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- <?xml version="1.0"?>
- <doc>
- <assembly>
- <name>Photon3Unity3D</name>
- </assembly>
- <members>
- <member name="M:Photon.SocketServer.Security.DiffieHellmanCryptoProvider.#ctor">
- <summary>
- Initializes a new instance of the <see cref="T:Photon.SocketServer.Security.DiffieHellmanCryptoProvider"/> class.
- </summary>
- </member>
- <member name="P:Photon.SocketServer.Security.DiffieHellmanCryptoProvider.PublicKey">
- <summary>
- Gets the public key that can be used by another DiffieHellmanCryptoProvider object
- to generate a shared secret agreement.
- </summary>
- </member>
- <member name="M:Photon.SocketServer.Security.DiffieHellmanCryptoProvider.DeriveSharedKey(System.Byte[])">
- <summary>
- Derives the shared key is generated from the secret agreement between two parties,
- given a byte array that contains the second party's public key.
- </summary>
- <param name="otherPartyPublicKey">
- The second party's public key.
- </param>
- </member>
- <member name="T:Photon.SocketServer.Security.ICryptoProvider">
- <summary>Interface for Photon's DiffieHellman/Payload Encryption.</summary>
- </member>
- <member name="T:Photon.SocketServer.Security.OakleyGroups">
- <summary>
- Provides classical Diffie-Hellman Modular Exponentiation Groups defined by the
- OAKLEY Key Determination Protocol (RFC 2412).
- </summary>
- </member>
- <member name="F:Photon.SocketServer.Security.OakleyGroups.Generator">
- <summary>
- Gets the genrator (N) used by the the well known groups 1,2 and 5.
- </summary>
- </member>
- <member name="F:Photon.SocketServer.Security.OakleyGroups.OakleyPrime768">
- <summary>
- Gets the 768 bit prime for the well known group 1.
- </summary>
- </member>
- <member name="F:Photon.SocketServer.Security.OakleyGroups.OakleyPrime1024">
- <summary>
- Gets the 1024 bit prime for the well known group 2.
- </summary>
- </member>
- <member name="F:Photon.SocketServer.Security.OakleyGroups.OakleyPrime1536">
- <summary>
- Gets the 1536 bit prime for the well known group 5.
- </summary>
- </member>
- <member name="T:ExitGames.Client.Photon.ByteArraySlice">
- <summary>A slice of memory that should be pooled and reused. Wraps a byte-array.</summary>
- <remarks>
- This is a serializable datatype for the .Net clients. It will serialize and transfer as byte[].
- If PhotonPeer.UseByteArraySlicePoolForEvents is enabled, byte-arrays in (incoming) events will be deserialized as
- ByteArraySlice.
-
- Adjust your OnEvent code accordingly.
- </remarks>
- </member>
- <member name="F:ExitGames.Client.Photon.ByteArraySlice.Buffer">
- <summary>The buffer for the slice.</summary>
- </member>
- <member name="F:ExitGames.Client.Photon.ByteArraySlice.Offset">
- <summary>The position where the content starts in Buffer.</summary>
- </member>
- <member name="F:ExitGames.Client.Photon.ByteArraySlice.Count">
- <summary>The length of the data in the Buffer.</summary>
- </member>
- <member name="M:ExitGames.Client.Photon.ByteArraySlice.#ctor(ExitGames.Client.Photon.ByteArraySlicePool,System.Int32)">
- <summary>
- Internal constructor - these instances will be part of the pooling system.
- </summary>
- <param name="returnPool">The pool to return to.</param>
- <param name="stackIndex">The index to return to (in the related returnPool).</param>
- </member>
- <member name="M:ExitGames.Client.Photon.ByteArraySlice.#ctor(System.Byte[],System.Int32,System.Int32)">
- <summary>
- Create a new ByteArraySlice. The buffer supplied will be used. Usage is similar to ArraySegment.
- </summary>
- <remarks>Not part of pooling.</remarks>
- </member>
- <member name="M:ExitGames.Client.Photon.ByteArraySlice.#ctor">
- <summary>
- Creates a ByteArraySlice, which is not pooled. It has no Buffer.
- </summary>
- <remarks>Not part of pooling.</remarks>
- </member>
- <member name="M:ExitGames.Client.Photon.ByteArraySlice.Release">
- <summary>
- If this item was fetched from a ByteArraySlicePool, this will return it.
- </summary>
- <returns>
- True if this was a pooled item and it successfully was returned.
- If it does not belong to a pool nothing will happen, and false will be returned.
