// -----------------------------------------------------------------------
// <copyright file="LoadBalancingClient.cs" company="Exit Games GmbH">
//   Loadbalancing Framework for Photon - Copyright (C) 2018 Exit Games GmbH
// </copyright>
// <summary>
//   Provides the operations and a state for games using the
//   Photon LoadBalancing server.
// </summary>
// <author>developer@photonengine.com</author>
// ----------------------------------------------------------------------------

#if UNITY_4_7 || UNITY_5 || UNITY_5_3_OR_NEWER
#define SUPPORTED_UNITY
#endif


namespace Photon.Realtime
{
    using System;
    using System.Collections;
    using System.Collections.Generic;
    using System.Diagnostics;
    using ExitGames.Client.Photon;

    #if SUPPORTED_UNITY
    using UnityEngine;
    using Debug = UnityEngine.Debug;
    #endif
    #if SUPPORTED_UNITY || NETFX_CORE
    using Hashtable = ExitGames.Client.Photon.Hashtable;
    using SupportClass = ExitGames.Client.Photon.SupportClass;
    #endif


    #region Enums

    /// <summary>
    /// State values for a client, which handles switching Photon server types, some operations, etc.
    /// </summary>
    /// \ingroup publicApi
    public enum ClientState
    {
        /// <summary>Peer is created but not used yet.</summary>
        PeerCreated,

        /// <summary>Transition state while connecting to a server. On the Photon Cloud this sends the AppId and AuthenticationValues (UserID).</summary>
        Authenticating,

        /// <summary>Not Used.</summary>
        Authenticated,

        /// <summary>The client sent an OpJoinLobby and if this was done on the Master Server, it will result in. Depending on the lobby, it gets room listings.</summary>
        JoiningLobby,

        /// <summary>The client is in a lobby, connected to the MasterServer. Depending on the lobby, it gets room listings.</summary>
        JoinedLobby,

        /// <summary>Transition from MasterServer to GameServer.</summary>
        DisconnectingFromMasterServer,
        [Obsolete("Renamed to DisconnectingFromMasterServer")]
        DisconnectingFromMasterserver = DisconnectingFromMasterServer,

        /// <summary>Transition to GameServer (client authenticates and joins/creates a room).</summary>
        ConnectingToGameServer,
        [Obsolete("Renamed to ConnectingToGameServer")]
        ConnectingToGameserver = ConnectingToGameServer,

        /// <summary>Connected to GameServer (going to auth and join game).</summary>
        ConnectedToGameServer,
        [Obsolete("Renamed to ConnectedToGameServer")]
        ConnectedToGameserver = ConnectedToGameServer,

        /// <summary>Transition state while joining or creating a room on GameServer.</summary>
        Joining,

        /// <summary>The client entered a room. The CurrentRoom and Players are known and you can now raise events.</summary>
        Joined,

        /// <summary>Transition state when leaving a room.</summary>
        Leaving,

        /// <summary>Transition from GameServer to MasterServer (after leaving a room/game).</summary>
        DisconnectingFromGameServer,
        [Obsolete("Renamed to DisconnectingFromGameServer")]
        DisconnectingFromGameserver = DisconnectingFromGameServer,

        /// <summary>Connecting to MasterServer (includes sending authentication values).</summary>
        ConnectingToMasterServer,
        [Obsolete("Renamed to ConnectingToMasterServer.")]
        ConnectingToMasterserver = ConnectingToMasterServer,

        /// <summary>The client disconnects (from any server). This leads to state Disconnected.</summary>
        Disconnecting,

        /// <summary>The client is no longer connected (to any server). Connect to MasterServer to go on.</summary>
        Disconnected,

        /// <summary>Connected to MasterServer. You might use matchmaking or join a lobby now.</summary>
        ConnectedToMasterServer,
        [Obsolete("Renamed to ConnectedToMasterServer.")]
        ConnectedToMasterserver = ConnectedToMasterServer,
        [Obsolete("Renamed to ConnectedToMasterServer.")]
        ConnectedToMaster = ConnectedToMasterServer,

        /// <summary>Client connects to the NameServer. This process includes low level connecting and setting up encryption. When done, state becomes ConnectedToNameServer.</summary>
        ConnectingToNameServer,

        /// <summary>Client is connected to the NameServer and established encryption already. You should call OpGetRegions or ConnectToRegionMaster.</summary>
        ConnectedToNameServer,

        /// <summary>Clients disconnects (specifically) from the NameServer (usually to connect to the MasterServer).</summary>
        DisconnectingFromNameServer,

        /// <summary>Client was unable to connect to Name Server and will attempt to connect with an alternative network protocol (TCP).</summary>
        ConnectWithFallbackProtocol
    }


    /// <summary>
    /// Internal state, how this peer gets into a particular room (joining it or creating it).
    /// </summary>
    internal enum JoinType
    {
        /// <summary>This client creates a room, gets into it (no need to join) and can set room properties.</summary>
        CreateRoom,
        /// <summary>The room existed already and we join into it (not setting room properties).</summary>
        JoinRoom,
        /// <summary>Done on Master Server and (if successful) followed by a Join on Game Server.</summary>
        JoinRandomRoom,
        /// <summary>Done on Master Server and (if successful) followed by a Join or Create on Game Server.</summary>
        JoinRandomOrCreateRoom,
        /// <summary>Client is either joining or creating a room. On Master- and Game-Server.</summary>
        JoinOrCreateRoom
    }

    /// <summary>Enumeration of causes for Disconnects (used in LoadBalancingClient.DisconnectedCause).</summary>
    /// <remarks>Read the individual descriptions to find out what to do about this type of disconnect.</remarks>
    public enum DisconnectCause
    {
        /// <summary>No error was tracked.</summary>
        None,

        /// <summary>OnStatusChanged: The server is not available or the address is wrong. Make sure the port is provided and the server is up.</summary>
        ExceptionOnConnect,

        /// <summary>OnStatusChanged: Dns resolution for a hostname failed. The exception for this is being caught and logged with error level.</summary>
        DnsExceptionOnConnect,

        /// <summary>OnStatusChanged: The server address was parsed as IPv4 illegally. An illegal address would be e.g. 192.168.1.300. IPAddress.TryParse() will let this pass but our check won't.</summary>
        ServerAddressInvalid,

        /// <summary>OnStatusChanged: Some internal exception caused the socket code to fail. This may happen if you attempt to connect locally but the server is not available. In doubt: Contact Exit Games.</summary>
        Exception,

        /// <summary>Send exception.</summary>
        SendException,

        /// <summary>Receive exception.</summary>
        ReceiveException,

        /// <summary>OnStatusChanged: The server disconnected this client due to timing out (missing acknowledgement from the client).</summary>
        ServerTimeout,

        /// <summary>OnStatusChanged: This client detected that the server's responses are not received in due time.</summary>
        ClientTimeout,

        /// <summary>OnStatusChanged: The server disconnected this client from within the room's logic (the C# code).</summary>
        DisconnectByServerLogic,

        /// <summary>OnStatusChanged: The server disconnected this client for unknown reasons.</summary>
        DisconnectByServerReasonUnknown,

        /// <summary>OnOperationResponse: Authenticate in the Photon Cloud with invalid AppId. Update your subscription or contact Exit Games.</summary>
        InvalidAuthentication,

        /// <summary>OnOperationResponse: Authenticate in the Photon Cloud with invalid client values or custom authentication setup in Cloud Dashboard.</summary>
        CustomAuthenticationFailed,

        /// <summary>The authentication ticket should provide access to any Photon Cloud server without doing another authentication-service call. However, the ticket expired.</summary>
        AuthenticationTicketExpired,

        /// <summary>OnOperationResponse: Authenticate (temporarily) failed when using a Photon Cloud subscription without CCU Burst. Update your subscription.</summary>
        MaxCcuReached,

        /// <summary>OnOperationResponse: Authenticate when the app's Photon Cloud subscription is locked to some (other) region(s). Update your subscription or master server address.</summary>
        InvalidRegion,

        /// <summary>OnOperationResponse: Operation that's (currently) not available for this client (not authorized usually). Only tracked for op Authenticate.</summary>
        OperationNotAllowedInCurrentState,

        /// <summary>OnStatusChanged: The client disconnected from within the logic (the C# code).</summary>
        DisconnectByClientLogic,

        /// <summary>The client called an operation too frequently and got disconnected due to hitting the OperationLimit. This triggers a client-side disconnect, too.</summary>
        /// <remarks>To protect the server, some operations have a limit. When an OperationResponse fails with ErrorCode.OperationLimitReached, the client disconnects.</remarks>
        DisconnectByOperationLimit,

        /// <summary>The client received a "Disconnect Message" from the server. Check the debug logs for details.</summary>
        DisconnectByDisconnectMessage,

        /// <summary>Used in case the application quits. Can be useful to not load new scenes or re-connect in OnDisconnected.</summary>
        /// <remarks>ConnectionHandler.OnDisable() will use this, if the Unity engine already called OnApplicationQuit (ConnectionHandler.AppQuits = true).</remarks>
        ApplicationQuit
    }

    /// <summary>Available server (types) for internally used field: server.</summary>
    /// <remarks>Photon uses 3 different roles of servers: Name Server, Master Server and Game Server.</remarks>
    public enum ServerConnection
    {
        /// <summary>This server is where matchmaking gets done and where clients can get lists of rooms in lobbies.</summary>
        MasterServer,
        /// <summary>This server handles a number of rooms to execute and relay the messages between players (in a room).</summary>
        GameServer,
        /// <summary>This server is used initially to get the address (IP) of a Master Server for a specific region. Not used for Photon OnPremise (self hosted).</summary>
        NameServer
    }

    /// <summary>Defines which sort of app the LoadBalancingClient is used for: Realtime or Voice.</summary>
    public enum ClientAppType
    {
        /// <summary>Realtime apps are for gaming / interaction. Also used by PUN 2.</summary>
        Realtime,
        /// <summary>Voice apps stream audio.</summary>
        Voice,
        /// <summary>Fusion clients are for matchmaking and relay in Photon Fusion.</summary>
        Fusion
    }

    /// <summary>
    /// Defines how the communication gets encrypted.
    /// </summary>
    public enum EncryptionMode
    {
        /// <summary>
        /// This is the default encryption mode: Messages get encrypted only on demand (when you send operations with the "encrypt" parameter set to true).
        /// </summary>
        PayloadEncryption,
        ///// <summary>
        ///// With this encryption mode for UDP, the connection gets setup and all further datagrams get encrypted almost entirely. On-demand message encryption (like in PayloadEncryption) is unavailable.
        ///// </summary>
        //DatagramEncryption = 10,
        ///// <summary>
        ///// With this encryption mode for UDP, the connection gets setup with random sequence numbers and all further datagrams get encrypted almost entirely. On-demand message encryption (like in PayloadEncryption) is unavailable.
        ///// </summary>
        //DatagramEncryptionRandomSequence = 11,
        /////// <summary>
        /////// Same as above except that GCM mode is used to encrypt data.
        /////// </summary>
        ////DatagramEncryptionGCMRandomSequence = 12,
        /// <summary>
        /// Datagram Encryption with GCM.
        /// </summary>
        DatagramEncryptionGCM = 13,
    }

    /// <summary>Container for port definitions.</summary>
    public struct PhotonPortDefinition
    {
        public static readonly PhotonPortDefinition AlternativeUdpPorts = new PhotonPortDefinition() { NameServerPort = 27000, MasterServerPort = 27001, GameServerPort = 27002};

        /// <summary>Typical ports: UDP: 5058 or 27000, TCP: 4533, WSS: 19093 or 443.</summary>
        public ushort NameServerPort;
        /// <summary>Typical ports: UDP: 5056 or 27002, TCP: 4530, WSS: 19090 or 443.</summary>
        public ushort MasterServerPort;
        /// <summary>Typical ports: UDP: 5055 or 27001, TCP: 4531, WSS: 19091 or 443.</summary>
        public ushort GameServerPort;
    }


    #endregion


    /// <summary>
    /// This class implements the Photon LoadBalancing workflow by using a LoadBalancingPeer.
    /// It keeps a state and will automatically execute transitions between the Master and Game Servers.
    /// </summary>
    /// <remarks>
    /// This class (and the Player class) should be extended to implement your own game logic.
    /// You can override CreatePlayer as "factory" method for Players and return your own Player instances.
    /// The State of this class is essential to know when a client is in a lobby (or just on the master)
    /// and when in a game where the actual gameplay should take place.
    /// Extension notes:
    /// An extension of this class should override the methods of the IPhotonPeerListener, as they
    /// are called when the state changes. Call base.method first, then pick the operation or state you
    /// want to react to and put it in a switch-case.
    /// We try to provide demo to each platform where this api can be used, so lookout for those.
    /// </remarks>
    public class LoadBalancingClient : IPhotonPeerListener
    {
        /// <summary>
        /// The client uses a LoadBalancingPeer as API to communicate with the server.
        /// This is public for ease-of-use: Some methods like OpRaiseEvent are not relevant for the connection state and don't need a override.
        /// </summary>
        public LoadBalancingPeer LoadBalancingPeer { get; private set; }

        #if PHOTON_LOCATION
        public LocationInfo LocationInfo
        {
            get { return this.RegionHandler?.Location?.LocationInfo; }
        }
        #endif

