new LoadBalancingClient(protocol, appId, appVersion)
Parameters:
Name | Type | Description |
---|---|---|
protocol |
Photon.ConnectionProtocol | Connecton protocol. |
appId |
string | Cloud application ID. |
appVersion |
string | Cloud application version. |
- Source:
- Photon-Javascript_SDK.js, line 1497
Members
-
<static, readonly> PeerErrorCode
Enum for client peers error codes.
-
- Source:
- Photon-Javascript_SDK.js, line 3338
Properties:
Name Type Description Ok
number No Error. MasterError
number General Master server peer error. MasterConnectFailed
number Master server connection error. MasterConnectClosed
number Disconnected from Master server. MasterTimeout
number Disconnected from Master server for timeout. MasterEncryptionEstablishError
number Master server encryption establishing failed. MasterAuthenticationFailed
number Master server authentication failed. GameError
number General Game server peer error. GameConnectFailed
number Game server connection error. GameConnectClosed
number Disconnected from Game server. GameTimeout
number Disconnected from Game server for timeout. GameEncryptionEstablishError
number Game server encryption establishing failed. GameAuthenticationFailed
number Game server authentication failed. NameServerError
number General NameServer peer error. NameServerConnectFailed
number NameServer connection error. NameServerConnectClosed
number Disconnected from NameServer. NameServerTimeout
number Disconnected from NameServer for timeout. NameServerEncryptionEstablishError
number NameServer encryption establishing failed. NameServerAuthenticationFailed
number NameServer authentication failed. -
<static, readonly> State
Enum for client states.
-
- Source:
- Photon-Javascript_SDK.js, line 3383
Properties:
Name Type Description Error
number Critical error occurred. Uninitialized
number Client is created but not used yet. ConnectingToNameServer
number Connecting to NameServer. ConnectedToNameServer
number Connected to NameServer. ConnectingToMasterserver
number Connecting to Master (includes connect, authenticate and joining the lobby). ConnectedToMaster
number Connected to Master server. JoinedLobby
number Connected to Master and joined lobby. Display room list and join/create rooms at will. ConnectingToGameserver
number Connecting to Game server(client will authenticate and join/create game). ConnectedToGameserver
number Connected to Game server (going to auth and join game). Joined
number The client joined room. Disconnected
number The client is no longer connected (to any server). Connect to Master to go on.
Methods
-
<static> StateToName(state) → {string}
Converts State element to string name.
-
Parameters:
Name Type Description state
Photon.LoadBalancing.LoadBalancingClient.State Client state enum element. - Source:
- Photon-Javascript_SDK.js, line 3320
Returns:
Specified element name or undefined if not found.- Type
- string
-
actorFactory(name, actorNr, isLocal)
Override with creation of custom actor (extended from Actor): { return new CustomActor(...); }
-
Parameters:
Name Type Description name
string Actor name. Pass to super() in custom room constructor. actorNr
number Actor ID. Pass to super() in custom room constructor. isLocal
boolean Actor is local. Pass to super() in custom room constructor. - Source:
- Photon-Javascript_SDK.js, line 1735
-
availableRooms() → {Photon.LoadBalancing.RoomInfo[]}
Current room list from Master server.
-
- Source:
- Photon-Javascript_SDK.js, line 2627
Returns:
Current room list -
changeGroups(groupsToRemove, groupsToAdd)
Changes client's interest groups (for events in room).
Note the difference between passing null and []: null won't add/remove any groups, [] will add/remove all (existing) groups.
First, removing groups is executed. This way, you could leave all groups and join only the ones provided. -
Parameters:
Name Type Description groupsToRemove
number[] Groups to remove from interest. Null will not leave any. A [] will remove all. groupsToAdd
number[] Groups to add to interest. Null will not add any. A [] will add all current. - Source:
- Photon-Javascript_SDK.js, line 2422
-
connect(options) → {boolean}
Starts connection to Master server.
-
Parameters:
Name Type Argument Description options
object <optional>
Additional options - Source:
- Photon-Javascript_SDK.js, line 1895
Properties:
Name Type Description options
object Additional options Properties
Name Type Argument Default Description keepMasterConnection
boolean <optional>
false Don't disconnect from Master server after joining room. lobbyName
string <optional>
Name of the lobby connect to. lobbyType
Photon.LoadBalancing.Constants.LobbyType <optional>
LobbyType.Default Type of the lobby. lobbyStats
boolean <optional>
false If true, Master server will be sending lobbies statistics periodically.