- </returns>
- </member>
- <member name="M:ExitGames.Client.Photon.ByteArraySlice.Reset">
- <summary>Resets Count and Offset to 0 each.</summary>
- </member>
- <member name="T:ExitGames.Client.Photon.ByteArraySlicePool">
- <summary>Tiered pool for ByteArraySlices. Reduces the allocations once enough slices are available.</summary>
- </member>
- <member name="P:ExitGames.Client.Photon.ByteArraySlicePool.MinStackIndex">
- <summary>
- Requests for buffers smaller than 2^minStackIndex will use 2^minStackIndex. This value avoids allocations of smaller rarely used buffers.
- Set this to a lower value if you will never need sizes larger than byte[2^minStackIndex]
- </summary>
- </member>
- <member name="P:ExitGames.Client.Photon.ByteArraySlicePool.AllocationCounter">
- <summary>Count of allocations this pool did.</summary>
- </member>
- <member name="M:ExitGames.Client.Photon.ByteArraySlicePool.#ctor">
- <summary>Creates a new pool.</summary>
- </member>
- <member name="M:ExitGames.Client.Photon.ByteArraySlicePool.Acquire(System.Byte[],System.Int32,System.Int32)">
- <summary>
- 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>.
- </summary>
- <remarks>
- This effectively pools the ByteArraySlice instances but not their data.
- ByteArraySlice.Release() will return the slice itself to the pool but delete the reference to the buffer supplied here.
- </remarks>
- </member>
- <member name="M:ExitGames.Client.Photon.ByteArraySlicePool.Acquire(System.Int32)">
- <summary>
- Get byte[] wrapper from pool. This overload accepts a bytecount and will return a wrapper with a byte[] that size or greater.
- </summary>
- </member>
- <member name="M:ExitGames.Client.Photon.ByteArraySlicePool.PopOrCreate(System.Collections.Generic.Stack{ExitGames.Client.Photon.ByteArraySlice},System.Int32)">
- <summary>Pops a slice from the stack or creates a new slice for that stack.</summary>
- <param name="stack">The stack to use. Lock that stack before calling PopOrCreate for thread safety.</param>
- <param name="stackIndex"></param>
- <returns>A slice.</returns>
- </member>
- <member name="M:ExitGames.Client.Photon.ByteArraySlicePool.Release(ExitGames.Client.Photon.ByteArraySlice,System.Int32)">
- <summary>
- Releasing a ByteArraySlice, will put it back into the pool, if it was acquired from one.
- </summary>
- <param name="slice">The ByteArraySlice to return to the pool.</param>
- <param name="stackIndex">The stackIndex for this slice.</param>
- <returns>True if this slice was returned to some pool. False if not (null or stackIndex < 0.</returns>
- </member>
- <member name="M:ExitGames.Client.Photon.ByteArraySlicePool.ClearPools(System.Int32,System.Int32)">
- <summary>
- Clears all pool items with byte array sizes between lower and upper inclusively.
- </summary>
- <remarks>
- Use this if you sent some unusually large RaiseEvents and believe the buffers of that size
- will not be needed again, and you would like to free up the buffer memory.
- </remarks>
- </member>
- <member name="T:ExitGames.Client.Photon.NonAllocDictionary`2">
- <summary>
- Replacement for Dictionary<K,V> which does not allocate memory during usage.
- </summary>
- <typeparam name="K">Key type.</typeparam>
- <typeparam name="V">Value type.</typeparam>
- </member>
- <member name="T:ExitGames.Client.Photon.Hashtable">
- <summary>
- This is a substitute for the Hashtable class, missing in: Win8RT and Windows Phone. It uses a Dictionary<object,object> as base.
- </summary>
- <remarks>
- Please be aware that this class might act differently than the Hashtable equivalent.
- As far as Photon is concerned, the substitution is sufficiently precise.
- </remarks>
- </member>
- <member name="M:ExitGames.Client.Photon.Hashtable.ContainsKey(System.Byte)">
- <summary>
- Translates the byte key into the pre-boxed byte before doing the lookup.
- </summary>
- <param name="key"></param>
- <returns></returns>
- </member>
- <member name="M:ExitGames.Client.Photon.Hashtable.Clone">
- <summary>
- Creates a shallow copy of the Hashtable.
- </summary>
- <remarks>
- A shallow copy of a collection copies only the elements of the collection, whether they are
- reference types or value types, but it does not copy the objects that the references refer
- to. The references in the new collection point to the same objects that the references in
- the original collection point to.
