ErrorCode defines the default codes associated with Photon client/server communication. More...
Public Attributes | |
const int | Ok = 0 |
(0) is always "OK", anything else an error or specific situation. More... | |
const int | OperationNotAllowedInCurrentState = -3 |
(-3) Operation can't be executed yet (e.g. OpJoin can't be called before being authenticated, RaiseEvent cant be used before getting into a room). More... | |
const int | InvalidOperationCode = -2 |
(-2) The operation you called is not implemented on the server (application) you connect to. Make sure you run the fitting applications. More... | |
const int | InvalidOperation = -2 |
(-2) The operation you called could not be executed on the server. More... | |
const int | InternalServerError = -1 |
(-1) Something went wrong in the server. Try to reproduce and contact Exit Games. More... | |
const int | InvalidAuthentication = 0x7FFF |
(32767) Authentication failed. Possible cause: AppId is unknown to Photon (in cloud service). More... | |
const int | GameIdAlreadyExists = 0x7FFF - 1 |
(32766) GameId (name) already in use (can't create another). Change name. More... | |
const int | GameFull = 0x7FFF - 2 |
(32765) Game is full. This rarely happens when some player joined the room before your join completed. More... | |
const int | GameClosed = 0x7FFF - 3 |
(32764) Game is closed and can't be joined. Join another game. More... | |
const int | AlreadyMatched = 0x7FFF - 4 |
const int | ServerFull = 0x7FFF - 5 |
(32762) All servers are busy. This is a temporary issue and the game logic should try again after a brief wait time. More... | |
const int | UserBlocked = 0x7FFF - 6 |
(32761) Not in use currently. More... | |
const int | NoRandomMatchFound = 0x7FFF - 7 |
(32760) Random matchmaking only succeeds if a room exists thats neither closed nor full. Repeat in a few seconds or create a new room. More... | |
const int | GameDoesNotExist = 0x7FFF - 9 |
(32758) Join can fail if the room (name) is not existing (anymore). This can happen when players leave while you join. More... | |
const int | MaxCcuReached = 0x7FFF - 10 |
(32757) Authorization on the Photon Cloud failed becaus the concurrent users (CCU) limit of the app's subscription is reached. More... | |
const int | InvalidRegion = 0x7FFF - 11 |
(32756) Authorization on the Photon Cloud failed because the app's subscription does not allow to use a particular region's server. More... | |
const int | CustomAuthenticationFailed = 0x7FFF - 12 |
(32755) Custom Authentication of the user failed due to setup reasons (see Cloud Dashboard) or the provided user data (like username or token). Check error message for details. More... | |
const int | AuthenticationTicketExpired = 0x7FF1 |
(32753) The Authentication ticket expired. Usually, this is refreshed behind the scenes. Connect (and authorize) again. More... | |
const int | PluginReportedError = 0x7FFF - 15 |
(32752) A server-side plugin (or webhook) failed to execute and reported an error. Check the OperationResponse.DebugMessage. More... | |
const int | PluginMismatch = 0x7FFF - 16 |
(32751) CreateGame/JoinGame/Join operation fails if expected plugin does not correspond to loaded one. More... | |
const int | JoinFailedPeerAlreadyJoined = 32750 |
(32750) for join requests. Indicates the current peer already called join and is joined to the room. More... | |
const int | JoinFailedFoundInactiveJoiner = 32749 |
(32749) for join requests. Indicates the list of InactiveActors already contains an actor with the requested ActorNr or UserId. More... | |
const int | JoinFailedWithRejoinerNotFound = 32748 |
(32748) for join requests. Indicates the list of Actors (active and inactive) did not contain an actor with the requested ActorNr or UserId. More... | |
const int | JoinFailedFoundExcludedUserId = 32747 |
(32747) for join requests. Note: for future use - Indicates the requested UserId was found in the ExcludedList. More... | |
const int | JoinFailedFoundActiveJoiner = 32746 |
(32746) for join requests. Indicates the list of ActiveActors already contains an actor with the requested ActorNr or UserId. More... | |
const int | HttpLimitReached = 32745 |
(32745) for SetProerties and Raisevent (if flag HttpForward is true) requests. Indicates the maximum allowd http requests per minute was reached. More... | |
const int | ExternalHttpCallFailed = 32744 |
(32744) for WebRpc requests. Indicates the the call to the external service failed. More... | |
const int | OperationLimitReached = 32743 |
(32743) for operations with defined limits (as in calls per second, content count or size). More... | |
const int | SlotError = 32742 |
(32742) Server error during matchmaking with slot reservation. E.g. the reserved slots can not exceed MaxPlayers. More... | |
const int | InvalidEncryptionParameters = 32741 |
(32741) Server will react with this error if invalid encryption parameters provided by token More... | |
Detailed Description
Member Data Documentation
◆ AlreadyMatched
const int Photon.Realtime.ErrorCode.AlreadyMatched = 0x7FFF - 4 |
◆ AuthenticationTicketExpired
const int Photon.Realtime.ErrorCode.AuthenticationTicketExpired = 0x7FF1 |
(32753) The Authentication ticket expired. Usually, this is refreshed behind the scenes. Connect (and authorize) again.