Override onLobbyStats to handle request results.
Alternatively, requestLobbyStats can be used.Returns:
True if current client state allows connection.- Type
- boolean
-
connectToNameServer(options) → {boolean}
Starts connection to NameServer.
-
Parameters:
Name Type Argument Description options
object <optional>
Additional options - Source:
- Photon-Javascript_SDK.js, line 1938
Properties:
Name Type Description options
object Additional options Properties
Name Type Argument Default Description region
string <optional>
If specified, Connect to region master after succesfull connection to name server lobbyName
string <optional>
Name of the lobby connect to. lobbyType
Photon.LoadBalancing.Constants.LobbyType <optional>
LobbyType.Default Type of the lobby. lobbyStats
boolean <optional>
false If true, Master server will be sending lobbies statistics periodically.
Override onLobbyStats to handle request results.
Alternatively, requestLobbyStats can be used.keepMasterConnection
boolean <optional>
false Don't disconnect from Master server after joining room. Returns:
True if current client state allows connection.- Type
- boolean
-
connectToRegionMaster(region) → {boolean}
Connects to a specific region's Master server, using the NameServer to find the IP.
-
Parameters:
Name Type Description region
string Region connect to Master server of. - Source:
- Photon-Javascript_SDK.js, line 2569
Returns:
True if current client state allows connection.- Type
- boolean
-
createRoom(roomName, options) → {boolean}
Creates a new room on the server (or fails when the name is already taken).
-
Parameters:
Name Type Argument Description roomName
string <optional>
The name to create a room with. Must be unique and not in use or can't be created. If not specified or null, the server will assign a GUID as name. options
object <optional>
Additional options - Source:
- Photon-Javascript_SDK.js, line 2090
Properties:
Name Type Description options
object Additional options Properties
Name Type Argument Default Description isVisible
boolean <optional>
true Shows the room in the lobby's room list. isOpen
boolean <optional>
true Keeps players from joining the room (or opens it to everyone). maxPlayers
number <optional>
0 Max players before room is considered full (but still listed). customGameProperties
object <optional>
Custom properties to apply to the room on creation (use string-typed keys but short ones). propsListedInLobby
string[] <optional>
Defines the custom room properties that get listed in the lobby. emptyRoomLiveTime
number <optional>
0 Room live time (ms) in the server room cache after all clients have left the room. suspendedPlayerLiveTime
number <optional>
0 Player live time (ms) in the room after player suspended. plugins
string[] <optional>
Expected server plugins. lobbyName
string <optional>
"" Name of the lobby to create room in. lobbyType
Photon.LoadBalancing.Constants.LobbyType <optional>
LobbyType.Default Type of the lobby. expectedUsers
string[] <optional>
Expected users. Returns:
True if current client state allows connection.- Type
- boolean
-
createRoomFromMy(roomName, options)
Creates a new room on the server (or fails when the name is already taken). Takes parameters (except name) for new room from myRoom() object. Set them before call.
-
Parameters:
Name Type Argument Description roomName
string <optional>
New room name. Assigned automatically by server if empty or not specified. options
object <optional>
Additional options - Source:
- Photon-Javascript_SDK.js, line 2058
Properties:
Name Type Description options
object Additional options Properties
Name Type Argument Default Description lobbyName
string <optional>
Name of the lobby to create room in. lobbyType
Photon.LoadBalancing.Constants.LobbyType <optional>
LobbyType.Default Type of the lobby. -
disconnect()
Disconnects from all servers.
-
- Source:
- Photon-Javascript_SDK.js, line 2328
-
findFriends(friendsToFind)
Requests Master server for actors online status and joined rooms.
Override onFindFriendsResult to handle request results. -
Parameters:
Name Type Description friendsToFind
string[] Actors names. - Source:
- Photon-Javascript_SDK.js, line 2436
-
getMasterServerAddress() → {string}
Returns current Master server address.
