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- // ----------------------------------------------------------------------------
- // <copyright file="LoadbalancingPeer.cs" company="Exit Games GmbH">
- // Loadbalancing Framework for Photon - Copyright (C) 2011 Exit Games GmbH
- // </copyright>
- // <summary>
- // Provides the operations needed to use the loadbalancing server app(s).
- // </summary>
- // <author>developer@exitgames.com</author>
- // ----------------------------------------------------------------------------
- using ExitGames.Client.Photon;
- using ExitGames.Client.Photon.Lite;
- using System;
- using System.Collections.Generic;
- using Hashtable = ExitGames.Client.Photon.Hashtable;
- /// <summary>
- /// Internally used by PUN, a LoadbalancingPeer provides the operations and enum
- /// definitions needed to use the Photon Loadbalancing server (or the Photon Cloud).
- /// </summary>
- /// <remarks>
- /// The LoadBalancingPeer does not keep a state, instead this is done by a LoadBalancingClient.
- /// </remarks>
- internal class LoadbalancingPeer : PhotonPeer
- {
- public LoadbalancingPeer(IPhotonPeerListener listener, ConnectionProtocol protocolType) : base(listener, protocolType)
- {
- }
- public virtual bool OpGetRegions(string appId)
- {
- Dictionary<byte, object> parameters = new Dictionary<byte, object>();
- parameters[(byte)ParameterCode.ApplicationId] = appId;
- return this.OpCustom(OperationCode.GetRegions, parameters, true, 0, true);
- }
- /// <summary>
- /// Joins the lobby on the Master Server, where you get a list of RoomInfos of currently open rooms.
- /// This is an async request which triggers a OnOperationResponse() call.
- /// </summary>
- /// <returns>If the operation could be sent (has to be connected).</returns>
- public virtual bool OpJoinLobby(TypedLobby lobby)
- {
- if (this.DebugOut >= DebugLevel.INFO)
- {
- this.Listener.DebugReturn(DebugLevel.INFO, "OpJoinLobby()");
- }
- Dictionary<byte, object> parameters = null;
- if (lobby != null && !lobby.IsDefault)
- {
- parameters = new Dictionary<byte, object>();
- parameters[(byte)ParameterCode.LobbyName] = lobby.Name;
- parameters[(byte)ParameterCode.LobbyType] = (byte)lobby.Type;
- }
- return this.OpCustom(OperationCode.JoinLobby, parameters, true);
- }
- /// <summary>
- /// Leaves the lobby on the Master Server.
- /// This is an async request which triggers a OnOperationResponse() call.
- /// </summary>
- /// <returns>If the operation could be sent (has to be connected).</returns>
- public virtual bool OpLeaveLobby()
- {
- if (this.DebugOut >= DebugLevel.INFO)
- {
- this.Listener.DebugReturn(DebugLevel.INFO, "OpLeaveLobby()");
- }
- return this.OpCustom(OperationCode.LeaveLobby, null, true);
- }
- /// <summary>
- /// Don't use this method directly, unless you know how to cache and apply customActorProperties.
- /// The PhotonNetwork methods will handle player and room properties for you and call this method.
- /// </summary>
- public virtual bool OpCreateRoom(string roomName, RoomOptions roomOptions, TypedLobby lobby, Hashtable playerProperties, bool onGameServer)
- {
- if (this.DebugOut >= DebugLevel.INFO)
- {
- this.Listener.DebugReturn(DebugLevel.INFO, "OpCreateRoom()");
- }
- Dictionary<byte, object> op = new Dictionary<byte, object>();
- if (!string.IsNullOrEmpty(roomName))
- {
- op[ParameterCode.RoomName] = roomName;
- }
- if (lobby != null)
- {
- op[ParameterCode.LobbyName] = lobby.Name;
- op[ParameterCode.LobbyType] = (byte)lobby.Type;
- }
- if (onGameServer)
- {
- if (playerProperties != null && playerProperties.Count > 0)
- {
- op[ParameterCode.PlayerProperties] = playerProperties;
- op[ParameterCode.Broadcast] = true; // TODO: check if this also makes sense when creating a room?! // broadcast actor properties
- }
- if (roomOptions == null)
- {
- roomOptions = new RoomOptions();
- }
- Hashtable gameProperties = new Hashtable();
- op[ParameterCode.GameProperties] = gameProperties;
- gameProperties.MergeStringKeys(roomOptions.customRoomProperties);
- gameProperties[GameProperties.IsOpen] = roomOptions.isOpen; // TODO: check default value. dont send this then
- gameProperties[GameProperties.IsVisible] = roomOptions.isVisible; // TODO: check default value. dont send this then
- gameProperties[GameProperties.PropsListedInLobby] = roomOptions.customRoomPropertiesForLobby;
- if (roomOptions.maxPlayers > 0)
- {
- gameProperties[GameProperties.MaxPlayers] = roomOptions.maxPlayers;
- }
- if (roomOptions.cleanupCacheOnLeave)
- {
- op[ParameterCode.CleanupCacheOnLeave] = true; // this is actually setting the room's config
- gameProperties[GameProperties.CleanupCacheOnLeave] = true; // this is only informational for the clients which join
- }
- }
- // UnityEngine.Debug.Log("CreateGame: " + SupportClass.DictionaryToString(op));
