Updated:
Event-, Operation- and Parameter-Codes

In Photon 2.x, our demo applications Lite and Lite Lobby used just about any (more or less random) value for event-, operation- and parameter-codes. This easily clashed when our projects are used as basis and get extended.

For Photon 3.x, we came up with this new rule to assign codes: Our codes begin with the max value, then go down. Example: Operation Join is now code 255 in Lite. If you want to add a new events (codes) to Lite, start with 0 and increment as you go.

Map of old and new codes

The following tables include codes from Lite and Lite Lobby applications. If you use our named constants for these (which you should), you don't have to know these values.

OperationCode Old Value New Value
Join 90 255
Leave 91 254
RaiseEvent 92 253
SetProperties 93 252
GetProperties 94 251
EstablishSecureCommunication 95 (obsolete)
Ping 104 (obsolete)

EventCode Old Value New Value
Join 90 255
Leave 91 254
PropertiesChanged 92 253
GameList (LiteLobby) 1 252
GameListUpdate (LiteLobby) 2 251

ParameterCode Old Value New Value
ERR 0 (obsolete)
DBG 1 (obsolete)
GameId 4 255
ActorNr 9 254
TargetActorNr 10 253
Actors 11 252
Properties 12 251
Broadcast 13 250
ActorProperties 14 249
GameProperties 15 248
ClientKey 16 (obsolete)
ServerKey 17 (obsolete)
Cache 18 247
ReceiverGroup 19 246
Data 42 245
Code 60 244
Flush 61 243
LobbyId (LiteLobby) 5 242

The above documents the Photon v3 Network Engine. See navigation for other versions' documentation.