        /// <summary>
        /// Gets or sets the binary protocol version used by this client
        /// </summary>
        /// <remarks>
        /// Use this always instead of setting it via <see cref="LoadBalancingClient.LoadBalancingPeer"/>
        /// (<see cref="PhotonPeer.SerializationProtocolType"/>) directly, especially when WSS protocol is used.
        /// </remarks>
        public SerializationProtocol SerializationProtocol
        {
            get
            {
                return this.LoadBalancingPeer.SerializationProtocolType;
            }
            set
            {
                this.LoadBalancingPeer.SerializationProtocolType = value;
            }
        }

        /// <summary>The version of your client. A new version also creates a new "virtual app" to separate players from older client versions.</summary>
        public string AppVersion { get; set; }

        /// <summary>The AppID as assigned from the Photon Cloud. If you host yourself, this is the "regular" Photon Server Application Name (most likely: "LoadBalancing").</summary>
        public string AppId { get; set; }

        /// <summary>The ClientAppType defines which sort of AppId should be expected. The LoadBalancingClient supports Realtime and Voice app types. Default: Realtime.</summary>
        public ClientAppType ClientType { get; set; }

        /// <summary>User authentication values to be sent to the Photon server right after connecting.</summary>
        /// <remarks>Set this property or pass AuthenticationValues by Connect(..., authValues).</remarks>
        public AuthenticationValues AuthValues { get; set; }

        /// <summary>Enables the new Authentication workflow.</summary>
        public AuthModeOption AuthMode = AuthModeOption.Auth;

        /// <summary>Defines how the communication gets encrypted.</summary>
        public EncryptionMode EncryptionMode = EncryptionMode.PayloadEncryption;

        /// <summary>Optionally contains a protocol which will be used on Master- and GameServer. </summary>
        /// <remarks>
        /// When using AuthMode = AuthModeOption.AuthOnceWss, the client uses a wss-connection on the NameServer but another protocol on the other servers.
        /// As the NameServer sends an address, which is different per protocol, it needs to know the expected protocol.
        ///
        /// This is nullable by design. In many cases, the protocol on the NameServer is not different from the other servers.
        /// If set, the operation AuthOnce will contain this value and the OpAuth response on the NameServer will execute a protocol switch.
        /// </remarks>
        public ConnectionProtocol? ExpectedProtocol { get; set; }


        ///<summary>Simplifies getting the token for connect/init requests, if this feature is enabled.</summary>
        private object TokenForInit
        {
            get
            {
                if (this.AuthMode == AuthModeOption.Auth)
                {
                    return null;
                }
                return (this.AuthValues != null) ? this.AuthValues.Token : null;
            }
        }

        /// <summary>Internally used cache for the server's token. Identifies a user/session and can be used to rejoin.</summary>
        private object tokenCache;


        /// <summary>True if this client uses a NameServer to get the Master Server address.</summary>
        /// <remarks>This value is public, despite being an internal value, which should only be set by this client.</remarks>
        public bool IsUsingNameServer { get; set; }

        /// <summary>Name Server Host Name for Photon Cloud. Without port and without any prefix.</summary>
        public string NameServerHost = "ns.photonengine.io";

        /// <summary>Name Server Address for Photon Cloud (based on current protocol). You can use the default values and usually won't have to set this value.</summary>
        public string NameServerAddress { get { return this.GetNameServerAddress(); } }

        /// <summary>Name Server port per protocol (the UDP port is different than TCP, etc).</summary>
        private static readonly Dictionary<ConnectionProtocol, int> ProtocolToNameServerPort = new Dictionary<ConnectionProtocol, int>() { { ConnectionProtocol.Udp, 5058 }, { ConnectionProtocol.Tcp, 4533 }, { ConnectionProtocol.WebSocket, 80 }, { ConnectionProtocol.WebSocketSecure, 443 } };


        /// <summary>Replaced by ServerPortOverrides.</summary>
        [Obsolete("Set port overrides in ServerPortOverrides. Not used anymore!")]
        public bool UseAlternativeUdpPorts { get; set; }


        /// <summary>Defines overrides for server ports. Used per server-type if > 0. Important: You must change these when the protocol changes!</summary>
        /// <remarks>
        /// Typical ports are listed in PhotonPortDefinition.
        ///
        /// Instead of using the port provided from the servers, the specified port is used (independent of the protocol).
        /// If a value is 0 (default), the port is not being replaced.
        ///
        /// Different protocols have different typical ports per server-type.
        /// https://doc.photonengine.com/en-us/pun/current/reference/tcp-and-udp-port-numbers
        ///
        /// In case of using the AuthMode AutOnceWss, the name server's protocol is wss, while udp or tcp will be used on the master server and game server.
        /// Set the ports accordingly per protocol and server.
        /// </remarks>
        public PhotonPortDefinition ServerPortOverrides;


        /// <summary>Enables the fallback to WSS, should the initial connect to the Name Server fail. Some exceptions apply.</summary>
        /// <remarks>
        /// For security reasons, a fallback to another protocol is not done when using WSS or AuthMode.AuthOnceWss.
        /// That would compromise the expected security.
        ///
        /// If the fallback is impossible or if that connection also fails, the app logic must handle the case.
        /// It might even make sense to just try the same connection settings once more (or ask the user to do something about
        /// the network connectivity, firewalls, etc).
        ///
        /// The fallback will use the default Name Server port as defined by ProtocolToNameServerPort.
        /// </remarks>
        public bool EnableProtocolFallback { get; set; }

        /// <summary>The currently used server address (if any). The type of server is defined by Server property.</summary>
        public string CurrentServerAddress { get { return this.LoadBalancingPeer.ServerAddress; } }

        /// <summary>Your Master Server address. In PhotonCloud, call ConnectToRegionMaster() to find your Master Server.</summary>
        /// <remarks>
        /// In the Photon Cloud, explicit definition of a Master Server Address is not best practice.
        /// The Photon Cloud has a "Name Server" which redirects clients to a specific Master Server (per Region and AppId).
        /// </remarks>
        public string MasterServerAddress { get; set; }

        /// <summary>The game server's address for a particular room. In use temporarily, as assigned by master.</summary>
        public string GameServerAddress { get; protected internal set; }

        /// <summary>Provides a custom function to re-write server addresses in case the client must use a third party relay.</summary>
        /// <remarks>
        /// Discord Activities can only communicate with the domain discord.com.
        /// A forwarding system based on paths is used to replace addresses that are not on that domain.
        /// </remarks>
        public Func<string, ServerConnection, string> AddressRewriter;

        /// <summary>The server this client is currently connected or connecting to.</summary>
        /// <remarks>
        /// Each server (NameServer, MasterServer, GameServer) allow some operations and reject others.
        /// </remarks>
        public ServerConnection Server { get; private set; }

        /// <summary>
        /// Defines a proxy URL for WebSocket connections. Can be the proxy or point to a .pac file.
        /// </summary>
        /// <remarks>
        /// This URL supports various definitions:
        ///
        /// "user:pass@proxyaddress:port"<br/>
        /// "proxyaddress:port"<br/>
        /// "system:"<br/>
        /// "pac:"<br/>
        /// "pac:http://host/path/pacfile.pac"<br/>
        ///
        /// Important: Don't define a protocol, except to point to a pac file. the proxy address should not begin with http:// or https://.
        /// </remarks>
        public string ProxyServerAddress;

        /// <summary>Count of connections made to any server.</summary>
        /// <remarks>Statistical value. Increased by OnStatusChanged(StatusCode.Connect).</remarks>
        public int ConnectCount { get; private set; }

        /// <summary>Backing field for property.</summary>
        private ClientState state = ClientState.PeerCreated;

        /// <summary>Current state this client is in. Careful: several states are "transitions" that lead to other states.</summary>
        public ClientState State
        {
            get
            {
                return this.state;
            }

            set
            {
                if (this.state == value)
                {
                    return;
                }

                ClientState previousState = this.state;
                this.state = value;

                if (this.StateChanged != null)
                {
                    this.StateChanged(previousState, this.state);
                }
            }
        }

        /// <summary>Returns if this client is currently connected or connecting to some type of server.</summary>
        /// <remarks>This is even true while switching servers. Use IsConnectedAndReady to check only for those states that enable you to send Operations.</remarks>
        public bool IsConnected { get { return this.LoadBalancingPeer != null && this.State != ClientState.PeerCreated && this.State != ClientState.Disconnected; } }


        /// <summary>
        /// A refined version of IsConnected which is true only if your connection is ready to send operations.
        /// </summary>
        /// <remarks>
        /// Not all operations can be called on all types of servers. If an operation is unavailable on the currently connected server,
        /// this will result in a OperationResponse with ErrorCode != 0.
        ///
        /// Examples: The NameServer allows OpGetRegions which is not available anywhere else.
        /// The MasterServer does not allow you to send events (OpRaiseEvent) and on the GameServer you are unable to join a lobby (OpJoinLobby).
        ///
        /// To check which server you are on, use: <see cref="Server"/>.
        /// </remarks>
        public bool IsConnectedAndReady
        {
            get
            {
                if (this.LoadBalancingPeer == null)
                {
                    return false;
                }

                switch (this.State)
                {
                    case ClientState.PeerCreated:
                    case ClientState.Disconnected:
                    case ClientState.Disconnecting:
                    case ClientState.DisconnectingFromGameServer:
                    case ClientState.DisconnectingFromMasterServer:
                    case ClientState.DisconnectingFromNameServer:
                    case ClientState.Authenticating:
                    case ClientState.ConnectingToGameServer:
                    case ClientState.ConnectingToMasterServer:
                    case ClientState.ConnectingToNameServer:
                    case ClientState.Joining:
                    case ClientState.Leaving:
                        return false;   // we are not ready to execute any operations
                }

                return true;
            }
        }


        /// <summary>Register a method to be called when this client's ClientState gets set.</summary>
        /// <remarks>This can be useful to react to being connected, joined into a room, etc.</remarks>
        public event Action<ClientState, ClientState> StateChanged;


        /// <summary>Register a method to be called when an event got dispatched. Gets called after the LoadBalancingClient handled the internal events first.</summary>
        /// <remarks>
        /// This is an alternative to extending LoadBalancingClient to override OnEvent().
        ///
        /// Note that OnEvent is calling EventReceived after it handled internal events first.
        /// That means for example: Joining players will already be in the player list but leaving
        /// players will already be removed from the room.
        /// </remarks>
        public event Action<EventData> EventReceived;

        /// <summary>Register a method to be called when an operation response is received.</summary>
        /// <remarks>
        /// This is an alternative to extending LoadBalancingClient to override OnOperationResponse().
        ///
        /// Note that OnOperationResponse gets executed before your Action is called.
        /// That means for example: The OpJoinLobby response already set the state to "JoinedLobby"
        /// and the response to OpLeave already triggered the Disconnect before this is called.
        /// </remarks>
        public event Action<OperationResponse> OpResponseReceived;


        /// <summary>Wraps up the target objects for a group of callbacks, so they can be called conveniently.</summary>
        /// <remarks>By using Add or Remove, objects can "subscribe" or "unsubscribe" for this group  of callbacks.</remarks>
        public ConnectionCallbacksContainer ConnectionCallbackTargets;

        /// <summary>Wraps up the target objects for a group of callbacks, so they can be called conveniently.</summary>
        /// <remarks>By using Add or Remove, objects can "subscribe" or "unsubscribe" for this group  of callbacks.</remarks>
        public MatchMakingCallbacksContainer MatchMakingCallbackTargets;

        /// <summary>Wraps up the target objects for a group of callbacks, so they can be called conveniently.</summary>
        /// <remarks>By using Add or Remove, objects can "subscribe" or "unsubscribe" for this group  of callbacks.</remarks>
        internal InRoomCallbacksContainer InRoomCallbackTargets;

        /// <summary>Wraps up the target objects for a group of callbacks, so they can be called conveniently.</summary>
        /// <remarks>By using Add or Remove, objects can "subscribe" or "unsubscribe" for this group  of callbacks.</remarks>
        internal LobbyCallbacksContainer LobbyCallbackTargets;

        /// <summary>Wraps up the target objects for a group of callbacks, so they can be called conveniently.</summary>
        /// <remarks>By using Add or Remove, objects can "subscribe" or "unsubscribe" for this group  of callbacks.</remarks>
        internal WebRpcCallbacksContainer WebRpcCallbackTargets;


        /// <summary>Wraps up the target objects for a group of callbacks, so they can be called conveniently.</summary>
        /// <remarks>By using Add or Remove, objects can "subscribe" or "unsubscribe" for this group  of callbacks.</remarks>
        internal ErrorInfoCallbacksContainer ErrorInfoCallbackTargets;

        /// <summary>Summarizes (aggregates) the different causes for disconnects of a client.</summary>
        /// <remarks>
        /// A disconnect can be caused by: errors in the network connection or some vital operation failing
        /// (which is considered "high level"). While operations always trigger a call to OnOperationResponse,
        /// connection related changes are treated in OnStatusChanged.
        /// The DisconnectCause is set in either case and summarizes the causes for any disconnect in a single
        /// state value which can be used to display (or debug) the cause for disconnection.
        /// </remarks>
        public DisconnectCause DisconnectedCause { get; protected set; }