- </remarks>
- <returns>Shallow copy of the Hashtable.</returns>
- </member>
- <member name="T:ExitGames.Client.Photon.UnknownType">
- <summary>
- Used as container for unknown types the client could not deserialize.
- </summary>
- </member>
- <member name="F:ExitGames.Client.Photon.UnknownType.TypeCode">
- <summary>
- The type code which was read for this type.
- </summary>
- </member>
- <member name="F:ExitGames.Client.Photon.UnknownType.Size">
- <summary>
- The size/length value that was read for this type.
- </summary>
- <remarks>May be larger than Data.Length, if the Size exceeded the remaining message content.</remarks>
- </member>
- <member name="F:ExitGames.Client.Photon.UnknownType.Data">
- <summary>
- Container for the data that arrived.
- </summary>
- <remarks>If the Size exceeded the remaining message length, only the remaining data is read. This may be null, if the size was somehow less than 1.</remarks>
- </member>
- <member name="T:ExitGames.Client.Photon.Encryption.IPhotonEncryptor">
- <summary>Interface for DatagramEncryptor implementations.</summary>
- </member>
- <member name="M:ExitGames.Client.Photon.Encryption.IPhotonEncryptor.Init(System.Byte[],System.Byte[],System.Byte[],System.Boolean,System.Int32)">
- <summary>Initialize the encryptor.</summary>
- </member>
- <member name="F:ExitGames.Client.Photon.Encryption.EncryptorNet.encryptorIn">
- <summary>
- Encryption/decryption algorithm implementation
- </summary>
- </member>
- <member name="F:ExitGames.Client.Photon.Encryption.EncryptorNet.hmacsha256In">
- <summary>
- Packet authentication algorithm impelmenation
- </summary>
- </member>
- <member name="F:ExitGames.Client.Photon.EnetChannel.outgoingReliableUnsequencedNumber">
- <summary>Number for reliable unsequenced commands (separate from "standard" reliable sequenced). Used to avoid duplicates.</summary>
- </member>
- <member name="F:ExitGames.Client.Photon.EnetChannel.reliableUnsequencedNumbersCompletelyReceived">
- <summary>The highest number of reliable unsequenced commands that arrived (and all commands before).</summary>
- </member>
- <member name="F:ExitGames.Client.Photon.EnetChannel.reliableUnsequencedNumbersReceived">
- <summary>Any reliable unsequenced number that's been received, which is higher than the current highest in complete sequence (reliableUnsequencedNumbersCompletelyReceived).</summary>
- </member>
- <member name="F:ExitGames.Client.Photon.EnetChannel.highestReceivedAck">
- <summary>To store the highest acknowledged sequence number (and get some impression what the server already received and stored).</summary>
- </member>
- <member name="M:ExitGames.Client.Photon.EnetChannel.QueueIncomingReliableUnsequenced(ExitGames.Client.Photon.NCommand)">
- <summary>Checks and queues incoming reliable unsequenced commands ("send" or "fragment"), if they haven't been received yet.</summary>
- <param name="command">The command to check and queue.</param>
- <returns>True if the command is new and got queued (or could be executed/dispatched).</returns>
- </member>
- <member name="F:ExitGames.Client.Photon.EnetPeer.QUICK_RESEND_QUEUELIMIT">
- <summary>Quick Resends are suspended if the sent queue is this size or larger.</summary>
- </member>
- <member name="F:ExitGames.Client.Photon.EnetPeer.sentReliableCommands">
- <summary>One list for all channels keeps sent commands (for re-sending).</summary>
- </member>
- <member name="F:ExitGames.Client.Photon.EnetPeer.outgoingAcknowledgementsPool">
- <summary>One pool of ACK byte arrays ( 20 bytes each) for all channels to keep acknowledgements.</summary>
- </member>
- <member name="F:ExitGames.Client.Photon.EnetPeer.datagramEncryptedConnection">
- <summary>Gets enabled by "request" from server (not by client).</summary>
- </member>
- <member name="F:ExitGames.Client.Photon.EnetPeer.PeerIdForConnect">
- <summary>Initial PeerId as used in Connect command. If EnableServerTracing is false.</summary>
- </member>
- <member name="F:ExitGames.Client.Photon.EnetPeer.PeerIdForConnectTrace">
- <summary>Initial PeerId to enable Photon Tracing, as used in Connect command. See: EnableServerTracing.</summary>
- </member>
- <member name="M:ExitGames.Client.Photon.EnetPeer.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.EnetPeer.GetFragmentLength">
- <summary>Gets the target size for fragments.</summary>
- <remarks>
- Caches the result for a specific MTU value.