-
- Source:
- Photon-Javascript_SDK.js, line 1856
Returns:
Master server address.- Type
- string
-
getNameServerAddress() → {string}
Returns current NameServer address.
-
- Source:
- Photon-Javascript_SDK.js, line 1840
Returns:
NameServer address address.- Type
- string
-
getRegions()
Requests NameServer for regions list.
Override onGetRegionsResult to handle request results. -
- Source:
- Photon-Javascript_SDK.js, line 2530
-
getRtt() → {number}
Returns the latest measurement of game server Round Trip Time.
RTT is measured once on connection and then on each updateRtt() call. -
- Source:
- Photon-Javascript_SDK.js, line 1800
Returns:
- Type
- number
-
getServerTimeMs() → {number}
Returns game server time extrapolation in milliseconds based on the server time fetched on connection or on syncServerTime() call.
The server time is a signed 32 bit integer making a full cycle in 49.71 days. -
- Source:
- Photon-Javascript_SDK.js, line 1809
Returns:
- Type
- number
-
getUserId() → {string}
Returns previously set user id.
-
- Source:
- Photon-Javascript_SDK.js, line 1872
Returns:
User id.- Type
- string
-
isConnectedToMaster() → {boolean}
Checks if client is connected to Master server (usually joined to lobby and receives room list updates).
-
- Source:
- Photon-Javascript_SDK.js, line 2589
Returns:
True if client is connected to Master server.- Type
- boolean
-
isConnectedToNameServer() → {boolean}
Checks if client is connected to NameServer server.
-
- Source:
- Photon-Javascript_SDK.js, line 2597
Returns:
True if client is connected to NameServer server.- Type
- boolean
-
isInLobby() → {boolean}
Checks if client is in lobby and ready to join or create game.
-
- Source:
- Photon-Javascript_SDK.js, line 2605
Returns:
True if client is in lobby.- Type
- boolean
-
isJoinedToRoom() → {boolean}
Checks if client is joined to game.
-
- Source:
- Photon-Javascript_SDK.js, line 2613
Returns:
True if client is joined to game.- Type
- boolean
-
joinRandomOrCreateRoom(options, createRoomName, createOptions) → {boolean}
Attempts to join a room that matches the specified filter and creates a room if none found. This operation is a combination of filter-based random matchmaking with the option to create a new room, if no fitting room exists. The benefit of that is that the room creation is done by the same operation and the room can be found by the very next client, looking for similar rooms. There are separate parameters for joining and creating a room. This method can only be called while connected to a Master Server. This client's State is set to ClientState.Joining immediately. Either IMatchmakingCallbacks.OnJoinedRoom or IMatchmakingCallbacks.OnCreatedRoom get called. More about matchmaking: https://doc.photonengine.com/en-us/realtime/current/reference/matchmaking-and-lobby Check the return value to make sure the operation will be called on the server. Note: There will be no callbacks if this method returned false.
-
Parameters:
Name Type Argument Description options
object <optional>
Additional join options createRoomName
string <optional>
New room name. Assigned automatically by server if empty or not specified. createOptions
object <optional>
Additional create options - Source:
- Photon-Javascript_SDK.js, line 2233
Properties:
Name Type Description options
object Additional options Properties
Name Type Argument Default Description expectedCustomRoomProperties
object <optional>
If specified, a room will only be joined, if it matches these custom properties. Use null to accept rooms with any properties. expectedMaxPlayers
number <optional>
If specified, filters for a particular maxPlayer setting. Use 0 to accept any maxPlayer value. matchmakingMode
Photon.LoadBalancing.Constants.MatchmakingMode <optional>
MatchmakingMode.FillRoom Selects one of the available matchmaking algorithms. lobbyName
string <optional>
Name of the lobby to search rooms in. lobbyType
Photon.LoadBalancing.Constants.LobbyType <optional>
LobbyType.Default Type of the lobby. sqlLobbyFilter
string <optional>
Basically the "where" clause of a sql statement. Examples: 'C0 = 1 AND C2 > 50'. 'C5 = "Map2" AND C2 > 10 AND C2 < 20' expectedUsers
string[] <optional>
Expected users. createOptions
object Additional create options Properties
Name Type Argument Default Description isVisible
boolean <optional>
true Shows the room in the lobby's room list. isOpen
boolean <optional>
true Keeps players from joining the room (or opens it to everyone). maxPlayers
number <optional>
0 Max players before room is considered full (but still listed). customGameProperties
object <optional>
Custom properties to apply to the room on creation (use string-typed keys but short ones). propsListedInLobby
string[] <optional>
Defines the custom room properties that get listed in the lobby. emptyRoomLiveTime
number <optional>
0 Room live time (ms) in the server room cache after all clients have left the room. suspendedPlayerLiveTime
number <optional>
0 Player live time (ms) in the room after player suspended. plugins
string[] <optional>
Expected server plugins. Returns:
If the operation will be sent (requires connection to Master Server).- Type
- boolean
-
joinRandomRoom(options) → {boolean}
Joins a random, available room. This operation fails if all rooms are closed or full.