        /// <summary>Defaults to null. Set when the client receives a disconnect info message with a debug string. Reset to null in connect methods.</summary>
        public string DisconnectMessage;

        /// <summary>Defines if this client sends telemetry / analytics about how the connection ends.</summary>
        public bool TelemetryEnabled = false;

        /// <summary>Tells us if "this session" was already reported. We want to send only one report in best case. Re-set on connect.</summary>
        #pragma warning disable CS0414
        private bool telemetrySent = false;
        #pragma warning restore CS0414


        /// <summary>
        /// After a to a connection loss or timeout, this summarizes the most relevant system conditions which might have contributed to the loss.
        /// </summary>
        /// <remarks>
        /// </remarks>
        public SystemConnectionSummary SystemConnectionSummary;


        /// <summary>Internal value if the client is in a lobby.</summary>
        /// <remarks>This is used to re-set this.State, when joining/creating a room fails.</remarks>
        public bool InLobby
        {
            get { return this.State == ClientState.JoinedLobby; }
        }

        /// <summary>The lobby this client currently uses. Defined when joining a lobby or creating rooms</summary>
        public TypedLobby CurrentLobby { get; internal set; }

        /// <summary>
        /// If enabled, the client will get a list of available lobbies from the Master Server.
        /// </summary>
        /// <remarks>
        /// Set this value before the client connects to the Master Server. While connected to the Master
        /// Server, a change has no effect.
        ///
        /// Implement OptionalInfoCallbacks.OnLobbyStatisticsUpdate, to get the list of used lobbies.
        ///
        /// The lobby statistics can be useful if your title dynamically uses lobbies, depending (e.g.)
        /// on current player activity or such.
        /// In this case, getting a list of available lobbies, their room-count and player-count can
        /// be useful info.
        ///
        /// ConnectUsingSettings sets this to the PhotonServerSettings value.
        /// </remarks>
        public bool EnableLobbyStatistics;

        /// <summary>Internal lobby stats cache, used by LobbyStatistics.</summary>
        private readonly List<TypedLobbyInfo> lobbyStatistics = new List<TypedLobbyInfo>();


        /// <summary>The local player is never null but not valid unless the client is in a room, too. The ID will be -1 outside of rooms.</summary>
        public Player LocalPlayer { get; internal set; }

        /// <summary>
        /// The nickname of the player (synced with others). Same as client.LocalPlayer.NickName.
        /// </summary>
        public string NickName
        {
            get
            {
                return this.LocalPlayer.NickName;
            }

            set
            {
                if (this.LocalPlayer == null)
                {
                    return;
                }

                this.LocalPlayer.NickName = value;
            }
        }


        /// <summary>An ID for this user. Sent in OpAuthenticate when you connect. If not set, the PlayerName is applied during connect.</summary>
        /// <remarks>
        /// On connect, if the UserId is null or empty, the client will copy the PlayName to UserId. If PlayerName is not set either
        /// (before connect), the server applies a temporary ID which stays unknown to this client and other clients.
        ///
        /// The UserId is what's used in FindFriends and for fetching data for your account (with WebHooks e.g.).
        ///
        /// By convention, set this ID before you connect, not while being connected.
        /// There is no error but the ID won't change while being connected.
        /// </remarks>
        public string UserId
        {
            get
            {
                if (this.AuthValues != null)
                {
                    return this.AuthValues.UserId;
                }
                return null;
            }
            set
            {
                if (this.AuthValues == null)
                {
                    this.AuthValues = new AuthenticationValues();
                }
                this.AuthValues.UserId = value;
            }
        }

        /// <summary>The current room this client is connected to (null if none available).</summary>
        public Room CurrentRoom { get; set; }


        /// <summary>Is true while being in a room (this.state == ClientState.Joined).</summary>
        /// <remarks>
        /// Aside from polling this value, game logic should implement IMatchmakingCallbacks in some class
        /// and react when that gets called.<br/>
        /// OpRaiseEvent, OpLeave and some other operations can only be used (successfully) when the client is in a room..
        /// </remarks>
        public bool InRoom
        {
            get
            {
                return this.state == ClientState.Joined && this.CurrentRoom != null;
            }
        }

        /// <summary>Statistic value available on master server: Players on master (looking for games).</summary>
        public int PlayersOnMasterCount { get; internal set; }

        /// <summary>Statistic value available on master server: Players in rooms (playing).</summary>
        public int PlayersInRoomsCount { get; internal set; }

        /// <summary>Statistic value available on master server: Rooms currently created.</summary>
        public int RoomsCount { get; internal set; }


        /// <summary>Internally used to decide if a room must be created or joined on game server.</summary>
        private JoinType lastJoinType;

        /// <summary>Used when the client arrives on the GS, to join the room with the correct values.</summary>
        private EnterRoomParams enterRoomParamsCache;

        /// <summary>Used to cache a failed "enter room" operation on the Game Server, to return to the Master Server before calling a fail-callback.</summary>
        private OperationResponse failedRoomEntryOperation;


        /// <summary>Maximum of userIDs that can be sent in one friend list request.</summary>
        private const int FriendRequestListMax = 512;

        /// <summary>Contains the list of names of friends to look up their state on the server.</summary>
        private string[] friendListRequested;

        /// <summary>Internal flag to know if the client currently fetches a friend list.</summary>
        public bool IsFetchingFriendList { get { return this.friendListRequested != null; } }


        /// <summary>The cloud region this client connects to. Set by ConnectToRegionMaster(). Not set if you don't use a NameServer!</summary>
        public string CloudRegion { get; private set; }

        /// <summary>The cluster name provided by the Name Server.</summary>
        /// <remarks>
        /// The value is provided by the OpResponse for OpAuthenticate/OpAuthenticateOnce.
        /// Default: null. This value only ever updates from the Name Server authenticate response.
        /// </remarks>
        public string CurrentCluster { get; private set; }

        /// <summary>Contains the list if enabled regions this client may use. Null, unless the client got a response to OpGetRegions.</summary>
        public RegionHandler RegionHandler;

        /// <summary>Stores the best region summary of a previous session to speed up connecting.</summary>
        private string bestRegionSummaryFromStorage;

        /// <summary>Set when the best region pinging is done.</summary>
        public string SummaryToCache;

        /// <summary>Internal connection setting/flag. If the client should connect to the best region or not.</summary>
        /// <remarks>
        /// It's set in the Connect...() methods. Only ConnectUsingSettings() sets it to true.
        /// If true, client will ping available regions and select the best.
        /// A bestRegionSummaryFromStorage can be used to cut the ping time short.
        /// </remarks>
        private bool connectToBestRegion = true;


        /// <summary>Definition of parameters for encryption data (included in Authenticate operation response).</summary>
        private class EncryptionDataParameters
        {
            /// <summary>
            /// Key for encryption mode
            /// </summary>
            public const byte Mode = 0;
            /// <summary>
            /// Key for first secret
            /// </summary>
            public const byte Secret1 = 1;
            /// <summary>
            /// Key for second secret
            /// </summary>
            public const byte Secret2 = 2;
        }


        private class CallbackTargetChange
        {
            public readonly object Target;
            /// <summary>Add if true, remove if false.</summary>
            public readonly bool AddTarget;

            public CallbackTargetChange(object target, bool addTarget)
            {
                this.Target = target;
                this.AddTarget = addTarget;
            }
        }

        private readonly Queue<CallbackTargetChange> callbackTargetChanges = new Queue<CallbackTargetChange>();
        private readonly HashSet<object> callbackTargets = new HashSet<object>();


        /// <summary>Creates a LoadBalancingClient with UDP protocol or the one specified.</summary>
        /// <param name="protocol">Specifies the network protocol to use for connections.</param>
        public LoadBalancingClient(ConnectionProtocol protocol = ConnectionProtocol.Udp)
        {
            this.ConnectionCallbackTargets = new ConnectionCallbacksContainer(this);
            this.MatchMakingCallbackTargets = new MatchMakingCallbacksContainer(this);
            this.InRoomCallbackTargets = new InRoomCallbacksContainer(this);
            this.LobbyCallbackTargets = new LobbyCallbacksContainer(this);
            this.WebRpcCallbackTargets = new WebRpcCallbacksContainer(this);
            this.ErrorInfoCallbackTargets = new ErrorInfoCallbacksContainer(this);

            this.LoadBalancingPeer = new LoadBalancingPeer(this, protocol);
            this.LoadBalancingPeer.OnDisconnectMessage += this.OnDisconnectMessageReceived;
            this.SerializationProtocol = SerializationProtocol.GpBinaryV18;
            this.LocalPlayer = this.CreatePlayer(string.Empty, -1, true, null); //TODO: Check if we can do this later


            #if SUPPORTED_UNITY
            CustomTypesUnity.Register();
            #endif

            #if UNITY_WEBGL
            if (this.LoadBalancingPeer.TransportProtocol == ConnectionProtocol.Tcp || this.LoadBalancingPeer.TransportProtocol == ConnectionProtocol.Udp)
            {
                this.LoadBalancingPeer.Listener.DebugReturn(DebugLevel.WARNING, "WebGL requires WebSockets. Switching TransportProtocol to WebSocketSecure.");
                this.LoadBalancingPeer.TransportProtocol = ConnectionProtocol.WebSocketSecure;
            }
            #endif

            this.State = ClientState.PeerCreated;
        }


        /// <summary>Creates a LoadBalancingClient, setting various values needed before connecting.</summary>
        /// <param name="masterAddress">The Master Server's address to connect to. Used in Connect.</param>
        /// <param name="appId">The AppId of this title. Needed for the Photon Cloud. Find it in the Dashboard.</param>
        /// <param name="gameVersion">A version for this client/build. In the Photon Cloud, players are separated by AppId, GameVersion and Region.</param>
        /// <param name="protocol">Specifies the network protocol to use for connections.</param>
        public LoadBalancingClient(string masterAddress, string appId, string gameVersion, ConnectionProtocol protocol = ConnectionProtocol.Udp) : this(protocol)
        {
            this.MasterServerAddress = masterAddress;
            this.AppId = appId;
            this.AppVersion = gameVersion;
        }

        public int NameServerPortInAppSettings;

        /// <summary>
        /// Gets the NameServer Address (with prefix and port), based on the set protocol (this.LoadBalancingPeer.TransportProtocol).
        /// </summary>
        /// <returns>NameServer Address (with prefix and port).</returns>
        private string GetNameServerAddress()
        {
            var protocolPort = 0;
            ProtocolToNameServerPort.TryGetValue(this.LoadBalancingPeer.TransportProtocol, out protocolPort);

            if (this.NameServerPortInAppSettings != 0)
            {
                this.DebugReturn(DebugLevel.INFO, string.Format("Using NameServerPortInAppSettings: {0}", this.NameServerPortInAppSettings));
                protocolPort = this.NameServerPortInAppSettings;
            }

            if (this.ServerPortOverrides.NameServerPort > 0)
            {
                protocolPort = this.ServerPortOverrides.NameServerPort;
            }

            return this.ToProtocolAddress(this.NameServerHost, protocolPort, this.LoadBalancingPeer.TransportProtocol);
        }


        /// <summary>Build URI from address, use Scheme, Host and Path but set the port as defined by port-field or default port. Calls AddressRewriter if set.</summary>
        /// <exception cref="ArgumentException"></exception>
        private string ToProtocolAddress(string address, int port, ConnectionProtocol protocol)
        {
            string protocolScheme = String.Empty;

            switch (protocol)
            {
                case ConnectionProtocol.Udp:
                case ConnectionProtocol.Tcp:
                    return string.Format("{0}:{1}", address, port);

                case ConnectionProtocol.WebSocket:
                    protocolScheme = "ws://";
                    break;
                case ConnectionProtocol.WebSocketSecure:
                    protocolScheme = "wss://";
                    break;

                default:
                    throw new ArgumentOutOfRangeException($"Can not handle protocol: {protocol}.");
            }

            Uri uri = new Uri(protocolScheme + address);
            string result = $"{uri.Scheme}://{uri.Host}:{port}{uri.AbsolutePath}";

            if (this.AddressRewriter != null)
            {
                result = this.AddressRewriter(result, ServerConnection.NameServer);
            }

            return result;
        }

        #region Operations and Commands


        // needed connect variants:
        // connect to Name Server only (could include getregions) -> end after getregions
        // connect to Region Master via Name Server (specific region/cluster) -> no getregions! authenticates and ends after on connected to master
        // connect to Best Region via Name Server
        // connect to Master Server (no Name Server, no appid)