- return this.OpCustom(OperationCode.CreateGame, op, true);
- }
- /// <summary>LoadBalancingPeer.OpJoinRoom</summary>
- public virtual bool OpJoinRoom(string roomName, RoomOptions roomOptions, TypedLobby lobby, bool createIfNotExists, Hashtable playerProperties, bool onGameServer)
- {
- Dictionary<byte, object> op = new Dictionary<byte, object>();
- if (!string.IsNullOrEmpty(roomName))
- {
- op[ParameterCode.RoomName] = roomName;
- }
- if (createIfNotExists)
- {
- op[ParameterCode.CreateIfNotExists] = true;
- if (lobby != null)
- {
- op[ParameterCode.LobbyName] = lobby.Name;
- op[ParameterCode.LobbyType] = (byte)lobby.Type;
- }
- }
- if (onGameServer)
- {
- if (playerProperties != null && playerProperties.Count > 0)
- {
- op[ParameterCode.PlayerProperties] = playerProperties;
- op[ParameterCode.Broadcast] = true; // broadcast actor properties
- }
- if (createIfNotExists)
- {
- if (roomOptions == null)
- {
- roomOptions = new RoomOptions();
- }
- Hashtable gameProperties = new Hashtable();
- op[ParameterCode.GameProperties] = gameProperties;
- gameProperties.MergeStringKeys(roomOptions.customRoomProperties);
- gameProperties[GameProperties.IsOpen] = roomOptions.isOpen;
- gameProperties[GameProperties.IsVisible] = roomOptions.isVisible;
- gameProperties[GameProperties.PropsListedInLobby] = roomOptions.customRoomPropertiesForLobby;
- if (roomOptions.maxPlayers > 0)
- {
- gameProperties[GameProperties.MaxPlayers] = roomOptions.maxPlayers;
- }
- if (roomOptions.cleanupCacheOnLeave)
- {
- op[ParameterCode.CleanupCacheOnLeave] = true; // this is actually setting the room's config
- gameProperties[GameProperties.CleanupCacheOnLeave] = true; // this is only informational for the clients which join
- }
- }
- }
- // UnityEngine.Debug.Log("JoinGame: " + SupportClass.DictionaryToString(op));
- return this.OpCustom(OperationCode.JoinGame, op, true);
- }
- /// <summary>
- /// Operation to join a random, available room. Overloads take additional player properties.
- /// This is an async request which triggers a OnOperationResponse() call.
- /// If all rooms are closed or full, the OperationResponse will have a returnCode of ErrorCode.NoRandomMatchFound.
- /// If successful, the OperationResponse contains a gameserver address and the name of some room.
- /// </summary>
- /// <param name="expectedCustomRoomProperties">Optional. A room will only be joined, if it matches these custom properties (with string keys).</param>
- /// <param name="expectedMaxPlayers">Filters for a particular maxplayer setting. Use 0 to accept any maxPlayer value.</param>
- /// <param name="playerProperties">This player's properties (custom and well known).</param>
- /// <param name="matchingType">Selects one of the available matchmaking algorithms. See MatchmakingMode enum for options.</param>
- /// <returns>If the operation could be sent currently (requires connection).</returns>
- public virtual bool OpJoinRandomRoom(Hashtable expectedCustomRoomProperties, byte expectedMaxPlayers, Hashtable playerProperties, MatchmakingMode matchingType, TypedLobby typedLobby, string sqlLobbyFilter)
- {
- if (this.DebugOut >= DebugLevel.INFO)
- {
- this.Listener.DebugReturn(DebugLevel.INFO, "OpJoinRandomRoom()");
- }
- Hashtable expectedRoomProperties = new Hashtable();
- expectedRoomProperties.MergeStringKeys(expectedCustomRoomProperties);
- if (expectedMaxPlayers > 0)
- {
- expectedRoomProperties[GameProperties.MaxPlayers] = expectedMaxPlayers;
- }
- Dictionary<byte, object> opParameters = new Dictionary<byte, object>();
- if (expectedRoomProperties.Count > 0)
- {
- opParameters[ParameterCode.GameProperties] = expectedRoomProperties;
- }
- if (playerProperties != null && playerProperties.Count > 0)
- {
- opParameters[ParameterCode.PlayerProperties] = playerProperties;
- }
- if (matchingType != MatchmakingMode.FillRoom)
- {
- opParameters[ParameterCode.MatchMakingType] = (byte)matchingType;
- }
- if (typedLobby != null)
- {
- opParameters[ParameterCode.LobbyName] = typedLobby.Name;
- opParameters[ParameterCode.LobbyType] = (byte)typedLobby.Type;
- }
- if (!string.IsNullOrEmpty(sqlLobbyFilter))
- {
- opParameters[ParameterCode.Data] = sqlLobbyFilter;
- }
- // UnityEngine.Debug.LogWarning("OpJoinRandom: " + opParameters.ToStringFull());
- return this.OpCustom(OperationCode.JoinRandomGame, opParameters, true);
- }
- /// <summary>
- /// Request the rooms and online status for a list of friends (each client must set a unique username via OpAuthenticate).
- /// </summary>
- /// <remarks>
- /// Used on Master Server to find the rooms played by a selected list of users.
- /// Users identify themselves by using OpAuthenticate with a unique username.
- /// The list of usernames must be fetched from some other source (not provided by Photon).
