// ---------------------------------------------------------------------------------------------------------------------- // <summary>The Photon Chat Api enables clients to connect to a chat server and communicate with other clients.</summary> // <remarks>ChatClient is the main class of this api.</remarks> // <copyright company="Exit Games GmbH">Photon Chat Api - Copyright (C) 2014 Exit Games GmbH</copyright> // ---------------------------------------------------------------------------------------------------------------------- namespace Photon.Chat { /// <summary> /// Wraps up codes for parameters (in operations and events) used internally in Photon Chat. You don't have to use them directly usually. /// </summary> public class ChatParameterCode { /// <summary>(0) Array of chat channels.</summary> public const byte Channels = 0; /// <summary>(1) Name of a single chat channel.</summary> public const byte Channel = 1; /// <summary>(2) Array of chat messages.</summary> public const byte Messages = 2; /// <summary>(3) A single chat message.</summary> public const byte Message = 3; /// <summary>(4) Array of names of the users who sent the array of chat messages.</summary> public const byte Senders = 4; /// <summary>(5) Name of a the user who sent a chat message.</summary> public const byte Sender = 5; /// <summary>(6) Not used.</summary> public const byte ChannelUserCount = 6; /// <summary>(225) Name of user to send a (private) message to.</summary><remarks>The code is used in LoadBalancing and copied over here.</remarks> public const byte UserId = 225; /// <summary>(8) Id of a message.</summary> public const byte MsgId = 8; /// <summary>(9) Not used.</summary> public const byte MsgIds = 9; /// <summary>(221) Secret token to identify an authorized user.</summary><remarks>The code is used in LoadBalancing and copied over here.</remarks> public const byte Secret = 221; /// <summary>(15) Subscribe operation result parameter. A bool[] with result per channel.</summary> public const byte SubscribeResults = 15; /// <summary>(10) Status</summary> public const byte Status = 10; /// <summary>(11) Friends</summary> public const byte Friends = 11; /// <summary>(12) SkipMessage is used in SetOnlineStatus and if true, the message is not being broadcast.</summary> public const byte SkipMessage = 12; /// <summary>(14) Number of message to fetch from history. 0: no history. 1 and higher: number of messages in history. -1: all history.</summary> public const byte HistoryLength = 14; public const byte DebugMessage = 17; /// <summary>(21) WebFlags object for changing behaviour of webhooks from client.</summary> public const byte WebFlags = 21; /// <summary>(22) WellKnown or custom properties of channel or user.</summary> /// <remarks> /// In event <see cref="ChatEventCode.Subscribe"/> it's always channel properties, /// in event <see cref="ChatEventCode.UserSubscribed"/> it's always user properties, /// in event <see cref="ChatEventCode.PropertiesChanged"/> it's channel properties unless <see cref="UserId"/> parameter value is not null /// </remarks> public const byte Properties = 22; /// <summary>(23) Array of UserIds of users already subscribed to a channel.</summary> /// <remarks>Used in Subscribe event when PublishSubscribers is enabled. /// Does not include local user who just subscribed. /// Maximum length is (<see cref="ChatChannel.MaxSubscribers"/> - 1).</remarks> public const byte ChannelSubscribers = 23; /// <summary>(24) Optional data sent in ErrorInfo event from Chat WebHooks. </summary> public const byte DebugData = 24; /// <summary>(25) Code for values to be used for "Check And Swap" (CAS) when changing properties.</summary> public const byte ExpectedValues = 25; /// <summary>(26) Code for broadcast parameter of <see cref="ChatOperationCode.SetProperties"/> method.</summary> public const byte Broadcast = 26; /// <summary> /// WellKnown and custom user properties. /// </summary> /// <remarks> /// Used only in event <see cref="ChatEventCode.Subscribe"/> /// </remarks> public const byte UserProperties = 28; /// <summary> /// Generated unique reusable room id /// </summary> public const byte UniqueRoomId = 29; } }