        /// <summary>Starts the "process" to connect as defined by the appSettings (AppId, AppVersion, Transport Protocol, Port and more).</summary>
        /// <remarks>
        /// A typical connection process wraps up these steps:<br/>
        /// - Low level connect and init (which establishes a connection that enables operations and responses for the Realtime API).<br/>
        /// - GetRegions and select best (unless FixedRegion is being used).<br/>
        /// - Authenticate user for a specific region (this provides a Master Server address to go to and a token).<br/>
        /// - Disconnect Name Server and connect to Master Server (using the token).<br/>
        /// - The callback OnConnectedToMaster gets called.<br/>
        /// <br/>
        /// Connecting to the servers is a process and this is a non-blocking method.<br/>
        /// Implement and register the IConnectionCallbacks interface to get callbacks about success or failing connects.<br/>
        /// <br/>
        /// Basically all settings for the connection, AppId and servers can be done via the provided parameter.<br/>
        /// <br/>
        /// Connecting to the Photon Cloud might fail due to:<br/>
        /// - Network issues<br/>
        /// - Region not available<br/>
        /// - Subscription CCU limit<br/>
        /// </remarks>
        /// <see cref="IConnectionCallbacks"/>
        /// <see cref="AuthValues"/>
        /// <param name="appSettings">Collection of settings defining this app and how to connect.</param>
        /// <returns>True if the client can attempt to connect.</returns>
        public virtual bool ConnectUsingSettings(AppSettings appSettings)
        {
            if (this.LoadBalancingPeer.PeerState != PeerStateValue.Disconnected)
            {
                this.DebugReturn(DebugLevel.WARNING, "ConnectUsingSettings() failed. Can only connect while in state 'Disconnected'. Current state: " + this.LoadBalancingPeer.PeerState);
                return false;
            }

            if (appSettings == null)
            {
                this.DebugReturn(DebugLevel.ERROR, "ConnectUsingSettings failed. The appSettings can't be null.'");
                return false;
            }

            switch (this.ClientType)
            {
                case ClientAppType.Realtime:
                    this.AppId = appSettings.AppIdRealtime;
                    break;
                case ClientAppType.Voice:
                    this.AppId = appSettings.AppIdVoice;
                    break;
                case ClientAppType.Fusion:
                    this.AppId = appSettings.AppIdFusion;
                    break;
            }

            this.AppVersion = appSettings.AppVersion;

            this.IsUsingNameServer = appSettings.UseNameServer;
            this.CloudRegion = appSettings.FixedRegion;
            this.connectToBestRegion = string.IsNullOrEmpty(this.CloudRegion);

            this.EnableLobbyStatistics = appSettings.EnableLobbyStatistics;
            this.LoadBalancingPeer.DebugOut = appSettings.NetworkLogging;

            this.AuthMode = appSettings.AuthMode;
            if (appSettings.AuthMode == AuthModeOption.AuthOnceWss)
            {
                this.LoadBalancingPeer.TransportProtocol = ConnectionProtocol.WebSocketSecure;
                this.ExpectedProtocol = appSettings.Protocol;
            }
            else
            {
                this.LoadBalancingPeer.TransportProtocol = appSettings.Protocol;
                this.ExpectedProtocol = null;
            }

            this.EnableProtocolFallback = appSettings.EnableProtocolFallback;

            this.bestRegionSummaryFromStorage = appSettings.BestRegionSummaryFromStorage;
            this.DisconnectedCause = DisconnectCause.None;
            this.DisconnectMessage = null;
            this.SystemConnectionSummary = null;


            this.CheckConnectSetupWebGl();


            if (this.IsUsingNameServer)
            {
                this.Server = ServerConnection.NameServer;
                if (!appSettings.IsDefaultNameServer)
                {
                    this.NameServerHost = appSettings.Server;
                }

                this.ProxyServerAddress = appSettings.ProxyServer;
                this.NameServerPortInAppSettings = appSettings.Port;

                if (!this.LoadBalancingPeer.Connect(this.NameServerAddress, this.ProxyServerAddress, this.AppId, this.TokenForInit))
                {
                    return false;
                }

                this.State = ClientState.ConnectingToNameServer;
            }
            else
            {
                this.Server = ServerConnection.MasterServer;
                int portToUse = appSettings.IsDefaultPort ? 5055 : appSettings.Port;    // TODO: setup new (default) port config

                this.MasterServerAddress = this.ToProtocolAddress(appSettings.Server, portToUse, this.LoadBalancingPeer.TransportProtocol);

                if (!this.LoadBalancingPeer.Connect(this.MasterServerAddress, this.ProxyServerAddress, this.AppId, this.TokenForInit))
                {
                    return false;
                }

                this.State = ClientState.ConnectingToMasterServer;
            }

            return true;
        }


        [Obsolete("Use ConnectToMasterServer() instead.")]
        public bool Connect()
        {
            return this.ConnectToMasterServer();
        }

        /// <summary>
        /// Starts the "process" to connect to a Master Server, using MasterServerAddress and AppId properties.
        /// </summary>
        /// <remarks>
        /// To connect to the Photon Cloud, use ConnectUsingSettings() or ConnectToRegionMaster().
        ///
        /// The process to connect includes several steps: the actual connecting, establishing encryption, authentification
        /// (of app and optionally the user) and connecting to the MasterServer
        ///
        /// Users can connect either anonymously or use "Custom Authentication" to verify each individual player's login.
        /// Custom Authentication in Photon uses external services and communities to verify users. While the client provides a user's info,
        /// the service setup is done in the Photon Cloud Dashboard.
        /// The parameter authValues will set this.AuthValues and use them in the connect process.
        ///
        /// Connecting to the Photon Cloud might fail due to:
        /// - Network issues (OnStatusChanged() StatusCode.ExceptionOnConnect)
        /// - Region not available (OnOperationResponse() for OpAuthenticate with ReturnCode == ErrorCode.InvalidRegion)
        /// - Subscription CCU limit reached (OnOperationResponse() for OpAuthenticate with ReturnCode == ErrorCode.MaxCcuReached)
        /// </remarks>
        public virtual bool ConnectToMasterServer()
        {
            if (this.LoadBalancingPeer.PeerState != PeerStateValue.Disconnected)
            {
                this.DebugReturn(DebugLevel.WARNING, "ConnectToMasterServer() failed. Can only connect while in state 'Disconnected'. Current state: " + this.LoadBalancingPeer.PeerState);
                return false;
            }

            // when using authMode AuthOnce or AuthOnceWSS, the token must be available for the init request. if it's null in that case, don't connect
            if (this.AuthMode != AuthModeOption.Auth && this.TokenForInit == null)
            {
                this.DebugReturn(DebugLevel.ERROR, "Connect() failed. Can't connect to MasterServer with Token == null in AuthMode: " + this.AuthMode);
                return false;
            }

            this.CheckConnectSetupWebGl();

            this.DisconnectedCause = DisconnectCause.None;
            this.DisconnectMessage = null;
            this.SystemConnectionSummary = null;
            if (this.LoadBalancingPeer.Connect(this.MasterServerAddress, this.ProxyServerAddress, this.AppId, this.TokenForInit))
            {
                this.connectToBestRegion = false;
                this.State = ClientState.ConnectingToMasterServer;
                this.Server = ServerConnection.MasterServer;
                return true;
            }

            return false;
        }


        /// <summary>
        /// Connects to the NameServer for Photon Cloud, where a region and server list can be obtained.
        /// </summary>
        /// <see cref="OpGetRegions"/>
        /// <returns>If the workflow was started or failed right away.</returns>
        public bool ConnectToNameServer()
        {
            if (this.LoadBalancingPeer.PeerState != PeerStateValue.Disconnected)
            {
                this.DebugReturn(DebugLevel.WARNING, "ConnectToNameServer() failed. Can only connect while in state 'Disconnected'. Current state: " + this.LoadBalancingPeer.PeerState);
                return false;
            }

            this.IsUsingNameServer = true;
            this.CloudRegion = null;


            this.CheckConnectSetupWebGl();


            if (this.AuthMode == AuthModeOption.AuthOnceWss)
            {
                if (this.ExpectedProtocol == null)
                {
                    this.ExpectedProtocol = this.LoadBalancingPeer.TransportProtocol;
                }
                this.LoadBalancingPeer.TransportProtocol = ConnectionProtocol.WebSocketSecure;
            }

            this.DisconnectedCause = DisconnectCause.None;
            this.DisconnectMessage = null;
            this.SystemConnectionSummary = null;
            if (this.LoadBalancingPeer.Connect(this.NameServerAddress, this.ProxyServerAddress, "NameServer", this.TokenForInit))
            {
                this.connectToBestRegion = false;
                this.State = ClientState.ConnectingToNameServer;
                this.Server = ServerConnection.NameServer;
                return true;
            }

            return false;
        }

        /// <summary>
        /// Connects you to a specific region's Master Server, using the Name Server to get the IP.
        /// </summary>
        /// <remarks>
        /// If the region is null or empty, no connection will be made.
        /// If the region (code) provided is not available, the connection process will fail on the Name Server.
        /// This method connects only to the region defined. Any "Best Region" pinging should get done beforehand.
        ///
        /// To support "sharding", a region string may contain a "/*" to pick a random cluster or "/clustername"
        /// to connect to a specific cluster.
        /// With a "/" or no cluster postfix, the client connects to the default cluster (a specific one
        /// for a region).
        ///
        /// By default, the region string provided by the Name Server does not contain a cluster (and only the
        /// default cluster is used).
        /// </remarks>
        /// <returns>If the operation could be sent. If false, no operation was sent.</returns>
        public bool ConnectToRegionMaster(string region)
        {
            if (string.IsNullOrEmpty(region))
            {
                this.DebugReturn(DebugLevel.ERROR, "ConnectToRegionMaster() failed. The region can not be null or empty.");
                return false;
            }

            this.IsUsingNameServer = true;

            if (this.State == ClientState.Authenticating)
            {
                if (this.LoadBalancingPeer.DebugOut >= DebugLevel.INFO)
                {
                    this.DebugReturn(DebugLevel.INFO, "ConnectToRegionMaster() will skip calling authenticate, as the current state is 'Authenticating'. Just wait for the result.");
                }
                return true;
            }

            if (this.State == ClientState.ConnectedToNameServer)
            {
                this.CloudRegion = region;

                bool authenticating = this.CallAuthenticate();
                if (authenticating)
                {
                    this.State = ClientState.Authenticating;
                }

                return authenticating;
            }


            this.LoadBalancingPeer.Disconnect();

            //if (!string.IsNullOrEmpty(region) && !region.Contains("/"))
            //{
            //    region = region + "/*";
            //}
            this.CloudRegion = region;


            this.CheckConnectSetupWebGl();


            if (this.AuthMode == AuthModeOption.AuthOnceWss)
            {
                if (this.ExpectedProtocol == null)
                {
                    this.ExpectedProtocol = this.LoadBalancingPeer.TransportProtocol;
                }
                this.LoadBalancingPeer.TransportProtocol = ConnectionProtocol.WebSocketSecure;
            }

            this.connectToBestRegion = false;
            this.DisconnectedCause = DisconnectCause.None;
            this.DisconnectMessage = null;
            this.SystemConnectionSummary = null;
            if (!this.LoadBalancingPeer.Connect(this.NameServerAddress, this.ProxyServerAddress, "NameServer", null))
            {
                return false;
            }

            this.State = ClientState.ConnectingToNameServer;
            this.Server = ServerConnection.NameServer;
            return true;
        }

        [Conditional("UNITY_WEBGL")]
        private void CheckConnectSetupWebGl()
        {
            #if UNITY_WEBGL
            if (this.LoadBalancingPeer.TransportProtocol != ConnectionProtocol.WebSocket && this.LoadBalancingPeer.TransportProtocol != ConnectionProtocol.WebSocketSecure)
            {
                this.DebugReturn(DebugLevel.WARNING, "WebGL requires WebSockets. Switching TransportProtocol to WebSocketSecure.");
                this.LoadBalancingPeer.TransportProtocol = ConnectionProtocol.WebSocketSecure;
            }

            this.EnableProtocolFallback = false; // no fallback on WebGL
            #endif
        }

        /// <summary>
        /// Privately used only for reconnecting.
        /// </summary>
        private bool Connect(string serverAddress, string proxyServerAddress, ServerConnection serverType)
        {
            // TODO: Make sure app doesn't quit right now

            if (this.State == ClientState.Disconnecting)
            {
                this.DebugReturn(DebugLevel.ERROR, "Connect() failed. Can't connect while disconnecting (still). Current state: " + this.State);
                return false;
            }

            // when using authMode AuthOnce or AuthOnceWSS, the token must be available for the init request. if it's null in that case, don't connect
            if (this.AuthMode != AuthModeOption.Auth && serverType != ServerConnection.NameServer && this.TokenForInit == null)
            {
                this.DebugReturn(DebugLevel.ERROR, "Connect() failed. Can't connect to " + serverType + " with Token == null in AuthMode: " + this.AuthMode);
                return false;
            }


            this.DisconnectedCause = DisconnectCause.None;
            this.SystemConnectionSummary = null;

            // connect might fail, if the DNS name can't be resolved or if no network connection is available, etc.
            bool connecting = this.LoadBalancingPeer.Connect(serverAddress, proxyServerAddress, this.AppId, this.TokenForInit);
            if (connecting)
            {
                this.Server = serverType;

                switch (serverType)
                {
                    case ServerConnection.NameServer:
                        State = ClientState.ConnectingToNameServer;
                        break;
                    case ServerConnection.MasterServer:
                        State = ClientState.ConnectingToMasterServer;
                        break;
                    case ServerConnection.GameServer:
                        State = ClientState.ConnectingToGameServer;
                        break;
                }
            }

            return connecting;
        }


        /// <summary>Can be used to reconnect to the master server after a disconnect.</summary>
        /// <remarks>Common use case: Press the Lock Button on a iOS device and you get disconnected immediately.</remarks>
        public bool ReconnectToMaster()
        {
            if (this.LoadBalancingPeer.PeerState != PeerStateValue.Disconnected)
            {
                this.DebugReturn(DebugLevel.WARNING, "ReconnectToMaster() failed. Can only connect while in state 'Disconnected'. Current state: " + this.LoadBalancingPeer.PeerState);
                return false;
            }

            if (string.IsNullOrEmpty(this.MasterServerAddress))
            {
                this.DebugReturn(DebugLevel.WARNING, "ReconnectToMaster() failed. MasterServerAddress is null or empty.");
                return false;
            }
            if (this.tokenCache == null)
            {
                this.DebugReturn(DebugLevel.WARNING, "ReconnectToMaster() failed. It seems the client doesn't have any previous authentication token to re-connect.");
                return false;
            }

            if (this.AuthValues == null)
            {
                this.DebugReturn(DebugLevel.WARNING, "ReconnectToMaster() with AuthValues == null is not correct!");
                this.AuthValues = new AuthenticationValues();
            }
            this.AuthValues.Token = this.tokenCache;

            return this.Connect(this.MasterServerAddress, this.ProxyServerAddress, ServerConnection.MasterServer);
        }