- ///
- /// The server response includes 2 arrays of info (each index matching a friend from the request):
- /// ParameterCode.FindFriendsResponseOnlineList = bool[] of online states
- /// ParameterCode.FindFriendsResponseRoomIdList = string[] of room names (empty string if not in a room)
- /// </remarks>
- /// <param name="friendsToFind">Array of friend's names (make sure they are unique).</param>
- /// <returns>If the operation could be sent (requires connection).</returns>
- public virtual bool OpFindFriends(string[] friendsToFind)
- {
- Dictionary<byte, object> opParameters = new Dictionary<byte, object>();
- if (friendsToFind != null && friendsToFind.Length > 0)
- {
- opParameters[ParameterCode.FindFriendsRequestList] = friendsToFind;
- }
- return this.OpCustom(OperationCode.FindFriends, opParameters, true);
- }
- public bool OpSetCustomPropertiesOfActor(int actorNr, Hashtable actorProperties, bool broadcast, byte channelId)
- {
- return this.OpSetPropertiesOfActor(actorNr, actorProperties.StripToStringKeys(), broadcast, channelId);
- }
- protected bool OpSetPropertiesOfActor(int actorNr, Hashtable actorProperties, bool broadcast, byte channelId)
- {
- if (this.DebugOut >= DebugLevel.INFO)
- {
- this.Listener.DebugReturn(DebugLevel.INFO, "OpSetPropertiesOfActor()");
- }
- if (actorNr <= 0 || actorProperties == null)
- {
- if (this.DebugOut >= DebugLevel.INFO)
- {
- this.Listener.DebugReturn(DebugLevel.INFO, "OpSetPropertiesOfActor not sent. ActorNr must be > 0 and actorProperties != null.");
- }
- return false;
- }
- Dictionary<byte, object> opParameters = new Dictionary<byte, object>();
- opParameters.Add(ParameterCode.Properties, actorProperties);
- opParameters.Add(ParameterCode.ActorNr, actorNr);
- if (broadcast)
- {
- opParameters.Add(ParameterCode.Broadcast, broadcast);
- }
- return this.OpCustom((byte)OperationCode.SetProperties, opParameters, broadcast, channelId);
- }
- protected void OpSetPropertyOfRoom(byte propCode, object value)
- {
- Hashtable properties = new Hashtable();
- properties[propCode] = value;
- this.OpSetPropertiesOfRoom(properties, true, (byte)0);
- }
- public bool OpSetCustomPropertiesOfRoom(Hashtable gameProperties, bool broadcast, byte channelId)
- {
- return this.OpSetPropertiesOfRoom(gameProperties.StripToStringKeys(), broadcast, channelId);
- }
- public bool OpSetPropertiesOfRoom(Hashtable gameProperties, bool broadcast, byte channelId)
- {
- if (this.DebugOut >= DebugLevel.INFO)
- {
- this.Listener.DebugReturn(DebugLevel.INFO, "OpSetPropertiesOfRoom()");
- }
- Dictionary<byte, object> opParameters = new Dictionary<byte, object>();
- opParameters.Add(ParameterCode.Properties, gameProperties);
- if (broadcast)
- {
- opParameters.Add(ParameterCode.Broadcast, broadcast);
- }
- return this.OpCustom((byte)OperationCode.SetProperties, opParameters, broadcast, channelId);
- }
- /// <summary>
- /// Sends this app's appId and appVersion to identify this application server side.
- /// This is an async request which triggers a OnOperationResponse() call.
- /// </summary>
- /// <remarks>
- /// This operation makes use of encryption, if that is established before.
- /// See: EstablishEncryption(). Check encryption with IsEncryptionAvailable.
- /// This operation is allowed only once per connection (multiple calls will have ErrorCode != Ok).
- /// </remarks>
- /// <param name="appId">Your application's name or ID to authenticate. This is assigned by Photon Cloud (webpage).</param>
- /// <param name="appVersion">The client's version (clients with differing client appVersions are separated and players don't meet).</param>
- /// <param name="userId"></param>
- /// <param name="authValues"></param>
- /// <param name="regionCode">When authenticating for a specific region, a NameServer will forward you to that region's MasterServer.</param>
- /// <returns>If the operation could be sent (has to be connected).</returns>
- public virtual bool OpAuthenticate(string appId, string appVersion, string userId, AuthenticationValues authValues, string regionCode)
- {
- if (this.DebugOut >= DebugLevel.INFO)
- {
- this.Listener.DebugReturn(DebugLevel.INFO, "OpAuthenticate()");
- }
- Dictionary<byte, object> opParameters = new Dictionary<byte, object>();
- if (authValues != null && authValues.Secret != null)
- {
- opParameters[ParameterCode.Secret] = authValues.Secret;
- //return this.OpCustom(OperationCode.Authenticate, opParameters, true, (byte)0, false);
- }
- opParameters[ParameterCode.AppVersion] = appVersion;
- opParameters[ParameterCode.ApplicationId] = appId;
- if (!string.IsNullOrEmpty(regionCode))
- {
- opParameters[ParameterCode.Region] = regionCode;
- }
- if (!string.IsNullOrEmpty(userId))
- {
- opParameters[ParameterCode.UserId] = userId;
- }
- if (authValues != null && authValues.AuthType != CustomAuthenticationType.None)
- {
- if (!this.IsEncryptionAvailable)
- {
- this.Listener.DebugReturn(DebugLevel.ERROR, "OpAuthenticate() failed. When you want Custom Authentication encryption is mandatory.");
- return false;
- }
- opParameters[ParameterCode.ClientAuthenticationType] = (byte)authValues.AuthType;
- if (!string.IsNullOrEmpty(authValues.Secret))
- {
- opParameters[ParameterCode.Secret] = authValues.Secret;
- }
- //else
- //{
- if (!string.IsNullOrEmpty(authValues.AuthParameters))
- {
- opParameters[ParameterCode.ClientAuthenticationParams] = authValues.AuthParameters;
- }
- if (authValues.AuthPostData != null)
- {
- opParameters[ParameterCode.ClientAuthenticationData] = authValues.AuthPostData;
- }
- //}
- }
- bool sent = this.OpCustom(OperationCode.Authenticate, opParameters, true, (byte)0, this.IsEncryptionAvailable);
- if (!sent)
- {
- this.Listener.DebugReturn(DebugLevel.ERROR, "Error calling OpAuthenticate! Did not work. Check log output, CustomAuthenticationValues and if you're connected.");
- }
- return sent;
- }
- /// <summary>
- /// Operation to handle this client's interest groups (for events in room).
