
|
|
Writes the exception's stack trace to the received stream. Writes to: System.Diagnostics.Debug.
|
|
</summary>
|
|
<param name="throwable">Exception to obtain information from.</param>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.SupportClass.DictionaryToString(System.Collections.IDictionary)">
|
|
<summary>
|
|
This method returns a string, representing the content of the given IDictionary.
|
|
Returns "null" if parameter is null.
|
|
</summary>
|
|
<param name="dictionary">
|
|
IDictionary to return as string.
|
|
</param>
|
|
<returns>
|
|
The string representation of keys and values in IDictionary.
|
|
</returns>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.SupportClass.DictionaryToString(System.Collections.IDictionary,System.Boolean)">
|
|
<summary>
|
|
This method returns a string, representing the content of the given IDictionary.
|
|
Returns "null" if parameter is null.
|
|
</summary>
|
|
<param name="dictionary">IDictionary to return as string.</param>
|
|
<param name="includeTypes"> </param>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.SupportClass.ByteArrayToString(System.Byte[])">
|
|
<summary>
|
|
Converts a byte-array to string (useful as debugging output).
|
|
Uses BitConverter.ToString(list) internally after a null-check of list.
|
|
</summary>
|
|
<param name="list">Byte-array to convert to string.</param>
|
|
<returns>
|
|
List of bytes as string.
|
|
</returns>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.SupportClass.ThreadSafeRandom">
|
|
<summary>
|
|
Class to wrap static access to the random.Next() call in a thread safe manner.
|
|
</summary>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.PreserveAttribute">
|
|
<summary>
|
|
An Attribute named "Preserve" tells Unity to not strip the code.
|
|
</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.TPeer.TCP_HEADER_BYTES">
|
|
<summary>TCP "Package" header: 7 bytes</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.TPeer.MSG_HEADER_BYTES">
|
|
<summary>TCP "Message" header: 2 bytes</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.TPeer.ALL_HEADER_BYTES">
|
|
<summary>TCP header combined: 9 bytes</summary>
|
|
</member>
|
|
<member name="F:ExitGames.Client.Photon.TPeer.DoFraming">
|
|
<summary>Defines if the (TCP) socket implementation needs to do "framing".</summary>
|
|
<remarks>The WebSocket protocol (e.g.) includes framing, so when that is used, we set DoFraming to false.</remarks>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.TPeer.DispatchIncomingCommands">
|
|
<summary>
|
|
Checks the incoming queue and Dispatches received data if possible. Returns if a Dispatch happened or
|
|
not, which shows if more Dispatches might be needed.
|
|
</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.TPeer.SendOutgoingCommands">
|
|
<summary>
|
|
gathers commands from all (out)queues until udp-packet is full and sends it!
|
|
</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.TPeer.SendAcksOnly">
|
|
<summary>Sends a ping in intervals to keep connection alive (server will timeout connection if nothing is sent).</summary>
|
|
<returns>Always false in this case (local queues are ignored. true would be: "call again to send remaining data").</returns>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.TPeer.SerializeOperationToMessage(System.Byte,System.Collections.Generic.Dictionary{System.Byte,System.Object},ExitGames.Client.Photon.EgMessageType,System.Boolean)">
|
|
<summary>Serializes an operation into our binary messages (magic number, msg-type byte and message). Optionally encrypts.</summary>
|
|
<remarks>This method is mostly the same in EnetPeer, TPeer and HttpPeerBase. Also, for raw messages, we have another variant.</remarks>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.TPeer.EnqueueMessageAsPayload(ExitGames.Client.Photon.DeliveryMode,ExitGames.Client.Photon.StreamBuffer,System.Byte)">
|
|
<summary>enqueues serialized operations to be sent as tcp stream / package</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.TPeer.SendPing">
|
|
<summary>Sends a ping and modifies this.lastPingResult to avoid another ping for a while.</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.TPeer.ReceiveIncomingCommands(System.Byte[],System.Int32)">
|
|
<summary>reads incoming tcp-packages to create and queue incoming commands*</summary>
|
|
</member>
|
|
<member name="T:ExitGames.Client.Photon.TrafficStatsGameLevel">
|
|
<summary>
|
|
Only in use as long as PhotonPeer.TrafficStatsEnabled = true;
|
|
</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.TrafficStatsGameLevel.OperationByteCount">
|
|
<summary>Gets sum of outgoing operations in bytes.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.TrafficStatsGameLevel.OperationCount">
|
|
<summary>Gets count of outgoing operations.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.TrafficStatsGameLevel.ResultByteCount">
|
|
<summary>Gets sum of byte-cost of incoming operation-results.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.TrafficStatsGameLevel.ResultCount">
|
|
<summary>Gets count of incoming operation-results.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.TrafficStatsGameLevel.EventByteCount">
|
|
<summary>Gets sum of byte-cost of incoming events.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.TrafficStatsGameLevel.EventCount">
|
|
<summary>Gets count of incoming events.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.TrafficStatsGameLevel.LongestOpResponseCallback">
|
|
<summary>
|
|
Gets longest time it took to complete a call to OnOperationResponse (in your code).