        /// <summary>
        /// Can be used to return to a room quickly by directly reconnecting to a game server to rejoin a room.
        /// </summary>
        /// <remarks>
        /// Rejoining room will not send any player properties. Instead client will receive up-to-date ones from server.
        /// If you want to set new player properties, do it once rejoined.
        /// </remarks>
        /// <returns>False, if the conditions are not met. Then, this client does not attempt the ReconnectAndRejoin.</returns>
        public bool ReconnectAndRejoin()
        {
            if (this.LoadBalancingPeer.PeerState != PeerStateValue.Disconnected)
            {
                this.DebugReturn(DebugLevel.WARNING, "ReconnectAndRejoin() failed. Can only connect while in state 'Disconnected'. Current state: " + this.LoadBalancingPeer.PeerState);
                return false;
            }

            if (string.IsNullOrEmpty(this.GameServerAddress))
            {
                this.DebugReturn(DebugLevel.WARNING, "ReconnectAndRejoin() failed. It seems the client wasn't connected to a game server before (no address).");
                return false;
            }
            if (this.enterRoomParamsCache == null)
            {
                this.DebugReturn(DebugLevel.WARNING, "ReconnectAndRejoin() failed. It seems the client doesn't have any previous room to re-join.");
                return false;
            }
            if (this.tokenCache == null)
            {
                this.DebugReturn(DebugLevel.WARNING, "ReconnectAndRejoin() failed. It seems the client doesn't have any previous authentication token to re-connect.");
                return false;
            }

            if (this.AuthValues == null)
            {
                this.AuthValues = new AuthenticationValues();
            }
            this.AuthValues.Token = this.tokenCache;


            if (!string.IsNullOrEmpty(this.GameServerAddress) && this.enterRoomParamsCache != null)
            {
                this.lastJoinType = JoinType.JoinRoom;
                this.enterRoomParamsCache.JoinMode = JoinMode.RejoinOnly;
                this.enterRoomParamsCache.Ticket = null;
                return this.Connect(this.GameServerAddress, this.ProxyServerAddress, ServerConnection.GameServer);
            }

            return false;
        }


        /// <summary>Disconnects the peer from a server or stays disconnected. If the client / peer was connected, a callback will be triggered.</summary>
        /// <remarks>
        /// Disconnect will attempt to notify the server of the client closing the connection.
        ///
        /// Clients that are in a room, will leave the room. If the room's playerTTL &gt; 0, the player will just become inactive (and may rejoin).
        ///
        /// This method will not change the current State, if this client State is PeerCreated, Disconnecting or Disconnected.
        /// In those cases, there is also no callback for the disconnect. The DisconnectedCause will only change if the client was connected.
        /// </remarks>
        public void Disconnect()
        {
            this.Disconnect(DisconnectCause.DisconnectByClientLogic);
        }


        /// <summary>Disconnects the client / peer from a server or stays disconnected. Internal method that sets the DisconnectedCause as well.</summary>
        internal void Disconnect(DisconnectCause cause)
        {
            if (this.State == ClientState.Disconnecting || this.State == ClientState.PeerCreated)
            {
                this.DebugReturn(DebugLevel.INFO, "Disconnect() call gets skipped due to State " + this.State + ". DisconnectedCause: " + this.DisconnectedCause + " Parameter cause: " + cause);
                return;
            }

            if (this.State != ClientState.Disconnected)
            {
                this.State = ClientState.Disconnecting;
                this.DisconnectedCause = cause;
                this.LoadBalancingPeer.Disconnect();
            }
        }


        /// <summary>
        /// Private Disconnect variant that sets the state, too.
        /// </summary>
        private void DisconnectToReconnect()
        {
            switch (this.Server)
            {
                case ServerConnection.NameServer:
                    this.State = ClientState.DisconnectingFromNameServer;
                    break;
                case ServerConnection.MasterServer:
                    this.State = ClientState.DisconnectingFromMasterServer;
                    break;
                case ServerConnection.GameServer:
                    this.State = ClientState.DisconnectingFromGameServer;
                    break;
            }

            this.LoadBalancingPeer.Disconnect();
        }

        /// <summary>
        /// Useful to test loss of connection which will end in a client timeout. This modifies LoadBalancingPeer.NetworkSimulationSettings. Read remarks.
        /// </summary>
        /// <remarks>
        /// Use with care as this sets LoadBalancingPeer.IsSimulationEnabled.<br/>
        /// Read LoadBalancingPeer.IsSimulationEnabled to check if this is on or off, if needed.<br/>
        ///
        /// If simulateTimeout is true, LoadBalancingPeer.NetworkSimulationSettings.IncomingLossPercentage and
        /// LoadBalancingPeer.NetworkSimulationSettings.OutgoingLossPercentage will be set to 100.<br/>
        /// Obviously, this overrides any network simulation settings done before.<br/>
        ///
        /// If you want fine-grained network simulation control, use the NetworkSimulationSettings.<br/>
        ///
        /// The timeout will lead to a call to <see cref="IConnectionCallbacks.OnDisconnected"/>, as usual in a client timeout.
        ///
        /// You could modify this method (or use NetworkSimulationSettings) to deliberately run into a server timeout by
        /// just setting the OutgoingLossPercentage = 100 and the IncomingLossPercentage = 0.
        /// </remarks>
        /// <param name="simulateTimeout">If true, a connection loss is simulated. If false, the simulation ends.</param>
        public void SimulateConnectionLoss(bool simulateTimeout)
        {
            this.DebugReturn(DebugLevel.WARNING, "SimulateConnectionLoss() set to: "+simulateTimeout);

            if (simulateTimeout)
            {
                this.LoadBalancingPeer.NetworkSimulationSettings.IncomingLossPercentage = 100;
                this.LoadBalancingPeer.NetworkSimulationSettings.OutgoingLossPercentage = 100;
            }

            this.LoadBalancingPeer.IsSimulationEnabled = simulateTimeout;
        }

        private bool CallAuthenticate()
        {
            if (this.IsUsingNameServer && this.Server != ServerConnection.NameServer && (this.AuthValues == null || this.AuthValues.Token == null))
            {
                this.DebugReturn(DebugLevel.ERROR, "Authenticate without Token is only allowed on Name Server. Connecting to: " + this.Server + " on: " + this.CurrentServerAddress + ". State: " + this.State);
                return false;
            }

            if (this.AuthMode == AuthModeOption.Auth)
            {
                if (!this.CheckIfOpCanBeSent(OperationCode.Authenticate, this.Server, "Authenticate"))
                {
                    return false;
                }
                return this.LoadBalancingPeer.OpAuthenticate(this.AppId, this.AppVersion, this.AuthValues, this.CloudRegion, (this.EnableLobbyStatistics && this.Server == ServerConnection.MasterServer));
            }
            else
            {
                if (!this.CheckIfOpCanBeSent(OperationCode.AuthenticateOnce, this.Server, "AuthenticateOnce"))
                {
                    return false;
                }

                ConnectionProtocol targetProtocolPastNameServer = this.ExpectedProtocol != null ? (ConnectionProtocol) this.ExpectedProtocol : this.LoadBalancingPeer.TransportProtocol;
                return this.LoadBalancingPeer.OpAuthenticateOnce(this.AppId, this.AppVersion, this.AuthValues, this.CloudRegion, this.EncryptionMode, targetProtocolPastNameServer);
            }
        }


        /// <summary>
        /// This method dispatches all available incoming commands and then sends this client's outgoing commands.
        /// It uses DispatchIncomingCommands and SendOutgoingCommands to do that.
        /// </summary>
        /// <remarks>
        /// The Photon client libraries are designed to fit easily into a game or application. The application
        /// is in control of the context (thread) in which incoming events and responses are executed and has
        /// full control of the creation of UDP/TCP packages.
        ///
        /// Sending packages and dispatching received messages are two separate tasks. Service combines them
        /// into one method at the cost of control. It calls DispatchIncomingCommands and SendOutgoingCommands.
        ///
        /// Call this method regularly (10..50 times a second).
        ///
        /// This will Dispatch ANY received commands (unless a reliable command in-order is still missing) and
        /// events AND will send queued outgoing commands. Fewer calls might be more effective if a device
        /// cannot send many packets per second, as multiple operations might be combined into one package.
        /// </remarks>
        /// <example>
        /// You could replace Service by:
        ///
        ///     while (DispatchIncomingCommands()); //Dispatch until everything is Dispatched...
        ///     SendOutgoingCommands(); //Send a UDP/TCP package with outgoing messages
        /// </example>
        /// <seealso cref="PhotonPeer.DispatchIncomingCommands"/>
        /// <seealso cref="PhotonPeer.SendOutgoingCommands"/>
        public void Service()
        {
            if (this.LoadBalancingPeer != null)
            {
                this.LoadBalancingPeer.Service();
            }
        }


        /// <summary>
        /// While on the NameServer, this gets you the list of regional servers (short names and their IPs to ping them).
        /// </summary>
        /// <returns>If the operation could be sent. If false, no operation was sent (e.g. while not connected to the NameServer).</returns>
        private bool OpGetRegions()
        {
            if (!this.CheckIfOpCanBeSent(OperationCode.GetRegions, this.Server, "GetRegions"))
            {
                return false;
            }

            bool sent = this.LoadBalancingPeer.OpGetRegions(this.AppId);
            return sent;
        }


        /// <summary>
        /// Request the rooms and online status for a list of friends. All clients should set a unique UserId before connecting. The result is available in this.FriendList.
        /// </summary>
        /// <remarks>
        /// Used on Master Server to find the rooms played by a selected list of users.
        /// The result will be stored in LoadBalancingClient.FriendList, which is null before the first server response.
        ///
        /// Users identify themselves by setting a UserId in the LoadBalancingClient instance.
        /// This will send the ID in OpAuthenticate during connect (to master and game servers).
        /// Note: Changing a player's name doesn't make sense when using a friend list.
        ///
        /// The list of usernames must be fetched from some other source (not provided by Photon).
        ///
        ///
        /// Internal:<br/>
        /// The server response includes 2 arrays of info (each index matching a friend from the request):<br/>
        /// ParameterCode.FindFriendsResponseOnlineList = bool[] of online states<br/>
        /// ParameterCode.FindFriendsResponseRoomIdList = string[] of room names (empty string if not in a room)<br/>
        /// <br/>
        /// The options may be used to define which state a room must match to be returned.
        /// </remarks>
        /// <param name="friendsToFind">Array of friend's names (make sure they are unique).</param>
        /// <param name="options">Options that affect the result of the FindFriends operation.</param>
        /// <returns>If the operation could be sent (requires connection).</returns>
        public bool OpFindFriends(string[] friendsToFind, FindFriendsOptions options = null)
        {
            if (!this.CheckIfOpCanBeSent(OperationCode.FindFriends, this.Server, "FindFriends"))
            {
                return false;
            }

            if (this.IsFetchingFriendList)
            {
                this.DebugReturn(DebugLevel.WARNING, "OpFindFriends skipped: already fetching friends list.");
                return false;   // fetching friends currently, so don't do it again (avoid changing the list while fetching friends)
            }

            if (friendsToFind == null || friendsToFind.Length == 0)
            {
                this.DebugReturn(DebugLevel.ERROR, "OpFindFriends skipped: friendsToFind array is null or empty.");
                return false;
            }

            if (friendsToFind.Length > FriendRequestListMax)
            {
                this.DebugReturn(DebugLevel.ERROR, string.Format("OpFindFriends skipped: friendsToFind array exceeds allowed length of {0}.", FriendRequestListMax));
                return false;
            }