◆ CustomAuthenticationFailed
const int Photon.Realtime.ErrorCode.CustomAuthenticationFailed = 0x7FFF - 12 |
(32755) Custom Authentication of the user failed due to setup reasons (see Cloud Dashboard) or the provided user data (like username or token). Check error message for details.
◆ ExternalHttpCallFailed
const int Photon.Realtime.ErrorCode.ExternalHttpCallFailed = 32744 |
(32744) for WebRpc requests. Indicates the the call to the external service failed.
◆ GameClosed
const int Photon.Realtime.ErrorCode.GameClosed = 0x7FFF - 3 |
(32764) Game is closed and can't be joined. Join another game.
◆ GameDoesNotExist
const int Photon.Realtime.ErrorCode.GameDoesNotExist = 0x7FFF - 9 |
(32758) Join can fail if the room (name) is not existing (anymore). This can happen when players leave while you join.
◆ GameFull
const int Photon.Realtime.ErrorCode.GameFull = 0x7FFF - 2 |
(32765) Game is full. This rarely happens when some player joined the room before your join completed.
◆ GameIdAlreadyExists
const int Photon.Realtime.ErrorCode.GameIdAlreadyExists = 0x7FFF - 1 |
(32766) GameId (name) already in use (can't create another). Change name.
◆ HttpLimitReached
const int Photon.Realtime.ErrorCode.HttpLimitReached = 32745 |
(32745) for SetProerties and Raisevent (if flag HttpForward is true) requests. Indicates the maximum allowd http requests per minute was reached.
◆ InternalServerError
const int Photon.Realtime.ErrorCode.InternalServerError = -1 |
(-1) Something went wrong in the server. Try to reproduce and contact Exit Games.
◆ InvalidAuthentication
const int Photon.Realtime.ErrorCode.InvalidAuthentication = 0x7FFF |
(32767) Authentication failed. Possible cause: AppId is unknown to Photon (in cloud service).
◆ InvalidEncryptionParameters
const int Photon.Realtime.ErrorCode.InvalidEncryptionParameters = 32741 |
(32741) Server will react with this error if invalid encryption parameters provided by token
◆ InvalidOperation
const int Photon.Realtime.ErrorCode.InvalidOperation = -2 |
(-2) The operation you called could not be executed on the server.
Make sure you are connected to the server you expect.
This code is used in several cases: The arguments/parameters of the operation might be out of range, missing entirely or conflicting. The operation you called is not implemented on the server (application). Server-side plugins affect the available operations.
◆ InvalidOperationCode
const int Photon.Realtime.ErrorCode.InvalidOperationCode = -2 |
(-2) The operation you called is not implemented on the server (application) you connect to. Make sure you run the fitting applications.
◆ InvalidRegion
const int Photon.Realtime.ErrorCode.InvalidRegion = 0x7FFF - 11 |
(32756) Authorization on the Photon Cloud failed because the app's subscription does not allow to use a particular region's server.
Some subscription plans for the Photon Cloud are region-bound. Servers of other regions can't be used then. Check your master server address and compare it with your Photon Cloud Dashboard's info. https://dashboard.photonengine.com
OpAuthorize is part of connection workflow but only on the Photon Cloud, this error can happen. Self-hosted Photon servers with a CCU limited license won't let a client connect at all.