- Fragment length is different, when datagram encryption is used (so this caches two values in fact).
- </remarks>
- <returns></returns>
- </member>
- <member name="M:ExitGames.Client.Photon.EnetPeer.SendAcksOnly">
- <summary>
- gathers acks until udp-packet is full and sends it!
- </summary>
- </member>
- <member name="F:ExitGames.Client.Photon.EnetPeer.CommandQueue">
- <summary>Queue of received commands. ReceiveIncomingCommands will queue commands, except ACKs which Execute immediately.</summary>
- </member>
- <member name="M:ExitGames.Client.Photon.EnetPeer.SendOutgoingCommands">
- <summary>
- gathers commands from all (out)queues until udp-packet is full and sends it!
- </summary>
- </member>
- <member name="M:ExitGames.Client.Photon.EnetPeer.EnqueuePhotonMessage(ExitGames.Client.Photon.StreamBuffer,ExitGames.Client.Photon.SendOptions)">
- <summary>
- Checks connected state and channel before operation is serialized and enqueued for sending.
- </summary>
- <returns>if operation could be enqueued</returns>
- </member>
- <member name="M:ExitGames.Client.Photon.EnetPeer.CreateAndEnqueueCommand(System.Byte,ExitGames.Client.Photon.StreamBuffer,System.Byte)">
- <summary>reliable-udp-level function to send some byte[] to the server via un/reliable command</summary>
- <remarks>only called when a custom operation should be send</remarks>
- <returns>the invocation ID for this operation (the payload)</returns>
- </member>
- <member name="M:ExitGames.Client.Photon.EnetPeer.ReceiveIncomingCommands(System.Byte[],System.Int32)">
- <summary>reads incoming udp-packages to create and queue incoming commands*</summary>
- </member>
- <member name="M:ExitGames.Client.Photon.EnetPeer.QueueIncomingCommand(ExitGames.Client.Photon.NCommand)">
- <summary>Queues incoming commands in the correct order as either unreliable, reliable or unsequenced.</summary>
- <returns>If queued or not.</returns>
- </member>
- <member name="M:ExitGames.Client.Photon.EnetPeer.RemoveSentReliableCommand(System.Int32,System.Int32,System.Boolean)">
- <summary>removes commands which are acknowledged</summary>
- </member>
- <member name="T:ExitGames.Client.Photon.StatusCode">
- <summary>
- Enumeration of situations that change the peers internal status.
- Used in calls to OnStatusChanged to inform your application of various situations that might happen.
- </summary>
- <remarks>
- Most of these codes are referenced somewhere else in the documentation when they are relevant to methods.
- </remarks>
- </member>
- <member name="F:ExitGames.Client.Photon.StatusCode.Connect">
- <summary>the PhotonPeer is connected.<br/>See {@link PhotonListener#OnStatusChanged}*</summary>
- </member>
- <member name="F:ExitGames.Client.Photon.StatusCode.Disconnect">
- <summary>the PhotonPeer just disconnected.<br/>See {@link PhotonListener#OnStatusChanged}*</summary>
- </member>
- <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.PhotonSocketError.Busy">
- <summary>Data wasn't sent yet.</summary>
- </member>
- <member name="F:ExitGames.Client.Photon.PhotonSocketError.PendingSend">
- <summary>Data is being sent async (still in use).</summary>
- </member>
- <member name="F:ExitGames.Client.Photon.IPhotonSocket.Protocol">
- <summary>The protocol for this socket, defined in constructor.</summary>
- </member>
- <member name="P:ExitGames.Client.Photon.IPhotonSocket.SocketErrorCode">
- <summary>Socket implementations should store the SocketErrorCode here, if anything happens.</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.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.StructWrapping.StructWrapper`1.pooling">
- <summary>
- The pool this wrapper should return to when released/disposed.
- </summary>
- </member>
- <member name="M:ExitGames.Client.Photon.StructWrapping.StructWrapper`1.Unwrap">
- <summary>
- Gets value and if it belongs to the static pool, returns the wrapper to pool.
- </summary>
- <returns></returns>
- </member>
- <member name="M:ExitGames.Client.Photon.StructWrapping.StructWrapper`1.Box">
- <summary>
- Boxes the value and returns boxed object. Releases the wrapper.
- </summary>
- <returns></returns>
- </member>
- <member name="M:ExitGames.Client.Photon.StructWrapping.StructWrapper`1.DisconnectFromPool">
- <summary>
- Removes this WrapperStruct from pooling.
