1 // ----------------------------------------------------------------------------------------------------------------------
2 // <summary>The Photon Chat Api enables clients to connect to a chat server and communicate with other clients.</summary>
3 // <remarks>ChatClient
is the main class of this api.</remarks>
4 // <copyright company=
"Exit Games GmbH">Photon Chat Api - Copyright (C) 2014 Exit Games GmbH</copyright>
5 // ----------------------------------------------------------------------------------------------------------------------

6
7 namespace
ExitGames.Client.Photon.Chat
8 {

9     ///
<summary>
10     ///
Wraps up codes for parameters (in operations and events) used internally in Photon Chat. You don't have to use them directly usually.
11     ///
</summary>
12     
public class ChatParameterCode
13     {

14         ///
<summary>(0) Array of chat channels.</summary>
15         
public const byte Channels = 0;
16         ///
<summary>(1) Name of a single chat channel.</summary>
17         
public const byte Channel = 1;
18         ///
<summary>(2) Array of chat messages.</summary>
19         
public const byte Messages = 2;
20         ///
<summary>(3) A single chat message.</summary>
21         
public const byte Message = 3;
22         ///
<summary>(4) Array of names of the users who sent the array of chat mesages.</summary>
23         
public const byte Senders = 4;
24         ///
<summary>(5) Name of a the user who sent a chat message.</summary>
25         
public const byte Sender = 5;
26         ///
<summary>(6) Not used.</summary>
27         
public const byte ChannelUserCount = 6;
28         ///
<summary>(225) Name of user to send a (private) message to.</summary><remarks>The code is used in LoadBalancing and copied over here.</remarks>
29         
public const byte UserId = 225;
30         ///
<summary>(8) Id of a message.</summary>
31         
public const byte MsgId = 8;
32         ///
<summary>(9) Not used.</summary>
33         
public const byte MsgIds = 9;
34         ///
<summary>(221) Secret token to identify an authorized user.</summary><remarks>The code is used in LoadBalancing and copied over here.</remarks>
35         
public const byte Secret = 221;
36         ///
<summary>(15) Subscribe operation result parameter. A bool[] with result per channel.</summary>
37         
public const byte SubscribeResults = 15;
38
39         ///
<summary>(10) Status</summary>
40         
public const byte Status = 10;
41         ///
<summary>(11) Friends</summary>
42         
public const byte Friends = 11;
43         ///
<summary>(12) SkipMessage is used in SetOnlineStatus and if true, the message is not being broadcast.</summary>
44         
public const byte SkipMessage = 12;
45
46         ///
<summary>(14) Number of message to fetch from history. 0: no history. 1 and higher: number of messages in history. -1: all history.</summary>
47         
public const byte HistoryLength = 14;
48     }
49 }


----------------------------------------------------------------------------------------------------------------------

The Photon Chat Api enables clients to connect to a chat server and communicate with other clients.

ChatClient is the main class of this api.

Photon Chat Api - Copyright (C) 2014 Exit Games GmbH

----------------------------------------------------------------------------------------------------------------------

Wraps up codes for parameters (in operations and events) used internally in Photon Chat. You don't have to use them directly usually.

(0) Array of chat channels.

(1) Name of a single chat channel.

(2) Array of chat messages.

(3) A single chat message.

(4) Array of names of the users who sent the array of chat mesages.

(5) Name of a the user who sent a chat message.

(6) Not used.

(225) Name of user to send a (private) message to.The code is used in LoadBalancing and copied over here.

(8) Id of a message.

(9) Not used.

(221) Secret token to identify an authorized user.The code is used in LoadBalancing and copied over here.

(15) Subscribe operation result parameter. A bool[] with result per channel.

(10) Status

(11) Friends

(12) SkipMessage is used in SetOnlineStatus and if true, the message is not being broadcast.

(14) Number of message to fetch from history. 0: no history. 1 and higher: number of messages in history. -1: all history.




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