-
Parameters:
Name Type Argument Description options
object <optional>
Additional options - Source:
- Photon-Javascript_SDK.js, line 2207
Properties:
Name Type Description options
object Additional options Properties
Name Type Argument Default Description expectedCustomRoomProperties
object <optional>
If specified, a room will only be joined, if it matches these custom properties. Use null to accept rooms with any properties. expectedMaxPlayers
number <optional>
If specified, filters for a particular maxPlayer setting. Use 0 to accept any maxPlayer value. matchmakingMode
Photon.LoadBalancing.Constants.MatchmakingMode <optional>
MatchmakingMode.FillRoom Selects one of the available matchmaking algorithms. lobbyName
string <optional>
Name of the lobby to search rooms in. lobbyType
Photon.LoadBalancing.Constants.LobbyType <optional>
LobbyType.Default Type of the lobby. sqlLobbyFilter
string <optional>
Basically the "where" clause of a sql statement. Examples: 'C0 = 1 AND C2 > 50'. 'C5 = "Map2" AND C2 > 10 AND C2 < 20' expectedUsers
string[] <optional>
Expected users. Returns:
If the operation will be sent (requires connection to Master Server).- Type
- boolean
-
joinRoom(roomName, options, createOptions) → {boolean}
Joins a room by name and sets this player's properties.
-
Parameters:
Name Type Argument Description roomName
string The name of the room to join. Must be existing already, open and non-full or can't be joined. options
object <optional>
Additional options createOptions
object <optional>
Room options for creation - Source:
- Photon-Javascript_SDK.js, line 2121
Properties:
Name Type Description options
object Additional options Properties
Name Type Argument Default Description rejoin
boolean <optional>
false Rejoin using current userId. createIfNotExists
boolean <optional>
false Create room if not exists. expectedUsers
string[] <optional>
Expected users. createOptions
object Room options for creation Properties
Name Type Argument Default Description isVisible
boolean <optional>
true Shows the room in the lobby's room list. isOpen
boolean <optional>
true Keeps players from joining the room (or opens it to everyone). maxPlayers
number <optional>
0 Max players before room is considered full (but still listed). customGameProperties
object <optional>
Custom properties to apply to the room on creation (use string-typed keys but short ones). propsListedInLobby
string[] <optional>
Defines the custom room properties that get listed in the lobby. emptyRoomLiveTime
number <optional>
0 Room live time (ms) in the server room cache after all clients have left the room. suspendedPlayerLiveTime
number <optional>
0 Player live time (ms) in the room after player suspended. plugins
string[] <optional>
Informs the server of the expected plugin setup. lobbyName
string <optional>
"" Name of the lobby to create room in. lobbyType
Photon.LoadBalancing.Constants.LobbyType <optional>
LobbyType.Default Type of the lobby. Returns:
If the operation will be sent (requires connection to Master Server).- Type
- boolean
-
leaveRoom()
Leaves room and connects to Master server if not connected.
-
- Source:
- Photon-Javascript_SDK.js, line 2376
Properties:
Name Type Description options
object Additional options Properties
Name Type Argument Description sendAuthCookie
boolean <optional>
Securely transmit the encrypted object AuthCookie to the web service in PathLeave webhook when available -
myActor() → {Photon.LoadBalancing.Actor}
Returns local actor. Client always has local actor even if not joined.