- </summary>
- </member>
- <member name="M:ExitGames.Client.Photon.StructWrapping.StructWrapper`1.ToString">
- <summary>Returns a String which represents the value of this instance.</summary>
- <returns>String which represents the value of this instance.</returns>
- </member>
- <member name="M:ExitGames.Client.Photon.StructWrapping.StructWrapper`1.ToString(System.Boolean)">
- <summary>Returns a String which represents the type (in brackets and value of this instance.</summary>
- <returns>String which represents the type (in brackets) and value of this instance.</returns>
- </member>
- <member name="F:ExitGames.Client.Photon.StructWrapping.StructWrapper`1.staticPool">
- <summary>
- staticPool is used for implicit casting. This is not threadsafe, so casting between T and StructWrapper should only be done on the Unity main thread.
- </summary>
- </member>
- <member name="M:ExitGames.Client.Photon.StructWrapping.StructWrapperUtility.GetWrappedType(System.Object)">
- <summary>
- Replacement for object.GetType() that first checks to see if object is a WrappedStruct.
- If so returns the StructWrapper T type, otherwise just returns object.GetType().
- </summary>
- <param name="obj"></param>
- <returns></returns>
- </member>
- <member name="M:ExitGames.Client.Photon.StructWrapping.StructWrapperUtility.Wrap``1(``0,System.Boolean)">
- <summary>
- Wrap a struct in a pooled StructWrapper.
- </summary>
- </member>
- <member name="M:ExitGames.Client.Photon.StructWrapping.StructWrapperUtility.Wrap``1(``0)">
- <summary>
- Wrap a struct in a pooled StructWrapper. Pulls wrapper from the static pool. Wrapper is returned to pool when Unwrapped.
- Slighty faster version of Wrap() that is hard wired to pull from the static pool. Use the persistant bool argument to make a permanent unpooled wrapper.
- </summary>
- </member>
- <member name="M:ExitGames.Client.Photon.StructWrapping.StructWrapperUtility.IsType``1(System.Object)">
- <summary>
- Tests if object is either a cast T, or a wrapped T
- </summary>
- </member>
- <member name="M:ExitGames.Client.Photon.StructWrapping.StructWrapperUtility.DisconnectPooling``1(``0)">
- <summary>
- Remove all wrappers in hashtable from pooling, so they can remain cached and used later.
- </summary>
- <param name="table"></param>
- </member>
- <member name="M:ExitGames.Client.Photon.StructWrapping.StructWrapperUtility.BoxAll(ExitGames.Client.Photon.Hashtable,System.Boolean)">
- <summary>
- Unwraps any WrapperStructs, boxes their value, releases hashtable entry with the boxed value. Releases the wrappers.
- </summary>
- </member>
- <member name="M:ExitGames.Client.Photon.StructWrapping.StructWrapperUtility.Unwrap``1(System.Object)">
- <summary>
- If object is a StructWrapper, the value will be extracted. If not, the object will be cast to T.
- Wrapper is returned to the wrapper pool if applicable, so it is not considered safe to Unwrap multiple times, as the wrapper may be recycled.
- </summary>
- </member>
- <member name="M:ExitGames.Client.Photon.StructWrapping.StructWrapperUtility.Get``1(System.Object)">
- <summary>
- If object is a StructWrapper, the value will be extracted. If not, the object will be cast to T.
- Wrapper is will not be returned to its pool until it is Unwrapped, or the pool is cleared.
- </summary>
- </member>
- <member name="M:ExitGames.Client.Photon.StructWrapping.StructWrapperUtility.Unwrap``1(ExitGames.Client.Photon.Hashtable,System.Object)">
- <summary>
- If object is a StructWrapper, the value will be extracted. If not, the object will be cast to T.
- Wrapper is returned to the wrapper pool if applicable, so it is not considered safe to Unwrap multiple times, as the wrapper may be recycled.
- </summary>
- </member>
- <member name="M:ExitGames.Client.Photon.StructWrapping.StructWrapperUtility.TryUnwrapValue``1(ExitGames.Client.Photon.Hashtable,System.Byte,``0@)">
- <summary>
- If object is a StructWrapper, the value will be extracted. If not, the object will be cast to T.
- Wrapper is returned to the wrapper pool if applicable, so it is not considered safe to Unwrap multiple times, as the wrapper may be recycled.
- </summary>
- </member>
- <member name="M:ExitGames.Client.Photon.StructWrapping.StructWrapperUtility.TryGetValue``1(ExitGames.Client.Photon.Hashtable,System.Byte,``0@)">
- <summary>
- If object is a StructWrapper, the value will be extracted. If not, the object will be cast to T.