- /// </summary>
- /// <remarks>
- /// Note the difference between passing null and byte[0]:
- /// null won't add/remove any groups.
- /// byte[0] will add/remove all (existing) groups.
- /// First, removing groups is executed. This way, you could leave all groups and join only the ones provided.
- /// </remarks>
- /// <param name="groupsToRemove">Groups to remove from interest. Null will not remove any. A byte[0] will remove all.</param>
- /// <param name="groupsToAdd">Groups to add to interest. Null will not add any. A byte[0] will add all current.</param>
- /// <returns></returns>
- public virtual bool OpChangeGroups(byte[] groupsToRemove, byte[] groupsToAdd)
- {
- if (this.DebugOut >= DebugLevel.ALL)
- {
- this.Listener.DebugReturn(DebugLevel.ALL, "OpChangeGroups()");
- }
- Dictionary<byte, object> opParameters = new Dictionary<byte, object>();
- if (groupsToRemove != null)
- {
- opParameters[(byte)LiteOpKey.Remove] = groupsToRemove;
- }
- if (groupsToAdd != null)
- {
- opParameters[(byte)LiteOpKey.Add] = groupsToAdd;
- }
- return this.OpCustom((byte)LiteOpCode.ChangeGroups, opParameters, true, 0);
- }
- /// <summary>
- /// Send an event with custom code/type and any content to the other players in the same room.
- /// </summary>
- /// <remarks>This override explicitly uses another parameter order to not mix it up with the implementation for Hashtable only.</remarks>
- /// <param name="eventCode">Identifies this type of event (and the content). Your game's event codes can start with 0.</param>
- /// <param name="customEventContent">Any serializable datatype (including Hashtable like the other OpRaiseEvent overloads).</param>
- /// <param name="sendReliable">If this event has to arrive reliably (potentially repeated if it's lost).</param>
- /// <param name="raiseEventOptions">Contains (slightly) less often used options. If you pass null, the default options will be used.</param>
- /// <returns>If operation could be enqueued for sending. Sent when calling: Service or SendOutgoingCommands.</returns>
- public virtual bool OpRaiseEvent(byte eventCode, object customEventContent, bool sendReliable, RaiseEventOptions raiseEventOptions)
- {
- Dictionary<byte, object> opParameters = new Dictionary<byte, object>();
- opParameters[(byte)LiteOpKey.Code] = (byte)eventCode;
- if (customEventContent != null)
- {
- opParameters[(byte) LiteOpKey.Data] = customEventContent;
- }
- if (raiseEventOptions == null)
- {
- raiseEventOptions = RaiseEventOptions.Default;
- }
- else
- {
- if (raiseEventOptions.CachingOption != EventCaching.DoNotCache)
- {
- opParameters[(byte) LiteOpKey.Cache] = (byte) raiseEventOptions.CachingOption;
- }
- if (raiseEventOptions.Receivers != ReceiverGroup.Others)
- {
- opParameters[(byte) LiteOpKey.ReceiverGroup] = (byte) raiseEventOptions.Receivers;
- }
- if (raiseEventOptions.InterestGroup != 0)
- {
- opParameters[(byte) LiteOpKey.Group] = (byte) raiseEventOptions.InterestGroup;
- }
- if (raiseEventOptions.TargetActors != null)
- {
- opParameters[(byte) LiteOpKey.ActorList] = raiseEventOptions.TargetActors;
- }
- if (raiseEventOptions.ForwardToWebhook)
- {
- opParameters[(byte) ParameterCode.EventForward] = true; //TURNBASED
- }
- }
- return this.OpCustom((byte)LiteOpCode.RaiseEvent, opParameters, sendReliable, raiseEventOptions.SequenceChannel, false);
- }
- }
- /// <summary>
- /// Class for constants. These (int) values represent error codes, as defined and sent by the Photon LoadBalancing logic.
- /// Pun uses these constants internally.
- /// </summary>
- /// <remarks>Codes from the Photon Core are negative. Default-app error codes go down from short.max.</remarks>
- public class ErrorCode
- {
- /// <summary>(0) is always "OK", anything else an error or specific situation.</summary>
- public const int Ok = 0;
- // server - Photon low(er) level: <= 0
- /// <summary>
- /// (-3) Operation can't be executed yet (e.g. OpJoin can't be called before being authenticated, RaiseEvent cant be used before getting into a room).