            List<string> friendsList = new List<string>(friendsToFind.Length);
            for (int i = 0; i < friendsToFind.Length; i++)
            {
                string friendUserId = friendsToFind[i];
                if (string.IsNullOrEmpty(friendUserId))
                {
                    this.DebugReturn(DebugLevel.WARNING,
                        string.Format(
                            "friendsToFind array contains a null or empty UserId, element at position {0} skipped.",
                            i));
                }
                else if (friendUserId.Equals(UserId))
                {
                    this.DebugReturn(DebugLevel.WARNING,
                        string.Format(
                            "friendsToFind array contains local player's UserId \"{0}\", element at position {1} skipped.",
                            friendUserId,
                            i));
                }
                else if (friendsList.Contains(friendUserId))
                {
                    this.DebugReturn(DebugLevel.WARNING,
                        string.Format(
                            "friendsToFind array contains duplicate UserId \"{0}\", element at position {1} skipped.",
                            friendUserId,
                            i));
                }
                else
                {
                    friendsList.Add(friendUserId);
                }
            }

            if (friendsList.Count == 0)
            {
                this.DebugReturn(DebugLevel.ERROR, "OpFindFriends skipped: friends list to find is empty.");
                return false;
            }

            string[] filteredArray = friendsList.ToArray();
            bool sent = this.LoadBalancingPeer.OpFindFriends(filteredArray, options);
            this.friendListRequested = sent ? filteredArray : null;

            return sent;
        }

        /// <summary>If already connected to a Master Server, this joins the specified lobby. This request triggers an OnOperationResponse() call and the callback OnJoinedLobby().</summary>
        /// <param name="lobby">The lobby to join. Use null for default lobby.</param>
        /// <returns>If the operation could be sent. False, if the client is not IsConnectedAndReady or when it's not connected to a Master Server.</returns>
        public bool OpJoinLobby(TypedLobby lobby)
        {
            if (!this.CheckIfOpCanBeSent(OperationCode.JoinLobby, this.Server, "JoinLobby"))
            {
                return false;
            }

            if (lobby == null)
            {
                lobby = TypedLobby.Default;
            }
            bool sent = this.LoadBalancingPeer.OpJoinLobby(lobby);
            if (sent)
            {
                this.CurrentLobby = lobby;
                this.State = ClientState.JoiningLobby;
            }

            return sent;
        }


        /// <summary>Opposite of joining a lobby. You don't have to explicitly leave a lobby to join another (client can be in one max, at any time).</summary>
        /// <returns>If the operation could be sent (has to be connected).</returns>
        public bool OpLeaveLobby()
        {
            if (!this.CheckIfOpCanBeSent(OperationCode.LeaveLobby, this.Server, "LeaveLobby"))
            {
                return false;
            }
            return this.LoadBalancingPeer.OpLeaveLobby();
        }


        /// <summary>
        /// Joins a random room that matches the filter. Will callback: OnJoinedRoom or OnJoinRandomFailed.
        /// </summary>
        /// <remarks>
        /// Used for random matchmaking. You can join any room or one with specific properties defined in opJoinRandomRoomParams.
        ///
        /// You can use expectedCustomRoomProperties and expectedMaxPlayers as filters for accepting rooms.
        /// If you set expectedCustomRoomProperties, a room must have the exact same key values set at Custom Properties.
        /// You need to define which Custom Room Properties will be available for matchmaking when you create a room.
        /// See: OpCreateRoom(string roomName, RoomOptions roomOptions, TypedLobby lobby)
        ///
        /// This operation fails if no rooms are fitting or available (all full, closed or not visible).
        /// It may also fail when actually joining the room which was found. Rooms may close, become full or empty anytime.
        ///
        /// This method can only be called while the client is connected to a Master Server so you should
        /// implement the callback OnConnectedToMaster.
        /// Check the return value to make sure the operation will be called on the server.
        /// Note: There will be no callbacks if this method returned false.
        ///
        ///
        /// This client's State is set to ClientState.Joining immediately, when the operation could
        /// be called. In the background, the client will switch servers and call various related operations.
        ///
        /// When you're in the room, this client's State will become ClientState.Joined.
        ///
        ///
        /// When entering a room, this client's Player Custom Properties will be sent to the room.
        /// Use LocalPlayer.SetCustomProperties to set them, even while not yet in the room.
        /// Note that the player properties will be cached locally and are not wiped when leaving a room.
        ///
        /// More about matchmaking:
        /// https://doc.photonengine.com/en-us/realtime/current/reference/matchmaking-and-lobby
        ///
        /// You can define an array of expectedUsers, to block player slots in the room for these users.
        /// The corresponding feature in Photon is called "Slot Reservation" and can be found in the doc pages.
        /// </remarks>
        /// <param name="opJoinRandomRoomParams">Optional definition of properties to filter rooms in random matchmaking.</param>
        /// <returns>If the operation could be sent currently (requires connection to Master Server).</returns>
        public bool OpJoinRandomRoom(OpJoinRandomRoomParams opJoinRandomRoomParams = null)
        {
            if (!this.CheckIfOpCanBeSent(OperationCode.JoinRandomGame, this.Server, "JoinRandomGame"))
            {
                return false;
            }

            if (opJoinRandomRoomParams == null)
            {
                opJoinRandomRoomParams = new OpJoinRandomRoomParams();
            }

            this.enterRoomParamsCache = new EnterRoomParams();
            this.enterRoomParamsCache.Lobby = opJoinRandomRoomParams.TypedLobby;
            this.enterRoomParamsCache.ExpectedUsers = opJoinRandomRoomParams.ExpectedUsers;
            this.enterRoomParamsCache.Ticket = opJoinRandomRoomParams.Ticket;


            bool sending = this.LoadBalancingPeer.OpJoinRandomRoom(opJoinRandomRoomParams);
            if (sending)
            {
                this.lastJoinType = JoinType.JoinRandomRoom;
                this.State = ClientState.Joining;
            }
            return sending;
        }


        /// <summary>
        /// Attempts to join a room that matches the specified filter and creates a room if none found.
        /// </summary>
        /// <remarks>
        /// This operation is a combination of filter-based random matchmaking with the option to create a new room,
        /// if no fitting room exists.
        /// The benefit of that is that the room creation is done by the same operation and the room can be found
        /// by the very next client, looking for similar rooms.
        ///
        /// There are separate parameters for joining and creating a room.
        ///
        /// Tickets: Both parameter types have a Ticket value. It is enough to set the opJoinRandomRoomParams.Ticket.
        /// The createRoomParams.Ticket will not be used.
        ///
        /// This method can only be called while connected to a Master Server.
        /// This client's State is set to ClientState.Joining immediately.
        ///
        /// For success, IMatchmakingCallbacks.OnJoinedRoom or IMatchmakingCallbacks.OnCreatedRoom get called.
        /// In error cases IMatchmakingCallbacks.OnJoinRoomFailed or IMatchmakingCallbacks.OnJoinRandomRoomFailed get called.
        ///
        /// More about matchmaking:
        /// https://doc.photonengine.com/en-us/realtime/current/reference/matchmaking-and-lobby
        ///
        /// Check the return value to make sure the operation will be called on the server.
        /// Note: There will be no callbacks if this method returned false.
        /// </remarks>
        /// <returns>If the operation will be sent (requires connection to Master Server).</returns>
        public bool OpJoinRandomOrCreateRoom(OpJoinRandomRoomParams opJoinRandomRoomParams, EnterRoomParams createRoomParams)
        {
            if (!this.CheckIfOpCanBeSent(OperationCode.JoinRandomGame, this.Server, "OpJoinRandomOrCreateRoom"))
            {
                return false;
            }

            if (opJoinRandomRoomParams == null)
            {
                opJoinRandomRoomParams = new OpJoinRandomRoomParams();
            }
            if (createRoomParams == null)
            {
                createRoomParams = new EnterRoomParams();
            }

            createRoomParams.JoinMode = JoinMode.CreateIfNotExists;
            this.enterRoomParamsCache = createRoomParams;
            this.enterRoomParamsCache.Lobby = opJoinRandomRoomParams.TypedLobby;
            this.enterRoomParamsCache.ExpectedUsers = opJoinRandomRoomParams.ExpectedUsers;
            if (opJoinRandomRoomParams.Ticket != null)
            {
                this.enterRoomParamsCache.Ticket = opJoinRandomRoomParams.Ticket;
            }


            bool sending = this.LoadBalancingPeer.OpJoinRandomOrCreateRoom(opJoinRandomRoomParams, createRoomParams);
            if (sending)
            {
                this.lastJoinType = JoinType.JoinRandomOrCreateRoom;
                this.State = ClientState.Joining;
            }
            return sending;
        }



        /// <summary>
        /// Creates a new room. Will callback: OnCreatedRoom and OnJoinedRoom or OnCreateRoomFailed.
        /// </summary>
        /// <remarks>
        /// When successful, the client will enter the specified room and callback both OnCreatedRoom and OnJoinedRoom.
        /// In all error cases, OnCreateRoomFailed gets called.
        ///
        /// Creating a room will fail if the room name is already in use or when the RoomOptions clashing
        /// with one another. Check the EnterRoomParams reference for the various room creation options.
        ///
        ///
        /// This method can only be called while the client is connected to a Master Server so you should
        /// implement the callback OnConnectedToMaster.
        /// Check the return value to make sure the operation will be called on the server.
        /// Note: There will be no callbacks if this method returned false.
        ///
        ///
        /// When you're in the room, this client's State will become ClientState.Joined.
        ///
        ///
        /// When entering a room, this client's Player Custom Properties will be sent to the room.
        /// Use LocalPlayer.SetCustomProperties to set them, even while not yet in the room.
        /// Note that the player properties will be cached locally and are not wiped when leaving a room.
        ///
        /// You can define an array of expectedUsers, to block player slots in the room for these users.
        /// The corresponding feature in Photon is called "Slot Reservation" and can be found in the doc pages.
        /// </remarks>
        /// <param name="enterRoomParams">Definition of properties for the room to create.</param>
        /// <returns>If the operation could be sent currently (requires connection to Master Server).</returns>
        public bool OpCreateRoom(EnterRoomParams enterRoomParams)
        {
            if (!this.CheckIfOpCanBeSent(OperationCode.CreateGame, this.Server, "CreateGame"))
            {
                return false;
            }
            bool onGameServer = this.Server == ServerConnection.GameServer;
            enterRoomParams.OnGameServer = onGameServer;
            if (!onGameServer)
            {
                this.enterRoomParamsCache = enterRoomParams;
            }

            bool sending = this.LoadBalancingPeer.OpCreateRoom(enterRoomParams);
            if (sending)
            {
                this.lastJoinType = JoinType.CreateRoom;
                this.State = ClientState.Joining;
            }
            return sending;
        }


        /// <summary>
        /// Joins a specific room by name and creates it on demand. Will callback: OnJoinedRoom or OnJoinRoomFailed.
        /// </summary>
        /// <remarks>
        /// Useful when players make up a room name to meet in:
        /// All involved clients call the same method and whoever is first, also creates the room.
        ///
        /// When successful, the client will enter the specified room.
        /// The client which creates the room, will callback both OnCreatedRoom and OnJoinedRoom.
        /// Clients that join an existing room will only callback OnJoinedRoom.
        /// In all error cases, OnJoinRoomFailed gets called.
        ///
        /// Joining a room will fail, if the room is full, closed or when the user
        /// already is present in the room (checked by userId).
        ///
        /// To return to a room, use OpRejoinRoom.
        ///
        /// This method can only be called while the client is connected to a Master Server so you should
        /// implement the callback OnConnectedToMaster.
        /// Check the return value to make sure the operation will be called on the server.
        /// Note: There will be no callbacks if this method returned false.
        ///
        /// This client's State is set to ClientState.Joining immediately, when the operation could
        /// be called. In the background, the client will switch servers and call various related operations.
        ///
        /// When you're in the room, this client's State will become ClientState.Joined.
        ///
        ///
        /// If you set room properties in roomOptions, they get ignored when the room is existing already.
        /// This avoids changing the room properties by late joining players.
        ///
        /// When entering a room, this client's Player Custom Properties will be sent to the room.
        /// Use LocalPlayer.SetCustomProperties to set them, even while not yet in the room.
        /// Note that the player properties will be cached locally and are not wiped when leaving a room.
        ///
        /// You can define an array of expectedUsers, to block player slots in the room for these users.
        /// The corresponding feature in Photon is called "Slot Reservation" and can be found in the doc pages.
        /// </remarks>
        /// <param name="enterRoomParams">Definition of properties for the room to create or join.</param>
        /// <returns>If the operation could be sent currently (requires connection to Master Server).</returns>
        public bool OpJoinOrCreateRoom(EnterRoomParams enterRoomParams)
        {
            if (!this.CheckIfOpCanBeSent(OperationCode.JoinGame, this.Server, "JoinOrCreateRoom"))
            {
                return false;
            }

            bool onGameServer = this.Server == ServerConnection.GameServer;
            enterRoomParams.JoinMode = JoinMode.CreateIfNotExists;
            enterRoomParams.OnGameServer = onGameServer;
            if (!onGameServer)
            {
                this.enterRoomParamsCache = enterRoomParams;
            }

            bool sending = this.LoadBalancingPeer.OpJoinRoom(enterRoomParams);
            if (sending)
            {
                this.lastJoinType = JoinType.JoinOrCreateRoom;
                this.State = ClientState.Joining;
            }
            return sending;
        }