- </summary>
- </member>
- <member name="M:ExitGames.Client.Photon.StructWrapping.StructWrapperUtility.TryGetValue``1(ExitGames.Client.Photon.Hashtable,System.Object,``0@)">
- <summary>
- If object is a StructWrapper, the value will be extracted. If not, the object will be cast to T.
- </summary>
- </member>
- <member name="M:ExitGames.Client.Photon.StructWrapping.StructWrapperUtility.TryUnwrapValue``1(ExitGames.Client.Photon.Hashtable,System.Object,``0@)">
- <summary>
- If object is a StructWrapper, the value will be extracted. If not, the object will be cast to T.
- Wrapper is returned to the wrapper pool if applicable, so it is not considered safe to Unwrap multiple times, as the wrapper may be recycled.
- </summary>
- </member>
- <member name="M:ExitGames.Client.Photon.StructWrapping.StructWrapperUtility.Unwrap``1(ExitGames.Client.Photon.Hashtable,System.Byte)">
- <summary>
- If object is a StructWrapper, the value will be extracted. If not, the object will be cast to T.
- Wrapper is returned to the wrapper pool if applicable, so it is not considered safe to Unwrap multiple times, as the wrapper may be recycled.
- </summary>
- </member>
- <member name="M:ExitGames.Client.Photon.StructWrapping.StructWrapperUtility.Get``1(ExitGames.Client.Photon.Hashtable,System.Byte)">
- <summary>
- If object is a StructWrapper, the value will be extracted. If not, the object will be cast to T.
- Wrapper is will not be returned to its pool until it is Unwrapped, or the pool is cleared.
- </summary>
- </member>
- <member name="M:ExitGames.Client.Photon.ParameterDictionary.System#Collections#Generic#IEnumerable{System#Collections#Generic#KeyValuePair{System#Byte,System#Object}}#GetEnumerator">
- <inheritdoc />
- </member>
- <member name="M:ExitGames.Client.Photon.ParameterDictionary.GetEnumerator">
- <inheritdoc />
- </member>
- <member name="M:ExitGames.Client.Photon.ParameterDictionary.TryGetObject(System.Byte)">
- <summary>
- Will get the object using the key. If the key is invalid, will return null.
- </summary>
- <param name="key"></param>
- <returns></returns>
- </member>
- <member name="M:ExitGames.Client.Photon.ParameterDictionary.ToStringFull(System.Boolean)">
- <summary>Dictionary content as string.</summary>
- <param name="includeTypes">If true, type-info is also included.</param>
- <returns>Full content of dictionary as string.</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.PhotonToken">
- <summary>Set via Connect(..., customObject) and sent in Init-Request.</summary>
- </member>
- <member name="F:ExitGames.Client.Photon.PeerBase.CustomInitData">
- <summary>Sent on connect in an 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.WriteInitRequest">
- <summary>
- Writes and "Init Request", which initializes the connection / application used server-side.
- </summary>
- <remarks>Uses this.ServerAddress, this.AppId, this.PhotonToken and CustomInitData and some more values.</remarks>
- <returns>Bytes of the init request.</returns>
- </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.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.PeerBase.SerializeOperationToMessage(System.Byte,ExitGames.Client.Photon.ParameterDictionary,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.PeerBase.SerializeMessageToMessage(System.Object,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.TargetFrameworks">
- <summary>Build target framework supported by this dll.</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.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.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.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.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.TargetFramework">
- <summary>Target framework this dll was built for.</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.RemoveAppIdFromWebSocketPath">
- <summary>Can be used to remove/hide the AppId from websocket connect paths.</summary>
- </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.Version">
- <summary>Version of this library as string.</summary>
- </member>
- <member name="F:ExitGames.Client.Photon.PhotonPeer.NativeSocketLibAvailable">
- <summary>A Native Socket implementation is no longer part of this DLL but delivered in a separate add-on. This value always returns false.</summary>
- </member>
- <member name="F:ExitGames.Client.Photon.PhotonPeer.NativePayloadEncryptionLibAvailable">
- <summary>Native Payload Encryption is no longer part of this DLL but delivered in a separate add-on. This value always returns false.</summary>
- </member>
- <member name="F:ExitGames.Client.Photon.PhotonPeer.NativeDatagramEncryptionLibAvailable">
- <summary>Native Datagram Encryption is no longer part of this DLL but delivered in a separate add-on. This value always returns false.</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.