- /// </summary>
- /// <remarks>
- /// Before you call any operations on the Cloud servers, the automated client workflow must complete its authorization.
- /// In PUN, wait until State is: JoinedLobby (with AutoJoinLobby = true) or ConnectedToMaster (AutoJoinLobby = false)
- /// </remarks>
- public const int OperationNotAllowedInCurrentState = -3;
- /// <summary>(-2) The operation you called is not implemented on the server (application) you connect to. Make sure you run the fitting applications.</summary>
- public const int InvalidOperationCode = -2;
- /// <summary>(-1) Something went wrong in the server. Try to reproduce and contact Exit Games.</summary>
- public const int InternalServerError = -1;
- // server - PhotonNetwork: 0x7FFF and down
- // logic-level error codes start with short.max
- /// <summary>(32767) Authentication failed. Possible cause: AppId is unknown to Photon (in cloud service).</summary>
- public const int InvalidAuthentication = 0x7FFF;
- /// <summary>(32766) GameId (name) already in use (can't create another). Change name.</summary>
- public const int GameIdAlreadyExists = 0x7FFF - 1;
- /// <summary>(32765) Game is full. This rarely happens when some player joined the room before your join completed.</summary>
- public const int GameFull = 0x7FFF - 2;
- /// <summary>(32764) Game is closed and can't be joined. Join another game.</summary>
- public const int GameClosed = 0x7FFF - 3;
- [Obsolete("No longer used, cause random matchmaking is no longer a process.")]
- public const int AlreadyMatched = 0x7FFF - 4;
- /// <summary>(32762) Not in use currently.</summary>
- public const int ServerFull = 0x7FFF - 5;
- /// <summary>(32761) Not in use currently.</summary>
- public const int UserBlocked = 0x7FFF - 6;
- /// <summary>(32760) Random matchmaking only succeeds if a room exists thats neither closed nor full. Repeat in a few seconds or create a new room.</summary>
- public const int NoRandomMatchFound = 0x7FFF - 7;
- /// <summary>(32758) Join can fail if the room (name) is not existing (anymore). This can happen when players leave while you join.</summary>
- public const int GameDoesNotExist = 0x7FFF - 9;
- /// <summary>(32757) Authorization on the Photon Cloud failed because the concurrent users (CCU) limit of the app's subscription is reached.</summary>
- /// <remarks>
- /// Unless you have a plan with "CCU Burst", clients might fail the authentication step during connect.
- /// Affected client are unable to call operations. Please note that players who end a game and return
- /// to the master server will disconnect and re-connect, which means that they just played and are rejected
- /// in the next minute / re-connect.
- /// This is a temporary measure. Once the CCU is below the limit, players will be able to connect an play again.
- ///
- /// OpAuthorize is part of connection workflow but only on the Photon Cloud, this error can happen.
- /// Self-hosted Photon servers with a CCU limited license won't let a client connect at all.
- /// </remarks>
- public const int MaxCcuReached = 0x7FFF - 10;
- /// <summary>(32756) Authorization on the Photon Cloud failed because the app's subscription does not allow to use a particular region's server.</summary>
- /// <remarks>
- /// Some subscription plans for the Photon Cloud are region-bound. Servers of other regions can't be used then.
- /// Check your master server address and compare it with your Photon Cloud Dashboard's info.
- /// https://cloud.exitgames.com/dashboard
- ///
- /// OpAuthorize is part of connection workflow but only on the Photon Cloud, this error can happen.
- /// Self-hosted Photon servers with a CCU limited license won't let a client connect at all.
- /// </remarks>
- public const int InvalidRegion = 0x7FFF - 11;
- /// <summary>
- /// (32755) Custom Authentication of the user failed due to setup reasons (see Cloud Dashboard) or the provided user data (like username or token). Check error message for details.
- /// </summary>
- public const int CustomAuthenticationFailed = 0x7FFF - 12;
- }
- /// <summary>
- /// Class for constants. These (byte) values define "well known" properties for an Actor / Player.
- /// Pun uses these constants internally.
- /// </summary>
- /// <remarks>
- /// "Custom properties" have to use a string-type as key. They can be assigned at will.
- /// </remarks>
- public class ActorProperties
- {
- /// <summary>(255) Name of a player/actor.</summary>
- public const byte PlayerName = 255; // was: 1
- }
- /// <summary>
- /// Class for constants. These (byte) values are for "well known" room/game properties used in Photon Loadbalancing.
- /// Pun uses these constants internally.
- /// </summary>
- /// <remarks>
- /// "Custom properties" have to use a string-type as key. They can be assigned at will.
