Base interface that should be implemented as a wrapper of the game that is hosting the plugin instance.
Used to inform clients of errors. If a callInfo is available in the context of the error then the overload with info should be used.
Used to inform clients of errors.
Send event to a specific list of actors inside the room or update events cache.
recieverActors Numbers of actors that should receive the event.
senderActor The origin of this event.
0 if it should be the room itself (authorative event).
an actual actor number to impersonate.
Send event to a predefined target group of actors inside the room or update events cache.
Creates a timer that triggers a callback once dueTimeMs elapses. Callbacks are called in the context the room fiber.
Creates a timers that triggers a callback once dueTimeMs elapses and repeats the callback every intervalMs. Callbacks are called in the context the room fiber.
The serializable game state can be used to recreate the room after it gets removed from memory. Also SetGameState.
sync: this means effectivly pausing the fiber until the response is received. And where the callback is called before HttpRequest returns.
async: HttpRequest will return immediately. Messages in the room fiber will continue to be processed. The response is enqueued in the room fiber.
Add log entry at debug level.
Add log entry at error level.
Add log entry at fatal level.
Add log entry at info level.
Add log entry at warning level.
Remove an actor from the room's actors list and add to excluded actors list.
actorNr The number, inside the room, of the actor to remove.
reasonDetail A more detailed message explaining why the actor is removed.
If the actor removal is successful.
Assign a loaded/external game state to the room.
If the room state was assigned to the room successfully.
Set properties (well known or custom) of the room or an actor.
actorNr Set to 0 if the properties belong to the room, the target actor number otherwise.
properties The properties to be updated. Null values to delete. Keys can be existent already or new.
broadcast Indicates whether to send the PropertiesChanged event to other actors or not.
timer The timer to stop.
Registers new types/classes for de/serialization and the fitting methods to call for this type.
type custom (class) type to register.
typeCode A byte-code used as shortcut during transfer of this type.
serializeFunction Serialization method delegate to create a byte from a customType instance.
deserializeFunction Deserliazation Method delegate to create customType instance from a byte.
If the Type was registered successfully.
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.
The game properties that are published to the lobby - as defined by clients per RoomOptions.CustomRoomPropertiesForLobby.
List of all actors in game - including active and inactive. With each actor having a flag IsInactive IActor.
List of active actors in game.
List of inactive active actors in game.
Unique game identifier. Called Roomname in most client sdk's.
Game properties as set through the client per RoomOptions.CustomRoomProperties.
The actor number of the client defined as master. If the client disconnects a new master client will be selected by photon. Changes in the master client id are notified per PluginBase.OnChangeMasterClientId.