- Customizing the SocketImplementationConfig helps to accomodate this.
- By default, UDP and TCP have socket implementations assigned.
-
- If a native socket plugin is available set the SocketNativeSource class as Type definition here.
-
- 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="P:ExitGames.Client.Photon.PhotonPeer.SocketErrorCode">
- <summary>Provides access to a SocketError code (if available) after a call to OnStatusChanged with a Socket-level exception.</summary>
- <remarks>Useful for debugging send / receive error cases.</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="E:ExitGames.Client.Photon.PhotonPeer.OnDisconnectMessage">
- <summary>
- Called when the client received a Disconnect Message from the server. Signals an error and provides a message to debug the case.
- </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>
- <!-- Badly formed XML comment ignored for member "P:ExitGames.Client.Photon.PhotonPeer.WrapIncomingStructs" -->
- <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="F:ExitGames.Client.Photon.PhotonPeer.SequenceDeltaLimitResends">
- <summary>Skips resending (individual) commands if their reliable sequence number is this amount larger than the highest acknowledged sequence number.</summary>
- <remarks>
- This puts focus on resending commands that are older and are needed on the receiver side to dispatch commands.
- It queues more on the client side than on the server.
- Affects only reliable UDP (based on enet).
- </remarks>
- </member>
- <member name="F:ExitGames.Client.Photon.PhotonPeer.SequenceDeltaLimitSends">
- <summary>Skips sending reliable and unreliable commands if their reliable sequence number is this amount larger than the highest acknowledged sequence number.</summary>
- <remarks>
- This puts focus on resending commands that are older and are needed on the receiver side to dispatch commands.
- It queues more on the client side than on the server.
- Affects only reliable UDP (based on enet).
- </remarks>
- </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.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="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 time between pings being sent automatically. They measure the roundtrip time and keep connections from closing. Default: 1000.
- </summary>
- <remarks>
- For Photon's reliable UDP connections, pings are skipped if any reliable command was sent during the specified TimePingInterval.
- Any reliable command is used to update the RoundTripTime and RoundTripTimeVariance.
-
- When using TCP and WebSockets, the ping is of interest to measure the roundtrip and to keep a connection open, should nothing else
- With those two protocols, the ping is used to update the RoundTripTime and RoundTripTimeVariance.
- </remarks>
- </member>
- <member name="P:ExitGames.Client.Photon.PhotonPeer.DisconnectTimeout">
- <summary>
- Time in milliseconds before any sent reliable command triggers a timeout disconnect, unless acknowledged by the receiver. Default: 10000.
- </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 the roundtrip time. Commands 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. Maximum setting: 65535.
- Setting a negative value will apply the default timeout.
- </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>
- </member>
- <member name="P:ExitGames.Client.Photon.PhotonPeer.ConnectionTime">
- <summary>The internally used per PhotonPeer time value.</summary>
- <remarks>
- Returns the integer part of a Stopwatch ElapsedMilliseconds value.
- If the PhotonPeer runs continuously the ClientTime will increment from zero to Int32..::.MaxValue
- for approximately 24.9 days, then jump to Int32..::.MinValue (a negative number), then increment
- back to zero during the next 24.9 days.
-
- It is recommended to use this int only for delta times, to avoid handling the overflow.
- </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>
- </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="F:ExitGames.Client.Photon.PhotonPeer.RandomizeSequenceNumbers">
- <summary>Indicates if sequence numbers should be randomized.</summary>
- </member>
- <member name="F:ExitGames.Client.Photon.PhotonPeer.RandomizedSequenceNumbers">
- <summary>Initialization array, used to modify the sequence numbers of channels.</summary>
- </member>
- <member name="F:ExitGames.Client.Photon.PhotonPeer.GcmDatagramEncryption">
- <summary>If GCM is used for DatagramEncryption.</summary>
- <remarks>If true, the randomization-value gets added to the current value, else (CBC/old style) the randomization-value replaces the current value.</remarks>
- </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.InitializeTrafficStats">
- <summary>
- Creates new TrafficStats values and the related Stopwatch instance. To be called when the peer is created / reset.
- </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="P:ExitGames.Client.Photon.PhotonPeer.PayloadEncryptorType">
- <summary>Setter for the Payload Encryptor type. Used for next connection.</summary>
- <remarks>
- If null, the PhotonPeer will create a DiffieHellmanCryptoProvider, which is the default.
- This is only needed in rare cases, where using native payload encryption makes sense.