- /// </remarks>
- public class GameProperties
- {
- /// <summary>(255) Max number of players that "fit" into this room. 0 is for "unlimited".</summary>
- public const byte MaxPlayers = 255;
- /// <summary>(254) Makes this room listed or not in the lobby on master.</summary>
- public const byte IsVisible = 254;
- /// <summary>(253) Allows more players to join a room (or not).</summary>
- public const byte IsOpen = 253;
- /// <summary>(252) Current count of players in the room. Used only in the lobby on master.</summary>
- public const byte PlayerCount = 252;
- /// <summary>(251) True if the room is to be removed from room listing (used in update to room list in lobby on master)</summary>
- public const byte Removed = 251;
- /// <summary>(250) A list of the room properties to pass to the RoomInfo list in a lobby. This is used in CreateRoom, which defines this list once per room.</summary>
- public const byte PropsListedInLobby = 250;
- /// <summary>Equivalent of Operation Join parameter CleanupCacheOnLeave.</summary>
- public const byte CleanupCacheOnLeave = 249;
- }
- /// <summary>
- /// Class for constants. These values are for events defined by Photon Loadbalancing.
- /// Pun uses these constants internally.
- /// </summary>
- /// <remarks>They start at 255 and go DOWN. Your own in-game events can start at 0.</remarks>
- public class EventCode
- {
- /// <summary>(230) Initial list of RoomInfos (in lobby on Master)</summary>
- public const byte GameList = 230;
- /// <summary>(229) Update of RoomInfos to be merged into "initial" list (in lobby on Master)</summary>
- public const byte GameListUpdate = 229;
- /// <summary>(228) Currently not used. State of queueing in case of server-full</summary>
- public const byte QueueState = 228;
- /// <summary>(227) Currently not used. Event for matchmaking</summary>
- public const byte Match = 227;
- /// <summary>(226) Event with stats about this application (players, rooms, etc)</summary>
- public const byte AppStats = 226;
- /// <summary>(224) This event provides a list of lobbies with their player and game counts.</summary>
- public const byte TypedLobbyStats = 224;
- /// <summary>(210) Internally used in case of hosting by Azure</summary>
- [Obsolete("TCP routing was removed after becoming obsolete.")]
- public const byte AzureNodeInfo = 210;
- /// <summary>(255) Event Join: someone joined the game. The new actorNumber is provided as well as the properties of that actor (if set in OpJoin).</summary>
- public const byte Join = (byte)LiteEventCode.Join;
- /// <summary>(254) Event Leave: The player who left the game can be identified by the actorNumber.</summary>
- public const byte Leave = (byte)LiteEventCode.Leave;
- /// <summary>(253) When you call OpSetProperties with the broadcast option "on", this event is fired. It contains the properties being set.</summary>
- public const byte PropertiesChanged = (byte)LiteEventCode.PropertiesChanged;
- /// <summary>(253) When you call OpSetProperties with the broadcast option "on", this event is fired. It contains the properties being set.</summary>
- [Obsolete("Use PropertiesChanged now.")]
- public const byte SetProperties = (byte)LiteEventCode.PropertiesChanged;
- }
- /// <summary>
- /// Class for constants. Codes for parameters of Operations and Events.
- /// Pun uses these constants internally.
- /// </summary>
- public class ParameterCode
- {
- /// <summary>(237) Optional parameter to suppress events Join and Leave for a room (which might be used as lobby/chat room then).</summary>
- public const byte SuppressRoomEvents = 237;
- /// <summary>(234) Optional parameter of OpRaiseEvent to forward the event to some web-service.</summary>
- public const byte EventForward = 234;
- /// <summary>(230) Address of a (game) server to use.</summary>
- public const byte Address = 230;
- /// <summary>(229) Count of players in rooms (connected to game servers for this application, used in stats event)</summary>
- public const byte PeerCount = 229;
- /// <summary>(228) Count of games in this application (used in stats event)</summary>
- public const byte GameCount = 228;
- /// <summary>(227) Count of players on the master server (connected to master server for this application, looking for games, used in stats event)</summary>
- public const byte MasterPeerCount = 227;
- /// <summary>(225) User's ID</summary>
- public const byte UserId = 225;
- /// <summary>(224) Your application's ID: a name on your own Photon or a GUID on the Photon Cloud</summary>
- public const byte ApplicationId = 224;
- /// <summary>(223) Not used (as "Position" currently). If you get queued before connect, this is your position</summary>
- public const byte Position = 223;
- /// <summary>(223) Modifies the matchmaking algorithm used for OpJoinRandom. Allowed parameter values are defined in enum MatchmakingMode.</summary>
- public const byte MatchMakingType = 223;
- /// <summary>(222) List of RoomInfos about open / listed rooms</summary>
- public const byte GameList = 222;
- /// <summary>(221) Internally used to establish encryption</summary>
- public const byte Secret = 221;
- /// <summary>(220) Version of your application</summary>
- public const byte AppVersion = 220;
- // Codes for Azure / TCP Proxy are removed
- /// <summary>(255) Code for the gameId/roomName (a unique name per room). Used in OpJoin and similar.</summary>
- public const byte RoomName = (byte)LiteOpKey.GameId;
- /// <summary>(250) Code for broadcast parameter of OpSetProperties method.</summary>
- public const byte Broadcast = (byte)LiteOpKey.Broadcast;
- /// <summary>(252) Code for list of players in a room. Currently not used.</summary>
- public const byte ActorList = (byte)LiteOpKey.ActorList;
- /// <summary>(254) Code of the Actor of an operation. Used for property get and set.</summary>
- public const byte ActorNr = (byte)LiteOpKey.ActorNr;
- /// <summary>(249) Code for property set (Hashtable).</summary>
- public const byte PlayerProperties = (byte)LiteOpKey.ActorProperties;
- /// <summary>(245) Code of data/custom content of an event. Used in OpRaiseEvent.</summary>
- public const byte CustomEventContent = (byte)LiteOpKey.Data;
- /// <summary>(245) Code of data of an event. Used in OpRaiseEvent.</summary>
- public const byte Data = (byte)LiteOpKey.Data;
- /// <summary>(244) Code used when sending some code-related parameter, like OpRaiseEvent's event-code.</summary>
- /// <remarks>This is not the same as the Operation's code, which is no longer sent as part of the parameter Dictionary in Photon 3.</remarks>
- public const byte Code = (byte)LiteOpKey.Code;
- /// <summary>(248) Code for property set (Hashtable).</summary>
- public const byte GameProperties = (byte)LiteOpKey.GameProperties;
- /// <summary>
- /// (251) Code for property-set (Hashtable). This key is used when sending only one set of properties.