-
- Source:
- Photon-Javascript_SDK.js, line 1744
Returns:
Local actor. -
myRoom() → {Photon.LoadBalancing.Room}
Returns client's room. Client always has it's room even if not joined. It's used for room creation operation.
-
- Source:
- Photon-Javascript_SDK.js, line 1751
Returns:
Current room. -
myRoomActorCount() → {number}
Returns numer of actors in room client currently joined including local actor.
-
- Source:
- Photon-Javascript_SDK.js, line 1764
Returns:
Number of actors.- Type
- number
-
myRoomActors() → {object}
Returns actors in room client currently joined including local actor.
-
- Source:
- Photon-Javascript_SDK.js, line 1758
Returns:
actorNr -> Photon.LoadBalancing.Actor map of actors in room.- Type
- object
-
myRoomMasterActorNr() → {number}
Actor number of the player who's the master of this Room. Note: This changes when the current master leaves the room.
-
- Source:
- Photon-Javascript_SDK.js, line 1771
Returns:
- Type
- number
-
onActorJoin(actor)
Called when new actor joins the room client joined to. Override to handle it.
-
Parameters:
Name Type Description actor
Photon.LoadBalancing.Actor New actor. - Source:
- Photon-Javascript_SDK.js, line 1640
-
onActorLeave(actor, cleanup)
Called when actor leaves the room client joined to. Also called for every actor during room cleanup. Override to handle it.
-
Parameters:
Name Type Description actor
Photon.LoadBalancing.Actor Actor left the room. cleanup
boolean True if called during room cleanup (e.g. on disconnect). - Source:
- Photon-Javascript_SDK.js, line 1646
-
onActorPropertiesChange(actor)
Called on actor properties changed event. Override to handle it.
-
Parameters:
Name Type Description actor
Photon.LoadBalancing.Actor Actor whose properties were changed. - Source:
- Photon-Javascript_SDK.js, line 1628
-
onActorSuspend(actor)
Called when actor suspended in the room client joined to.Override to handle it.
-
Parameters:
Name Type Description actor
Photon.LoadBalancing.Actor Actor suspended in the room. - Source:
- Photon-Javascript_SDK.js, line 1653
-
onAppStats(errorCode, errorMsg, stats)
Called when application statistics update received.
Override to handle request results. -
Parameters:
Name Type Description errorCode
number Result error code. Currently is always 0. errorMsg
string Error message. Currently is always empty. stats
object Application statistics. - Source:
- Photon-Javascript_SDK.js, line 1686
Properties:
Name Type Description stats
object Application statistics. Properties
Name Type Description peerCount
number Count of players currently online on Game servers. masterPeerCount
number Count of players on Master server (looking for game). gameCount
number Count of games currently in use (includes invisible and full rooms, so it doesn't match lobby list). -
onError(errorCode, errorMsg)
Called if client error occures. Override to handle it.
-
Parameters:
Name Type Description errorCode
Photon.LoadBalancing.LoadBalancingClient.PeerErrorCode Client error code. errorMsg
string Error message. - Source:
- Photon-Javascript_SDK.js, line 1583
-
onEvent(code, content, actorNr)
Called on custom event. Override to handle it.
-
Parameters:
Name Type Description code
number Event code. content
object Event content. actorNr
number Actor ID event raised by. - Source:
- Photon-Javascript_SDK.js, line 1599
-
onFindFriendsResult(errorCode, errorMsg, friends)
Called when findFriends request completed.
Override to handle request results. -
Parameters:
Name Type Description errorCode
number Result error code. 0 if request is successful. errorMsg
string Error message. friends
object Table with actors names as keys and friend statuses as values: {name1: friendStatus1, name2: friendStatus2, ... }. - Source:
- Photon-Javascript_SDK.js, line 1659
Properties:
Name Type Description friendStatus
object Friend status. Properties
Name Type Description online
boolean Online status. roomId
string Joined room. -
onJoinRoom(createdByMe)
Called when client joins room. Override to handle it.
-
Parameters:
Name Type Description createdByMe
boolean True if room is created by client. - Source:
- Photon-Javascript_SDK.js, line 1634
-
onLobbyStats(errorCode, errorMsg, lobbies)
Called when lobbies statistics update received.