|
|
If such a callback takes long, it will lower the network performance and might lead to timeouts.
|
|
</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.TrafficStatsGameLevel.LongestOpResponseCallbackOpCode">
|
|
<summary>Gets OperationCode that causes the LongestOpResponseCallback. See that description.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.TrafficStatsGameLevel.LongestEventCallback">
|
|
<summary>
|
|
Gets longest time a call to OnEvent (in your code) took.
|
|
If such a callback takes long, it will lower the network performance and might lead to timeouts.
|
|
</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.TrafficStatsGameLevel.LongestEventCallbackCode">
|
|
<summary>Gets EventCode that caused the LongestEventCallback. See that description.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.TrafficStatsGameLevel.LongestDeltaBetweenDispatching">
|
|
<summary>
|
|
Gets longest time between subsequent calls to DispatchIncomgingCommands in milliseconds.
|
|
Note: This is not a crucial timing for the networking. Long gaps just add "local lag" to events that are available already.
|
|
</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.TrafficStatsGameLevel.LongestDeltaBetweenSending">
|
|
<summary>
|
|
Gets longest time between subsequent calls to SendOutgoingCommands in milliseconds.
|
|
Note: This is a crucial value for network stability. Without calling SendOutgoingCommands,
|
|
nothing will be sent to the server, who might time out this client.
|
|
</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.TrafficStatsGameLevel.DispatchCalls">
|
|
<summary>
|
|
Gets number of calls of DispatchIncomingCommands.
|
|
</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.TrafficStatsGameLevel.DispatchIncomingCommandsCalls">
|
|
<summary>
|
|
Gets number of calls of DispatchIncomingCommands.
|
|
</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.TrafficStatsGameLevel.SendOutgoingCommandsCalls">
|
|
<summary>
|
|
Gets number of calls of SendOutgoingCommands.
|
|
</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.TrafficStatsGameLevel.TotalByteCount">
|
|
<summary>Gets sum of byte-cost of all "logic level" messages.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.TrafficStatsGameLevel.TotalMessageCount">
|
|
<summary>Gets sum of counted "logic level" messages.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.TrafficStatsGameLevel.TotalIncomingByteCount">
|
|
<summary>Gets sum of byte-cost of all incoming "logic level" messages.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.TrafficStatsGameLevel.TotalIncomingMessageCount">
|
|
<summary>Gets sum of counted incoming "logic level" messages.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.TrafficStatsGameLevel.TotalOutgoingByteCount">
|
|
<summary>Gets sum of byte-cost of all outgoing "logic level" messages (= OperationByteCount).</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.TrafficStatsGameLevel.TotalOutgoingMessageCount">
|
|
<summary>Gets sum of counted outgoing "logic level" messages (= OperationCount).</summary>
|
|
</member>
|
|
<member name="M:ExitGames.Client.Photon.TrafficStatsGameLevel.ResetMaximumCounters">
|
|
<summary>
|
|
Resets the values that can be maxed out, like LongestDeltaBetweenDispatching. See remarks.
|
|
</summary>
|
|
<remarks>
|
|
Set to 0: LongestDeltaBetweenDispatching, LongestDeltaBetweenSending, LongestEventCallback, LongestEventCallbackCode, LongestOpResponseCallback, LongestOpResponseCallbackOpCode.
|
|
Also resets internal values: timeOfLastDispatchCall and timeOfLastSendCall (so intervals are tracked correctly).
|
|
</remarks>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.TrafficStats.PackageHeaderSize">
|
|
<summary>Gets the byte-size of per-package headers.</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.TrafficStats.ReliableCommandCount">
|
|
<summary>
|
|
Counts commands created/received by this client, ignoring repeats (out command count can be higher due to repeats).
|
|
</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.TrafficStats.TotalPacketBytes">
|
|
<summary>Gets count of bytes as traffic, excluding UDP/TCP headers (42 bytes / x bytes).</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.TrafficStats.TimestampOfLastAck">
|
|
<summary>Timestamp of the last incoming ACK that has been read (every PhotonPeer.TimePingInterval milliseconds this client sends a PING which must be ACKd).</summary>
|
|
</member>
|
|
<member name="P:ExitGames.Client.Photon.TrafficStats.TimestampOfLastReliableCommand">
|
|
<summary>Timestamp of last incoming reliable command (every second we expect a PING).</summary>
|
|
</member>
|
|
</members>
|
|
</doc>
|