- /// If either ActorProperties or GameProperties are used (or both), check those keys.
- /// </summary>
- public const byte Properties = (byte)LiteOpKey.Properties;
- /// <summary>(253) Code of the target Actor of an operation. Used for property set. Is 0 for game</summary>
- public const byte TargetActorNr = (byte)LiteOpKey.TargetActorNr;
- /// <summary>(246) Code to select the receivers of events (used in Lite, Operation RaiseEvent).</summary>
- public const byte ReceiverGroup = (byte)LiteOpKey.ReceiverGroup;
- /// <summary>(247) Code for caching events while raising them.</summary>
- public const byte Cache = (byte)LiteOpKey.Cache;
- /// <summary>(241) Bool parameter of CreateGame Operation. If true, server cleans up roomcache of leaving players (their cached events get removed).</summary>
- public const byte CleanupCacheOnLeave = (byte)241;
- /// <summary>(240) Code for "group" operation-parameter (as used in Op RaiseEvent).</summary>
- public const byte Group = LiteOpKey.Group;
- /// <summary>(239) The "Remove" operation-parameter can be used to remove something from a list. E.g. remove groups from player's interest groups.</summary>
- public const byte Remove = LiteOpKey.Remove;
- /// <summary>(238) The "Add" operation-parameter can be used to add something to some list or set. E.g. add groups to player's interest groups.</summary>
- public const byte Add = LiteOpKey.Add;
- /// <summary>(217) This key's (byte) value defines the target custom authentication type/service the client connects with. Used in OpAuthenticate</summary>
- public const byte ClientAuthenticationType = 217;
- /// <summary>(216) This key's (string) value provides parameters sent to the custom authentication type/service the client connects with. Used in OpAuthenticate</summary>
- public const byte ClientAuthenticationParams = 216;
- /// <summary>(215) Makes the server create a room if it doesn't exist. OpJoin uses this to always enter a room, unless it exists and is full/closed.</summary>
- public const byte CreateIfNotExists = 215;
- /// <summary>(214) This key's (string or byte[]) value provides parameters sent to the custom authentication service setup in Photon Dashboard. Used in OpAuthenticate</summary>
- public const byte ClientAuthenticationData = 214;
- /// <summary>(213) Used in matchmaking-related methods and when creating a room to name a lobby (to join or to attach a room to).</summary>
- public const byte LobbyName = (byte)213;
- /// <summary>(212) Used in matchmaking-related methods and when creating a room to define the type of a lobby. Combined with the lobby name this identifies the lobby.</summary>
- public const byte LobbyType = (byte)212;
- /// <summary>(211) This (optional) parameter can be sent in Op Authenticate to turn on Lobby Stats (info about lobby names and their user- and game-counts). See: PhotonNetwork.Lobbies</summary>
- public const byte LobbyStats = (byte)211;
- /// <summary>(1) Used in Op FindFriends request. Value must be string[] of friends to look up.</summary>
- public const byte FindFriendsRequestList = (byte)1;
- /// <summary>(1) Used in Op FindFriends response. Contains bool[] list of online states (false if not online).</summary>
- public const byte FindFriendsResponseOnlineList = (byte)1;
- /// <summary>(2) Used in Op FindFriends response. Contains string[] of room names ("" where not known or no room joined).</summary>
- public const byte FindFriendsResponseRoomIdList = (byte)2;
- /// <summary>(210) Used for region values in OpAuth and OpGetRegions.</summary>
- public const byte Region = (byte)210;
- }
- /// <summary>
- /// Class for constants. Contains operation codes.
- /// Pun uses these constants internally.
