Pun-01/Assets/Photon/PhotonUnityNetworking/Code/Enums.cs
2022-07-08 09:14:55 +08:00

94 lines
4.3 KiB
C#

// ----------------------------------------------------------------------------
// <copyright file="Enums.cs" company="Exit Games GmbH">
// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
// </copyright>
// <summary>
// Wraps up several enumerations for PUN.
// </summary>
// <author>developer@exitgames.com</author>
// ----------------------------------------------------------------------------
namespace Photon.Pun
{
/// <summary>Which PhotonNetwork method was called to connect (which influences the regions we want pinged).</summary>
/// <remarks>PhotonNetwork.ConnectUsingSettings will call either ConnectToMaster, ConnectToRegion or ConnectToBest, depending on the settings.</remarks>
public enum ConnectMethod { NotCalled, ConnectToMaster, ConnectToRegion, ConnectToBest }
/// <summary>Used to define the level of logging output created by the PUN classes. Either log errors, info (some more) or full.</summary>
/// \ingroup publicApi
public enum PunLogLevel
{
/// <summary>Show only errors. Minimal output. Note: Some might be "runtime errors" which you have to expect.</summary>
ErrorsOnly,
/// <summary>Logs some of the workflow, calls and results.</summary>
Informational,
/// <summary>Every available log call gets into the console/log. Only use for debugging.</summary>
Full
}
/// <summary>Enum of "target" options for RPCs. These define which remote clients get your RPC call. </summary>
/// \ingroup publicApi
public enum RpcTarget
{
/// <summary>Sends the RPC to everyone else and executes it immediately on this client. Player who join later will not execute this RPC.</summary>
All,
/// <summary>Sends the RPC to everyone else. This client does not execute the RPC. Player who join later will not execute this RPC.</summary>
Others,
/// <summary>Sends the RPC to MasterClient only. Careful: The MasterClient might disconnect before it executes the RPC and that might cause dropped RPCs.</summary>
MasterClient,
/// <summary>Sends the RPC to everyone else and executes it immediately on this client. New players get the RPC when they join as it's buffered (until this client leaves).</summary>
AllBuffered,
/// <summary>Sends the RPC to everyone. This client does not execute the RPC. New players get the RPC when they join as it's buffered (until this client leaves).</summary>
OthersBuffered,
/// <summary>Sends the RPC to everyone (including this client) through the server.</summary>
/// <remarks>
/// This client executes the RPC like any other when it received it from the server.
/// Benefit: The server's order of sending the RPCs is the same on all clients.
/// </remarks>
AllViaServer,
/// <summary>Sends the RPC to everyone (including this client) through the server and buffers it for players joining later.</summary>
/// <remarks>
/// This client executes the RPC like any other when it received it from the server.
/// Benefit: The server's order of sending the RPCs is the same on all clients.
/// </remarks>
AllBufferedViaServer
}
public enum ViewSynchronization { Off, ReliableDeltaCompressed, Unreliable, UnreliableOnChange }
/// <summary>
/// Options to define how Ownership Transfer is handled per PhotonView.
/// </summary>
/// <remarks>
/// This setting affects how RequestOwnership and TransferOwnership work at runtime.
/// </remarks>
public enum OwnershipOption
{
/// <summary>
/// Ownership is fixed. Instantiated objects stick with their creator, room objects always belong to the Master Client.
/// </summary>
Fixed,
/// <summary>
/// Ownership can be taken away from the current owner who can't object.
/// </summary>
Takeover,
/// <summary>
/// Ownership can be requested with PhotonView.RequestOwnership but the current owner has to agree to give up ownership.
/// </summary>
/// <remarks>The current owner has to implement IPunCallbacks.OnOwnershipRequest to react to the ownership request.</remarks>
Request
}
}