Update can be automated by set up during connect or requested explicitly by requestLobbyStats.
Override to handle request results. -
Parameters:
Name Type Description errorCode
number Result error code. 0 if request is successful. For automated updates is always 0. errorMsg
string Error message. For automated updates is always empty. lobbies
object[] Array of lobbies statistics: [lobbyStats1, lobbyStats1, ... ]. - Source:
- Photon-Javascript_SDK.js, line 1671
Properties:
Name Type Description lobbyStats
object Lobby statistics. Properties
Name Type Description lobbyName
string Lobby name. lobbyType
number Lobby type. peerCount
number The number of players in the lobby (on Master, not playing). gameCount
number The number of games in the lobby. -
onMyRoomPropertiesChange()
Called on joined room properties changed event. Override to handle it.
-
- Source:
- Photon-Javascript_SDK.js, line 1623
-
onOperationResponse(errorCode, errorMsg, code, content)
Called on operation response. Override if need custom workflow or response error handling.
-
Parameters:
Name Type Description errorCode
number Server error code. errorMsg
string Error message. code
number Operation code. content
object Operation response content. - Source:
- Photon-Javascript_SDK.js, line 1590
-
onRoomList(rooms)
Called on room list received from Master server (on connection). Override to handle it.
-
Parameters:
Name Type Description rooms
Photon.LoadBalancing.RoomInfo[] Room list. - Source:
- Photon-Javascript_SDK.js, line 1607
-
onRoomListUpdate(rooms, roomsUpdated, roomsAdded, roomsRemoved)
Called on room list updates received from Master server. Override to handle it.
-
Parameters:
Name Type Description rooms
Photon.LoadBalancing.RoomInfo[] Updated room list. roomsUpdated
Photon.LoadBalancing.RoomInfo[] Rooms whose properties were changed. roomsAdded
Photon.LoadBalancing.RoomInfo[] New rooms in list. roomsRemoved
Photon.LoadBalancing.RoomInfo[] Rooms removed from list. - Source:
- Photon-Javascript_SDK.js, line 1613
-
onServerErrorInfo(info)
Called when the server reports non-critical error.
Override to handle the event. -
In most cases this could be either:
1. an error from webhooks plugin (if HasErrorInfo is enabled), read more
2. an error sent from a custom server plugin via PluginHost.BroadcastErrorInfoEvent, see example
3. an error sent from the server, for example, when the limit of cached events has been exceeded in the room (all clients will be disconnected and the room will be closed in this case), read more
Parameters:
Name Type Description info
string Error info. - Source:
- Photon-Javascript_SDK.js, line 1718
-
onStateChange(state)
Called on client state change. Override to handle it.
-
Parameters:
Name Type Description state
Photon.LoadBalancing.LoadBalancingClient.State New client state. - Source:
- Photon-Javascript_SDK.js, line 1577
-
onWebRpcResult(errorCode, message, uriPath, resultCode, data)
Called when webRpc request completed.
Override to handle request results. -
Parameters:
Name Type Description errorCode
number Result error code. 0 if request is successful. message
string Error message if errorCode ~ = 0 or optional message returned by remote procedure. uriPath
string Request path. resultCode
number Result code returned by remote procedure. data
object Data returned by remote procedure. - Source:
- Photon-Javascript_SDK.js, line 1707
-
raiseEvent(eventCode, data, options)
Raises game custom event
-
Parameters:
Name Type Argument Description eventCode
number Identifies this type of event (and the content). Your game's event codes can start with 0. data
object <optional>
Custom data you want to send along (use null, if none). options
object <optional>
Additional options - Source:
- Photon-Javascript_SDK.js, line 2404
Properties:
Name Type Description options
object Additional options Properties
Name Type Argument Default Description interestGroup
number <optional>
The ID of the interest group this event goes to (exclusively). cache
Photon.LoadBalancing.Constants.EventCaching <optional>
EventCaching.DoNotCache Events can be cached (merged and removed) for players joining later on. receivers
Photon.LoadBalancing.Constants.ReceiverGroup <optional>
ReceiverGroup.Others Defines to which group of players the event is passed on. targetActors
number[] <optional>
Defines the target players who should receive the event (use only for small target groups). webForward
boolean <optional>
false Forward to web hook. -
reconnectToMaster() → {boolean}
Can be used to reconnect to the master server after a disconnect. Common use case: Press the Lock Button on a iOS device and you get disconnected immediately
-
- Source:
- Photon-Javascript_SDK.js, line 1973
Returns:
True if current client state allows reconnection.- Type
- boolean
-
reconnectToMaster() → {boolean}
Can be used to return to a room quickly by directly reconnecting to a game server to rejoin a room. Rejoining room will not send any player properties. Instead client will receive up-to-date ones from server. If you want to set new player properties, do it once rejoined.