- /// </summary>
- public class OperationCode
- {
- /// <summary>(230) Authenticates this peer and connects to a virtual application</summary>
- public const byte Authenticate = 230;
- /// <summary>(229) Joins lobby (on master)</summary>
- public const byte JoinLobby = 229;
- /// <summary>(228) Leaves lobby (on master)</summary>
- public const byte LeaveLobby = 228;
- /// <summary>(227) Creates a game (or fails if name exists)</summary>
- public const byte CreateGame = 227;
- /// <summary>(226) Join game (by name)</summary>
- public const byte JoinGame = 226;
- /// <summary>(225) Joins random game (on master)</summary>
- public const byte JoinRandomGame = 225;
- // public const byte CancelJoinRandom = 224; // obsolete, cause JoinRandom no longer is a "process". now provides result immediately
- /// <summary>(254) Code for OpLeave, to get out of a room.</summary>
- public const byte Leave = (byte)LiteOpCode.Leave;
- /// <summary>(253) Raise event (in a room, for other actors/players)</summary>
- public const byte RaiseEvent = (byte)LiteOpCode.RaiseEvent;
- /// <summary>(252) Set Properties (of room or actor/player)</summary>
- public const byte SetProperties = (byte)LiteOpCode.SetProperties;
- /// <summary>(251) Get Properties</summary>
- public const byte GetProperties = (byte)LiteOpCode.GetProperties;
- /// <summary>(248) Operation code to change interest groups in Rooms (Lite application and extending ones).</summary>
- public const byte ChangeGroups = (byte)LiteOpCode.ChangeGroups;
- /// <summary>(222) Request the rooms and online status for a list of friends (by name, which should be unique).</summary>
- public const byte FindFriends = 222;
- /// <summary>(221) Request statistics about a specific list of lobbies (their user and game count).</summary>
- public const byte GetLobbyStats = 221;
- /// <summary>(220) Get list of regional servers from a NameServer.</summary>
- public const byte GetRegions = 220;
- }
- /// <summary>
- /// Options for matchmaking rules for OpJoinRandom.
- /// </summary>
- public enum MatchmakingMode : byte
- {
- /// <summary>Fills up rooms (oldest first) to get players together as fast as possible. Default.</summary>
- /// <remarks>Makes most sense with MaxPlayers > 0 and games that can only start with more players.</remarks>
- FillRoom = 0,
- /// <summary>Distributes players across available rooms sequentially but takes filter into account. Without filter, rooms get players evenly distributed.</summary>
- SerialMatching = 1,
- /// <summary>Joins a (fully) random room. Expected properties must match but aside from this, any available room might be selected.</summary>
- RandomMatching = 2
- }
- /// <summary>
- /// Options for optional "Custom Authentication" services used with Photon. Used by OpAuthenticate after connecting to Photon.
- /// </summary>
- public enum CustomAuthenticationType : byte
- {
- /// <summary>Use a custom authentification service. Currently the only implemented option.</summary>
- Custom = 0,
- /// <summary>Authenticates users by their Steam Account. Set auth values accordingly!</summary>
- Steam = 1,
- /// <summary>Authenticates users by their Facebook Account. Set auth values accordingly!</summary>
- Facebook = 2,
- /// <summary>Disables custom authentification. Same as not providing any AuthenticationValues for connect (more precisely for: OpAuthenticate).</summary>
- None = byte.MaxValue
- }
- /// <summary>
- /// Container for "Custom Authentication" values in Photon (default: user and token). Set AuthParameters before connecting - all else is handled.
- /// </summary>
- /// <remarks>
- /// Custom Authentication lets you verify end-users by some kind of login or token. It sends those
- /// values to Photon which will verify them before granting access or disconnecting the client.
- ///
- /// The Photon Cloud Dashboard will let you enable this feature and set important server values for it.
- /// https://cloud.exitgames.com/dashboard
- /// </remarks>
- public class AuthenticationValues
- {
- /// <summary>The type of custom authentication provider that should be used. Currently only "Custom" or "None" (turns this off).</summary>
- public CustomAuthenticationType AuthType = CustomAuthenticationType.Custom;
- /// <summary>This string must contain any (http get) parameters expected by the used authentication service. By default, username and token.</summary>
- /// <remarks>Standard http get parameters are used here and passed on to the service that's defined in the server (Photon Cloud Dashboard).</remarks>
- public string AuthParameters; // { get { return a; } set { a = value; UnityEngine.Debug.LogWarning("AuthParameters set: " + value + " server: " + PhotonNetwork.ServerAddress); } }
- //private string a;
- /// <summary>After initial authentication, Photon provides a secret for this client / user, which is subsequently used as (cached) validation.</summary>
- public string Secret; // { get { return s; } set { s = value; UnityEngine.Debug.LogWarning("Secret set: " + value + " server: " + PhotonNetwork.ServerAddress); } }
- //private string s;
- /// <summary>Data to be passed-on to the auth service via POST. Default: null (not sent). Either string or byte[] (see setters).</summary>
- public object AuthPostData { get; private set; }
- /// <summary>Sets the data to be passed-on to the auth service via POST.</summary>
- /// <param name="byteData">Binary token / auth-data to pass on. Empty string will set AuthPostData to null.</param>
- public virtual void SetAuthPostData(string stringData)
- {
- this.AuthPostData = (string.IsNullOrEmpty(stringData)) ? null : stringData;
- }
- /// <summary>Sets the data to be passed-on to the auth service via POST.</summary>
- /// <param name="byteData">Binary token / auth-data to pass on.</param>
- public virtual void SetAuthPostData(byte[] byteData)
- {
- this.AuthPostData = byteData;
- }
- /// <summary>Creates the default parameter string from a user and token value, escaping both. Alternatively set AuthParameters yourself.</summary>
- /// <remarks>The default parameter string is: "username={user}&token={token}"</remarks>
- /// <param name="user">Name or other end-user ID used in custom authentication service.</param>
- /// <param name="token">Token provided by authentication service to be used on initial "login" to Photon.</param>
- public virtual void SetAuthParameters(string user, string token)
- {
- this.AuthParameters = "username=" + System.Uri.EscapeDataString(user) + "&token=" + System.Uri.EscapeDataString(token);
- }
- public override string ToString()
- {
- return AuthParameters + " s: " + Secret;
- }
- }
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