        /// <summary>
        /// Joins a room by name. Will callback: OnJoinedRoom or OnJoinRoomFailed.
        /// </summary>
        /// <remarks>
        /// Useful when using lobbies or when players follow friends or invite each other.
        ///
        /// When successful, the client will enter the specified room and callback via OnJoinedRoom.
        /// In all error cases, OnJoinRoomFailed gets called.
        ///
        /// Joining a room will fail if the room is full, closed, not existing or when the user
        /// already is present in the room (checked by userId).
        ///
        /// To return to a room, use OpRejoinRoom.
        /// When players invite each other and it's unclear who's first to respond, use OpJoinOrCreateRoom instead.
        ///
        /// This method can only be called while the client is connected to a Master Server so you should
        /// implement the callback OnConnectedToMaster.
        /// Check the return value to make sure the operation will be called on the server.
        /// Note: There will be no callbacks if this method returned false.
        ///
        /// A room's name has to be unique (per region, appid and gameversion).
        /// When your title uses a global matchmaking or invitations (e.g. an external solution),
        /// keep regions and the game versions in mind to join a room.
        ///
        ///
        /// This client's State is set to ClientState.Joining immediately, when the operation could
        /// be called. In the background, the client will switch servers and call various related operations.
        ///
        /// When you're in the room, this client's State will become ClientState.Joined.
        ///
        ///
        /// When entering a room, this client's Player Custom Properties will be sent to the room.
        /// Use LocalPlayer.SetCustomProperties to set them, even while not yet in the room.
        /// Note that the player properties will be cached locally and are not wiped when leaving a room.
        ///
        /// You can define an array of expectedUsers, to reserve player slots in the room for friends or party members.
        /// The corresponding feature in Photon is called "Slot Reservation" and can be found in the doc pages.
        /// </remarks>
        /// <param name="enterRoomParams">Definition of properties for the room to join.</param>
        /// <returns>If the operation could be sent currently (requires connection to Master Server).</returns>
        public bool OpJoinRoom(EnterRoomParams enterRoomParams)
        {
            if (!this.CheckIfOpCanBeSent(OperationCode.JoinGame, this.Server, "JoinRoom"))
            {
                return false;
            }

            bool onGameServer = this.Server == ServerConnection.GameServer;
            enterRoomParams.OnGameServer = onGameServer;
            if (!onGameServer)
            {
                this.enterRoomParamsCache = enterRoomParams;
            }

            bool sending = this.LoadBalancingPeer.OpJoinRoom(enterRoomParams);
            if (sending)
            {
                this.lastJoinType = enterRoomParams.JoinMode == JoinMode.CreateIfNotExists ? JoinType.JoinOrCreateRoom : JoinType.JoinRoom;
                this.State = ClientState.Joining;
            }
            return sending;
        }


        /// <summary>
        /// Rejoins a room by roomName (using the userID internally to return).  Will callback: OnJoinedRoom or OnJoinRoomFailed.
        /// </summary>
        /// <remarks>
        /// Used to return to a room, before this user was removed from the players list.
        /// Internally, the userID will be checked by the server, to make sure this user is in the room (active or inactice).
        ///
        /// In contrast to join, this operation never adds a players to a room. It will attempt to retake an existing
        /// spot in the playerlist or fail. This makes sure the client doesn't accidentally join a room when the
        /// game logic meant to re-activate an existing actor in an existing room.
        ///
        /// This method will fail on the server, when the room does not exist, can't be loaded (persistent rooms) or
        /// when the userId is not in the player list of this room. This will lead to a callback OnJoinRoomFailed.
        ///
        /// Rejoining room will not send any player properties. Instead client will receive up-to-date ones from server.
        /// If you want to set new player properties, do it once rejoined.
        ///
        /// Tickets: If the server requires use of Tickets or if the room was entered with a Ticket initially,
        /// you will have to provide a ticket as argument.
        /// </remarks>
        public bool OpRejoinRoom(string roomName, object ticket = null)
        {
            if (!this.CheckIfOpCanBeSent(OperationCode.JoinGame, this.Server, "RejoinRoom"))
            {
                return false;
            }

            bool onGameServer = this.Server == ServerConnection.GameServer;

            EnterRoomParams opParams = new EnterRoomParams();
            opParams.RoomName = roomName;
            opParams.OnGameServer = onGameServer;
            opParams.JoinMode = JoinMode.RejoinOnly;
            opParams.Ticket = ticket;
            this.enterRoomParamsCache = opParams;

            bool sending = this.LoadBalancingPeer.OpJoinRoom(opParams);
            if (sending)
            {
                this.lastJoinType = JoinType.JoinRoom;
                this.State = ClientState.Joining;
            }
            return sending;
        }


        /// <summary>
        /// Leaves the current room, optionally telling the server that the user is just becoming inactive. Will callback: OnLeftRoom.
        /// </summary>
        ///
        /// <remarks>
        /// OpLeaveRoom skips execution when the room is null or the server is not GameServer or the client is disconnecting from GS already.
        /// OpLeaveRoom returns false in those cases and won't change the state, so check return of this method.
        ///
        /// In some cases, this method will skip the OpLeave call and just call Disconnect(),
        /// which not only leaves the room but also the server. Disconnect also triggers a leave and so that workflow is is quicker.
        /// </remarks>
        /// <param name="becomeInactive">If true, this player becomes inactive in the game and can return later (if PlayerTTL of the room is != 0).</param>
        /// <param name="sendAuthCookie">WebFlag: Securely transmit the encrypted object AuthCookie to the web service in PathLeave webhook when available</param>
        /// <returns>If the current room could be left (impossible while not in a room).</returns>
        public bool OpLeaveRoom(bool becomeInactive, bool sendAuthCookie = false)
        {
            if (!this.CheckIfOpCanBeSent(OperationCode.Leave, this.Server, "LeaveRoom"))
            {
                return false;
            }

            if (this.LoadBalancingPeer.OpLeaveRoom(becomeInactive, sendAuthCookie))
            {
                this.State = ClientState.Leaving;
                this.GameServerAddress = String.Empty;
                this.enterRoomParamsCache = null;
                return true;
            }

            return false;
        }


        /// <summary>Gets a list of rooms matching the (non empty) SQL filter for the given SQL-typed lobby.</summary>
        /// <remarks>
        /// Operation is only available for lobbies of type SqlLobby and the filter can not be empty.
        /// It will check those conditions and fail locally, returning false.
        ///
        /// This is an async request which triggers a OnOperationResponse() call.
        /// </remarks>
        /// <see href="https://doc.photonengine.com/en-us/realtime/current/reference/matchmaking-and-lobby#sql_lobby_type"/>
        /// <param name="typedLobby">The lobby to query. Has to be of type SqlLobby.</param>
        /// <param name="sqlLobbyFilter">The sql query statement.</param>
        /// <returns>If the operation could be sent (has to be connected).</returns>
        public bool OpGetGameList(TypedLobby typedLobby, string sqlLobbyFilter)
        {
            if (!this.CheckIfOpCanBeSent(OperationCode.GetGameList, this.Server, "GetGameList"))
            {
                return false;
            }

            if (string.IsNullOrEmpty(sqlLobbyFilter))
            {
                this.DebugReturn(DebugLevel.ERROR, "Operation GetGameList requires a filter.");
                return false;
            }
            if (typedLobby.Type != LobbyType.SqlLobby)
            {
                this.DebugReturn(DebugLevel.ERROR, "Operation GetGameList can only be used for lobbies of type SqlLobby.");
                return false;
            }

            return this.LoadBalancingPeer.OpGetGameList(typedLobby, sqlLobbyFilter);
        }


        ///  <summary>
        ///  Updates and synchronizes a Player's Custom Properties. Optionally, expectedProperties can be provided as condition.
        ///  </summary>
        ///  <remarks>
        ///  Custom Properties are a set of string keys and arbitrary values which is synchronized
        ///  for the players in a Room. They are available when the client enters the room, as
        ///  they are in the response of OpJoin and OpCreate.
        ///
        ///  Custom Properties either relate to the (current) Room or a Player (in that Room).
        ///
        ///  Both classes locally cache the current key/values and make them available as
        ///  property: CustomProperties. This is provided only to read them.
        ///  You must use the method SetCustomProperties to set/modify them.
        ///
        ///  Any client can set any Custom Properties anytime (when in a room).
        ///  It's up to the game logic to organize how they are best used.
        ///
        ///  You should call SetCustomProperties only with key/values that are new or changed. This reduces
        ///  traffic and performance.
        ///
        ///  Unless you define some expectedProperties, setting key/values is always permitted.
        ///  In this case, the property-setting client will not receive the new values from the server but
        ///  instead update its local cache in SetCustomProperties.
        ///
        ///  If you define expectedProperties, the server will skip updates if the server property-cache
        ///  does not contain all expectedProperties with the same values.
        ///  In this case, the property-setting client will get an update from the server and update it's
        ///  cached key/values at about the same time as everyone else.
        ///
        ///  The benefit of using expectedProperties can be only one client successfully sets a key from
        ///  one known value to another.
        ///  As example: Store who owns an item in a Custom Property "ownedBy". It's 0 initally.
        ///  When multiple players reach the item, they all attempt to change "ownedBy" from 0 to their
        ///  actorNumber. If you use expectedProperties {"ownedBy", 0} as condition, the first player to
        ///  take the item will have it (and the others fail to set the ownership).
        ///
        ///  Properties get saved with the game state for Turnbased games (which use IsPersistent = true).
        ///  </remarks>
        /// <param name="actorNr">Defines which player the Custom Properties belong to. ActorID of a player.</param>
        /// <param name="propertiesToSet">Hashtable of Custom Properties that changes.</param>
        /// <param name="expectedProperties">Provide some keys/values to use as condition for setting the new values. Client must be in room.</param>
        /// <param name="webFlags">Defines if the set properties should be forwarded to a WebHook. Client must be in room.</param>
        /// <returns>
        /// False if propertiesToSet is null or empty or have zero string keys.
        /// If not in a room, returns true if local player and expectedProperties and webFlags are null.
        /// False if actorNr is lower than or equal to zero.
        /// Otherwise, returns if the operation could be sent to the server.
        /// </returns>
        public bool OpSetCustomPropertiesOfActor(int actorNr, Hashtable propertiesToSet, Hashtable expectedProperties = null, WebFlags webFlags = null)
        {
            if (propertiesToSet == null || propertiesToSet.Count == 0)
            {
                this.DebugReturn(DebugLevel.ERROR, "OpSetCustomPropertiesOfActor() failed. propertiesToSet must not be null nor empty.");
                return false;
            }

            if (this.CurrentRoom == null)
            {
                // if you attempt to set this player's values without conditions, then fine:
                if (expectedProperties == null && webFlags == null && this.LocalPlayer != null && this.LocalPlayer.ActorNumber == actorNr)
                {
                    return this.LocalPlayer.SetCustomProperties(propertiesToSet);
                }

                if (this.LoadBalancingPeer.DebugOut >= DebugLevel.ERROR)
                {
                    this.DebugReturn(DebugLevel.ERROR, "OpSetCustomPropertiesOfActor() failed. To use expectedProperties or webForward, you have to be in a room. State: " + this.State);
                }
                return false;
            }

            Hashtable customActorProperties = new Hashtable();
            customActorProperties.MergeStringKeys(propertiesToSet);
            if (customActorProperties.Count == 0)
            {
                this.DebugReturn(DebugLevel.ERROR, "OpSetCustomPropertiesOfActor() failed. Only string keys allowed for custom properties.");
                return false;
            }
            return this.OpSetPropertiesOfActor(actorNr, customActorProperties, expectedProperties, webFlags);
        }


        /// <summary>Internally used to cache and set properties (including well known properties).</summary>
        /// <remarks>Requires being in a room (because this attempts to send an operation which will fail otherwise).</remarks>
        protected internal bool OpSetPropertiesOfActor(int actorNr, Hashtable actorProperties, Hashtable expectedProperties = null, WebFlags webFlags = null)
        {
            if (!this.CheckIfOpCanBeSent(OperationCode.SetProperties, this.Server, "SetProperties"))
            {
                return false;
            }

            if (actorProperties == null || actorProperties.Count == 0)
            {
                this.DebugReturn(DebugLevel.ERROR, "OpSetPropertiesOfActor() failed. actorProperties must not be null nor empty.");
                return false;
            }
            bool res = this.LoadBalancingPeer.OpSetPropertiesOfActor(actorNr, actorProperties, expectedProperties, webFlags);
            if (res && !this.CurrentRoom.BroadcastPropertiesChangeToAll && (expectedProperties == null || expectedProperties.Count == 0))
            {
                Player target = this.CurrentRoom.GetPlayer(actorNr);
                if (target != null)
                {
                    target.InternalCacheProperties(actorProperties);
                    this.InRoomCallbackTargets.OnPlayerPropertiesUpdate(target, actorProperties);
                }
            }
            return res;
        }


