Room property transfer method and max player count

narek
edited July 2015 in Any Topic & Chat
Here http://doc.exitgames.com/en/realtime/cu ... -and-lobby I read:

Note that "ai" has no value yet. It won't show up in the lobby until it's set in the game via Room.SetCustomProperties. When you change the values for "map" or "ai", they will be updated in the lobby with a short delay, too.

Keep the list short to make sure your clients performance doesn't suffer from loading the list.



For this I have two questions:

1. When I change a room property all the property list is being sent via network to all players? I.e. if I have stored player scores (for some reason) in the room properties and one player changes its property what happens all the list of player scores is uploaded to server and then updated for all players or only the current player score (the diff) is sent through the network?

2. And what is the maximum number of player is a single room for Photon Realtime? I know that for MMO you should use Photon Server to handle the messaging to only part of players in interest area. So there should be a empiric limit for the max player count, right?

Thanks in advance!