-
- Get in touch about this, if you got questions: developer@photonengine.com
- </remarks>
- </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 type. Used at next connect.</summary>
- <remarks>
- If null, the PhotonPeer will create a default datagram encryptor instance.
- </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="P:ExitGames.Client.Photon.PhotonPeer.CountDiscarded">
- <summary>Count of unreliable commands being discarded in case this client already dispatched a command that was newer (higher sequence number).</summary>
- </member>
- <member name="P:ExitGames.Client.Photon.PhotonPeer.DeltaUnreliableNumber">
- <summary>Set per dispatch in DispatchIncomingCommands to: commandUnreliableSequenceNumber - channel.incomingUnreliableSequenceNumber. Indicates how big the (sequence)gap is, compared to the last dispatched unreliable command.</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,System.Object,System.Object)">
- <summary>
- Starts connecting to the given Photon server. Non-blocking.
- </summary>
- <remarks>
- Connecting to the Photon server is done asynchronous.
- Unless an error happens right away (and this returns false), wait for the call of IPhotonPeerListener.OnStatusChanged.
- </remarks>
- <param name="serverAddress">
- Address of a Photon server as IP:port or hostname. WebSocket connections must contain a scheme (ws:// or wss://).
- </param>
- <param name="appId">
- The ID of the app to use. Typically this is a guid (for the Photon Cloud). Max 32 characters.
- </param>
- <param name="photonToken">
- Optional custom data to be used by server during peer creation.
- If used for authentication, the server is able to reject a client without creating a peer.
- Must be a serializable data type of Photon.
- </param>
- <param name="customInitData">Custom data to send to the server in the Init request. Might be used to identify a client / user.</param>
- <returns>
- True if a connection attempt will be made. False if some error could be detected early-on.
- </returns>
- </member>
- <member name="M:ExitGames.Client.Photon.PhotonPeer.Connect(System.String,System.String,System.String,System.Object,System.Object)">
- <summary>
- Starts connecting to the given Photon server. Non-blocking.
- </summary>
- <remarks>
- Connecting to the Photon server is done asynchronous.
- Unless an error happens right away (and this returns false), wait for the call of IPhotonPeerListener.OnStatusChanged.
- </remarks>
- <param name="serverAddress">
- Address of a Photon server as IP:port or hostname. WebSocket connections must contain a scheme (ws:// or wss://).
- </param>
- <param name="proxyServerAddress">
- Optional address of a proxy server. Only used by WebSocket connections. Set null to use none.
- </param>
- <param name="appId">
- The ID of the app to use. Typically this is a guid (for the Photon Cloud). Max 32 characters.
- </param>
- <param name="photonToken">
- Optional Photon token data to be used by server during peer creation.
- If used for authentication, the server is able to reject a client without creating a peer.
- Must be of type string or byte[] (as provided by server).
- </param>
- <param name="customInitData">Custom data to send to the server in the Init request. Might be used to identify a client / user.</param>
- <returns>
- True if a connection attempt will be made. False if some error could be detected early-on.
- </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>
- <param name="randomizedSequenceNumbers">Sets if enet Sequence Numbers will be randomized or not. Preferably should be true.</param>
- <param name="chainingModeGCM">Sets if the chaining mode should be CBC (false, default) or GCM (true). GCM mode is only available with a native encryption plugin.</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.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="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="T:ExitGames.Client.Photon.SocketUdpBlocking">
- <summary>Encapsulates the network i/o functionality for the realtime library.</summary>
- </member>
- <member name="M:ExitGames.Client.Photon.SocketUdpBlocking.Send(System.Byte[],System.Int32)">
- <summary>used by PhotonPeer*</summary>
- </member>
- <member name="M:ExitGames.Client.Photon.SocketUdpBlocking.ReceiveLoop">
- <summary>Endless loop, run in Receive Thread.</summary>
- </member>
- <member name="M:ExitGames.Client.Photon.StreamBuffer.ToArray">
- <summary>
- Allocates a new byte[] that is the exact used length. Use GetBuffer for nonalloc operations.
- </summary>
- </member>
- <member name="M:ExitGames.Client.Photon.StreamBuffer.ToArrayFromPos">
- <summary>
- Allocates a new byte[] that is the exact used length. Use GetBuffer for nonalloc operations.
- </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="P:ExitGames.Client.Photon.StreamBuffer.Available">
- <summary>
- Remaining bytes in this StreamBuffer. Returns 0 if len - pos is less than 0.
- </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,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[],System.Int32)">
- <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>
- <param name="length">Length of bytes to convert to string. If negative, list.Length is converted. Optional. Default: -1. </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.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>
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