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Photon Networking Events

This page lists all the Photon global events. This is important to understand each one of them as they are essential in the development process.

Them events can be access via the events transition menu, they are located under the "Global Events" section or the "Custom Events" section

 PHOTON / CONNECTED TO PHOTON

    Called as soon as PhotonNetwork engine succeeds to connect to the photon server.

 PHOTON / CREATED ROOM

    Called after a CreateRoom() succeeded creating a room. 

    Note that this implies the local client is the MasterClient. PHOTON / JOINED ROOM is always called after PHOTON / CREATED ROOM.

 PHOTON / DISCONNECTED FROM PHOTON

    Called after disconnecting from the Photon server.

 PHOTON / FAILED TO CONNECT TO PHOTON

    Called if a connect call to the Photon server failed before the connection was established, followed by a call to OnDisconnectedFromPhoton. If the connection was established but then fails, OnConnectionFail is called

 PHOTON / JOINED LOBBY

    Called after connecting to the master server. While in the lobby, the roomlist is automatically updated

 PHOTON / JOINED ROOM

    Called after joining a room. Called on all clients (including the Master Client)

 PHOTON / LEFT LOBBY

    Called after leaving the lobby

 PHOTON / LEFT ROOM

    Called once the local user left a room

 PHOTON / MASTER CLIENT SWITCHED

    Called -after- switching to a new MasterClient (MC) because the previous MC left the room. The last MC will already be removed at this points.

 PHOTON / PHOTON CREATED ROOM FAILED

    Called if a Create Room action call failed. Most likely because the room name is already in use.

 PHOTON / PHOTON JOIN ROOM FAILED

    Called if a Join Room action call failed. Most likely because the room does not exist or the room is full

 PHOTON / PHOTON INSTANTIATE

    Called on all FSMs on a GameObject(and it’s children) that have been spawned using the action Instantiate

 PHOTON / PHOTON PLAYER CONNECTED

    Called after a remote player connected to the room. This PhotonPlayer is already added to the playerlist at this time

 PHOTON / PHOTON PLAYER DISCONNECTED

    Called after a remote player disconnected from the room. This PhotonPlayer is already removed from the playerlist at this time.

 PHOTON / PHOTON RANDOM JOIN FAILED

    Called after a Join Random action call failed. Most likely all rooms are full or no rooms are available

 PHOTON / RECEIVED ROOM LIST

    Called after receiving the room list for the first time. Only possible in the Lobby state.

 PHOTON / RECEIVED ROOM LIST UPDATE

    Called after receiving a room list update. Only possible in the Lobby state.

 PHOTON / STATE : CONNECTED

    Called when the Photon network engine state switches to "Connected"

 PHOTON / STATE : CONNECTING

     Called when the Photon network engine state switches to "Connecting"

 PHOTON / STATE : DISCONNECTED

     Called when the Photon network engine state switches to "Disconnected"

 PHOTON / STATE : DISCONNECTING

     Called when the Photon network engine state switches to "DisConnecting"

 PHOTON / STATE : INITIALIZING APPLICATION

     Called when the Photon network engine state switches to "Initializing Application"

 PHOTON / MAX CCCU REACHED

     Because the concurrent user limit was (temporarily) reached, this client is rejected by the server and disconnecting. When this happens, the user might try again later. You can’t create or join rooms in OnPhotonMaxCcuReached(), cause the client will be disconnecting. You can raise the CCU limits with a new license (when you host yourself) or extended subscription (when using the Photon Cloud). The Photon Cloud will mail you when the CCU limit was reached.

 

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Last modified on 5/8/2013 3:02 AM by User.

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