-
- Source:
- Photon-Javascript_SDK.js, line 1995
Returns:
True if current client state allows reconnection.- Type
- boolean
-
requestLobbyStats(lobbiesToRequest)
Requests Master server for lobbies statistics.
Override onLobbyStats to handle request results.
Alternatively, automated updates can be set up during connect. -
Parameters:
Name Type Description lobbiesToRequest
any[] Array of lobbies id pairs [ [lobbyName1, lobbyType1], [lobbyName2, lobbyType2], ... ]. If not specified or null, statistics for all lobbies requested. - Source:
- Photon-Javascript_SDK.js, line 2469
-
roomFactory(name)
Override with creation of custom room (extended from Room): { return new CustomRoom(...); }
-
Parameters:
Name Type Description name
string Room name. Pass to super() in custom actor constructor. - Source:
- Photon-Javascript_SDK.js, line 1729
-
setCustomAuthentication(authParameters, authType, authData)
Enables custom authentication and sets it's parameters.
-
Parameters:
Name Type Argument Default Description authParameters
string This string must contain any (http get) parameters expected by the used authentication service. authType
Photon.LoadBalancing.Constants.CustomAuthenticationType <optional>
Photon.LoadBalancing.Constants.CustomAuthenticationType.Custom The type of custom authentication provider that should be used. authData
any <optional>
The data to be passed-on to the auth service via POST. String passed as is, objects as application/json - Source:
- Photon-Javascript_SDK.js, line 1880
-
setLogLevel(level)
Sets client logger level
-
Parameters:
Name Type Description level
Exitgames.Common.Logger.Level Logging level. - Source:
- Photon-Javascript_SDK.js, line 2633
-
setMasterServerAddress(address)
Changes default Master server address and port before connecting to Master server.
-
Parameters:
Name Type Description address
string New address and port. - Source:
- Photon-Javascript_SDK.js, line 1848
-
setNameServerAddress(address)
Changes default NameServer address and port before connecting to NameServer.
-
Parameters:
Name Type Description address
string New address and port. - Source:
- Photon-Javascript_SDK.js, line 1832
-
setUserId(userId)
Sets user ID required for authentication and FindFriends service. The value will be used the next time you connect. Set this ID before you connect, not while being connected.
-
Parameters:
Name Type Description userId
string New user id. - Source:
- Photon-Javascript_SDK.js, line 1864
-
suspendRoom()
Disconnects client from Game server keeping player in room (to rejoin later) and connects to Master server if not connected.
-
- Source:
- Photon-Javascript_SDK.js, line 2347
Properties:
Name Type Description options
object Additional options Properties
Name Type Argument Description sendAuthCookie
boolean <optional>
Securely transmit the encrypted object AuthCookie to the web service in PathLeave webhook when available -
syncServerTime()
Fetches server time from the game server and updates the base value used for extrapolation in getServerTimeMs().
-
- Source:
- Photon-Javascript_SDK.js, line 1792
-
updateRtt()
Triggers game server Round Trip Time measurement.
-
- Source:
- Photon-Javascript_SDK.js, line 1784
-
webRpc(uriPath, parameters, options)
Sends web rpc request to Master server.
Override onWebRpcResult to handle request results. -
Parameters:
Name Type Argument Description uriPath
string Request path. parameters
object Request parameters. options
object <optional>
Additional options - Source:
- Photon-Javascript_SDK.js, line 2545
Properties:
Name Type Description options
object Additional options Properties
Name Type Argument Description sendAuthCookie
boolean <optional>
Defines if the authentication cookie gets sent to a WebHook (if setup)