◆ JoinFailedFoundActiveJoiner
const int Photon.Realtime.ErrorCode.JoinFailedFoundActiveJoiner = 32746 |
(32746) for join requests. Indicates the list of ActiveActors already contains an actor with the requested ActorNr or UserId.
◆ JoinFailedFoundExcludedUserId
const int Photon.Realtime.ErrorCode.JoinFailedFoundExcludedUserId = 32747 |
(32747) for join requests. Note: for future use - Indicates the requested UserId was found in the ExcludedList.
◆ JoinFailedFoundInactiveJoiner
const int Photon.Realtime.ErrorCode.JoinFailedFoundInactiveJoiner = 32749 |
(32749) for join requests. Indicates the list of InactiveActors already contains an actor with the requested ActorNr or UserId.
◆ JoinFailedPeerAlreadyJoined
const int Photon.Realtime.ErrorCode.JoinFailedPeerAlreadyJoined = 32750 |
(32750) for join requests. Indicates the current peer already called join and is joined to the room.
◆ JoinFailedWithRejoinerNotFound
const int Photon.Realtime.ErrorCode.JoinFailedWithRejoinerNotFound = 32748 |
(32748) for join requests. Indicates the list of Actors (active and inactive) did not contain an actor with the requested ActorNr or UserId.
◆ MaxCcuReached
const int Photon.Realtime.ErrorCode.MaxCcuReached = 0x7FFF - 10 |
(32757) Authorization on the Photon Cloud failed becaus the concurrent users (CCU) limit of the app's subscription is reached.
Unless you have a plan with "CCU Burst", clients might fail the authentication step during connect. Affected client are unable to call operations. Please note that players who end a game and return to the master server will disconnect and re-connect, which means that they just played and are rejected in the next minute / re-connect. This is a temporary measure. Once the CCU is below the limit, players will be able to connect an play again.
OpAuthorize is part of connection workflow but only on the Photon Cloud, this error can happen. Self-hosted Photon servers with a CCU limited license won't let a client connect at all.
◆ NoRandomMatchFound
const int Photon.Realtime.ErrorCode.NoRandomMatchFound = 0x7FFF - 7 |
(32760) Random matchmaking only succeeds if a room exists thats neither closed nor full. Repeat in a few seconds or create a new room.
◆ Ok
const int Photon.Realtime.ErrorCode.Ok = 0 |
(0) is always "OK", anything else an error or specific situation.
◆ OperationLimitReached
const int Photon.Realtime.ErrorCode.OperationLimitReached = 32743 |
(32743) for operations with defined limits (as in calls per second, content count or size).
◆ OperationNotAllowedInCurrentState
const int Photon.Realtime.ErrorCode.OperationNotAllowedInCurrentState = -3 |
(-3) Operation can't be executed yet (e.g. OpJoin can't be called before being authenticated, RaiseEvent cant be used before getting into a room).
Before you call any operations on the Cloud servers, the automated client workflow must complete its authorization. Wait until State is: JoinedLobby or ConnectedToMasterServer
◆ PluginMismatch
const int Photon.Realtime.ErrorCode.PluginMismatch = 0x7FFF - 16 |
(32751) CreateGame/JoinGame/Join operation fails if expected plugin does not correspond to loaded one.
◆ PluginReportedError
const int Photon.Realtime.ErrorCode.PluginReportedError = 0x7FFF - 15 |
(32752) A server-side plugin (or webhook) failed to execute and reported an error. Check the OperationResponse.DebugMessage.
◆ ServerFull
const int Photon.Realtime.ErrorCode.ServerFull = 0x7FFF - 5 |
(32762) All servers are busy. This is a temporary issue and the game logic should try again after a brief wait time.
This error may happen for all operations that create rooms. The operation response will contain this error code.
This error is very unlikely to happen as we monitor load on all servers and add them on demand. However, it's good to be prepared for a shortage of machines or surge in CCUs.
◆ SlotError
const int Photon.Realtime.ErrorCode.SlotError = 32742 |
(32742) Server error during matchmaking with slot reservation. E.g. the reserved slots can not exceed MaxPlayers.
◆ UserBlocked
const int Photon.Realtime.ErrorCode.UserBlocked = 0x7FFF - 6 |
(32761) Not in use currently.
The documentation for this class was generated from the following file:
- 3rd-Party/Photon/PhotonRealtime/Code/LoadbalancingPeer.cs