        ///  <summary>
        ///  Updates and synchronizes this Room's Custom Properties. Optionally, expectedProperties can be provided as condition.
        ///  </summary>
        ///  <remarks>
        ///  Custom Properties are a set of string keys and arbitrary values which is synchronized
        ///  for the players in a Room. They are available when the client enters the room, as
        ///  they are in the response of OpJoin and OpCreate.
        ///
        ///  Custom Properties either relate to the (current) Room or a Player (in that Room).
        ///
        ///  Both classes locally cache the current key/values and make them available as
        ///  property: CustomProperties. This is provided only to read them.
        ///  You must use the method SetCustomProperties to set/modify them.
        ///
        ///  Any client can set any Custom Properties anytime (when in a room).
        ///  It's up to the game logic to organize how they are best used.
        ///
        ///  You should call SetCustomProperties only with key/values that are new or changed. This reduces
        ///  traffic and performance.
        ///
        ///  Unless you define some expectedProperties, setting key/values is always permitted.
        ///  In this case, the property-setting client will not receive the new values from the server but
        ///  instead update its local cache in SetCustomProperties.
        ///
        ///  If you define expectedProperties, the server will skip updates if the server property-cache
        ///  does not contain all expectedProperties with the same values.
        ///  In this case, the property-setting client will get an update from the server and update it's
        ///  cached key/values at about the same time as everyone else.
        ///
        ///  The benefit of using expectedProperties can be only one client successfully sets a key from
        ///  one known value to another.
        ///  As example: Store who owns an item in a Custom Property "ownedBy". It's 0 initally.
        ///  When multiple players reach the item, they all attempt to change "ownedBy" from 0 to their
        ///  actorNumber. If you use expectedProperties {"ownedBy", 0} as condition, the first player to
        ///  take the item will have it (and the others fail to set the ownership).
        ///
        ///  Properties get saved with the game state for Turnbased games (which use IsPersistent = true).
        ///  </remarks>
        /// <param name="propertiesToSet">Hashtable of Custom Properties that changes.</param>
        /// <param name="expectedProperties">Provide some keys/values to use as condition for setting the new values.</param>
        /// <param name="webFlags">Defines web flags for an optional PathProperties webhook.</param>
        /// <returns>
        /// False if propertiesToSet is null or empty or have zero string keys.
        /// Otherwise, returns if the operation could be sent to the server.
        /// </returns>
        public bool OpSetCustomPropertiesOfRoom(Hashtable propertiesToSet, Hashtable expectedProperties = null, WebFlags webFlags = null)
        {
            if (propertiesToSet == null || propertiesToSet.Count == 0)
            {
                this.DebugReturn(DebugLevel.ERROR, "OpSetCustomPropertiesOfRoom() failed. propertiesToSet must not be null nor empty.");
                return false;
            }
            Hashtable customGameProps = new Hashtable();
            customGameProps.MergeStringKeys(propertiesToSet);
            if (customGameProps.Count == 0)
            {
                this.DebugReturn(DebugLevel.ERROR, "OpSetCustomPropertiesOfRoom() failed. Only string keys are allowed for custom properties.");
                return false;
            }
            return this.OpSetPropertiesOfRoom(customGameProps, expectedProperties, webFlags);
        }


        protected internal bool OpSetPropertyOfRoom(byte propCode, object value)
        {
            Hashtable properties = new Hashtable();
            properties[propCode] = value;
            return this.OpSetPropertiesOfRoom(properties);
        }

        /// <summary>Internally used to cache and set properties (including well known properties).</summary>
        /// <remarks>Requires being in a room (because this attempts to send an operation which will fail otherwise).</remarks>
        protected internal bool OpSetPropertiesOfRoom(Hashtable gameProperties, Hashtable expectedProperties = null, WebFlags webFlags = null)
        {
            if (!this.CheckIfOpCanBeSent(OperationCode.SetProperties, this.Server, "SetProperties"))
            {
                return false;
            }

            if (gameProperties == null || gameProperties.Count == 0)
            {
                this.DebugReturn(DebugLevel.ERROR, "OpSetPropertiesOfRoom() failed. gameProperties must not be null nor empty.");
                return false;
            }
            bool res = this.LoadBalancingPeer.OpSetPropertiesOfRoom(gameProperties, expectedProperties, webFlags);
            if (res && !this.CurrentRoom.BroadcastPropertiesChangeToAll && (expectedProperties == null || expectedProperties.Count == 0))
            {
                this.CurrentRoom.InternalCacheProperties(gameProperties);
                this.InRoomCallbackTargets.OnRoomPropertiesUpdate(gameProperties);
            }
            return res;
        }


        /// <summary>
        /// Send an event with custom code/type and any content to the other players in the same room.
        /// </summary>
        /// <param name="eventCode">Identifies this type of event (and the content). Your game's event codes can start with 0.</param>
        /// <param name="customEventContent">Any serializable datatype (including Hashtable like the other OpRaiseEvent overloads).</param>
        /// <param name="raiseEventOptions">Contains used send options. If you pass null, the default options will be used.</param>
        /// <param name="sendOptions">Send options for reliable, encryption etc</param>
        /// <returns>If operation could be enqueued for sending. Sent when calling: Service or SendOutgoingCommands.</returns>
        public virtual bool OpRaiseEvent(byte eventCode, object customEventContent, RaiseEventOptions raiseEventOptions, SendOptions sendOptions)
        {
            if (!this.CheckIfOpCanBeSent(OperationCode.RaiseEvent, this.Server, "RaiseEvent"))
            {
                return false;
            }

            return this.LoadBalancingPeer.OpRaiseEvent(eventCode, customEventContent, raiseEventOptions, sendOptions);
        }



        /// <summary>
        /// Operation to handle this client's interest groups (for events in room).
        /// </summary>
        /// <remarks>
        /// Note the difference between passing null and byte[0]:
        ///   null won't add/remove any groups.
        ///   byte[0] will add/remove all (existing) groups.
        /// First, removing groups is executed. This way, you could leave all groups and join only the ones provided.
        ///
        /// Changes become active not immediately but when the server executes this operation (approximately RTT/2).
        /// </remarks>
        /// <param name="groupsToRemove">Groups to remove from interest. Null will not remove any. A byte[0] will remove all.</param>
        /// <param name="groupsToAdd">Groups to add to interest. Null will not add any. A byte[0] will add all current.</param>
        /// <returns>If operation could be enqueued for sending. Sent when calling: Service or SendOutgoingCommands.</returns>
        public virtual bool OpChangeGroups(byte[] groupsToRemove, byte[] groupsToAdd)
        {
            if (!this.CheckIfOpCanBeSent(OperationCode.ChangeGroups, this.Server, "ChangeGroups"))
            {
                return false;
            }

            return this.LoadBalancingPeer.OpChangeGroups(groupsToRemove, groupsToAdd);
        }


        #endregion

        #region Helpers

        /// <summary>
        /// Privately used to read-out properties coming from the server in events and operation responses (which might be a bit tricky).
        /// </summary>
        private void ReadoutProperties(Hashtable gameProperties, Hashtable actorProperties, int targetActorNr)
        {
            // read game properties and cache them locally
            if (this.CurrentRoom != null && gameProperties != null)
            {
                this.CurrentRoom.InternalCacheProperties(gameProperties);
                if (this.InRoom)
                {
                    this.InRoomCallbackTargets.OnRoomPropertiesUpdate(gameProperties);
                }
            }

            if (actorProperties != null && actorProperties.Count > 0)
            {
                if (targetActorNr > 0)
                {
                    // we have a single entry in the actorProperties with one user's name
                    // targets MUST exist before you set properties
                    Player target = this.CurrentRoom.GetPlayer(targetActorNr);
                    if (target != null)
                    {
                        Hashtable props = this.ReadoutPropertiesForActorNr(actorProperties, targetActorNr);
                        target.InternalCacheProperties(props);
                        this.InRoomCallbackTargets.OnPlayerPropertiesUpdate(target, props);
                    }
                }
                else
                {
                    // in this case, we've got a key-value pair per actor (each
                    // value is a hashtable with the actor's properties then)
                    int actorNr;
                    Hashtable props;
                    string newName;
                    Player target;

                    foreach (object key in actorProperties.Keys)
                    {
                        actorNr = (int)key;
                        if (actorNr == 0)
                        {
                            continue;
                        }

                        props = (Hashtable)actorProperties[key];
                        newName = (string)props[ActorProperties.PlayerName];

                        target = this.CurrentRoom.GetPlayer(actorNr);
                        if (target == null)
                        {
                            target = this.CreatePlayer(newName, actorNr, false, props);
                            this.CurrentRoom.StorePlayer(target);
                        }
                        target.InternalCacheProperties(props);
                    }
                }
            }
        }


        /// <summary>
        /// Privately used only to read properties for a distinct actor (which might be the hashtable OR a key-pair value IN the actorProperties).
        /// </summary>
        private Hashtable ReadoutPropertiesForActorNr(Hashtable actorProperties, int actorNr)
        {
            if (actorProperties.ContainsKey(actorNr))
            {
                return (Hashtable)actorProperties[actorNr];
            }

            return actorProperties;
        }


        /// <summary>Internally used to set the LocalPlayer's actorNumber (from -1 to the actual in-room value) and optionally the userId.</summary>
        /// <param name="newId">New actorNr assigned when joining a room.</param>
        /// <param name="applyUserId">Set true for offline mode. If true the player.UserId is set to this.AuthValues.UserId or a new GUID (mimicking online mode).</param>
        public void ChangeLocalID(int newId, bool applyUserId = false)
        {
            if (this.LocalPlayer == null)
            {
                this.DebugReturn(DebugLevel.ERROR, "loadBalancingClient.LocalPlayer is null. It should be set in constructor and not changed. Failed to ChangeLocalID.");
                return;
            }


            if (applyUserId && string.IsNullOrEmpty(this.LocalPlayer.UserId))
            {
                this.LocalPlayer.UserId = this.AuthValues == null || string.IsNullOrEmpty(this.AuthValues.UserId) ? new System.Guid().ToString() : this.AuthValues.UserId;
            }


            if (this.CurrentRoom == null)
            {
                // change to new actor/player ID and make sure the player does not have a room reference left
                this.LocalPlayer.ChangeLocalID(newId);
                this.LocalPlayer.RoomReference = null;
            }
            else
            {
                // remove old actorId from actor list
                this.CurrentRoom.RemovePlayer(this.LocalPlayer);

                // change to new actor/player ID
                this.LocalPlayer.ChangeLocalID(newId);

                // update the room's list with the new reference
                this.CurrentRoom.StorePlayer(this.LocalPlayer);
            }
        }



        /// <summary>
        /// Called internally, when a game was joined or created on the game server successfully.
        /// </summary>
        /// <remarks>
        /// This reads the response, finds out the local player's actorNumber (a.k.a. Player.ID) and applies properties of the room and players.
        /// Errors for these operations are to be handled before this method is called.
        /// </remarks>
        /// <param name="operationResponse">Contains the server's response for an operation called by this peer.</param>
        private void GameEnteredOnGameServer(OperationResponse operationResponse)
        {
            this.CurrentRoom = this.CreateRoom(this.enterRoomParamsCache.RoomName, this.enterRoomParamsCache.RoomOptions);
            this.CurrentRoom.LoadBalancingClient = this;

            // first change the local id, instead of first updating the actorList since actorList uses ID to update itself

            // the local player's actor-properties are not returned in join-result. add this player to the list
            int localActorNr = (int)operationResponse[ParameterCode.ActorNr];
            this.ChangeLocalID(localActorNr);

            if (operationResponse.Parameters.ContainsKey(ParameterCode.ActorList))
            {
                int[] actorsInRoom = (int[])operationResponse.Parameters[ParameterCode.ActorList];
                this.UpdatedActorList(actorsInRoom);
            }


            Hashtable actorProperties = (Hashtable)operationResponse[ParameterCode.PlayerProperties];
            Hashtable gameProperties = (Hashtable)operationResponse[ParameterCode.GameProperties];
            this.ReadoutProperties(gameProperties, actorProperties, 0);

            object temp;
            if (operationResponse.Parameters.TryGetValue(ParameterCode.RoomOptionFlags, out temp))
            {
                this.CurrentRoom.InternalCacheRoomFlags((int)temp);
            }


            // the callbacks OnCreatedRoom and OnJoinedRoom are called in the event join. it contains important info about the room and players.
            // unless there will be no room events (RoomOptions.SuppressRoomEvents = true)
            if (this.CurrentRoom.SuppressRoomEvents)
            {
                // setting the state was moved into this condition in v4.1.6.26.
                // the state should be set before OnCreateRoom/OnJoinedRoom is called, which may be due to the event join.
                // if you need the old behavior, move the following line out of this block (below the block that could call InternalCacheRoomFlags().
                this.State = ClientState.Joined;
                this.LocalPlayer.UpdateNickNameOnJoined();


                if (this.lastJoinType == JoinType.CreateRoom || (this.lastJoinType == JoinType.JoinOrCreateRoom && this.LocalPlayer.ActorNumber == 1))
                {
                    this.MatchMakingCallbackTargets.OnCreatedRoom();
                }

                this.MatchMakingCallbackTargets.OnJoinedRoom();
            }
        }


        private void UpdatedActorList(int[] actorsInGame)
        {
            if (actorsInGame != null)
            {
                foreach (int actorNumber in actorsInGame)
                {
                    if (actorNumber == 0)
                    {
                        continue;
                    }

                    Player target = this.CurrentRoom.GetPlayer(actorNumber);
                    if (target == null)
                    {
                        this.CurrentRoom.StorePlayer(this.CreatePlayer(string.Empty, actorNumber, false, null));
                    }
                }
            }
        }

        /// <summary>
        /// Factory method to create a player instance - override to get your own player-type with custom features.
        /// </summary>
        /// <param name="actorName">The name of the player to be created. </param>
        /// <param name="actorNumber">The player ID (a.k.a. actorNumber) of the player to be created.</param>
        /// <param name="isLocal">Sets the distinction if the player to be created is your player or if its assigned to someone else.</param>
        /// <param name="actorProperties">The custom properties for this new player</param>
        /// <returns>The newly created player</returns>
        protected internal virtual Player CreatePlayer(string actorName, int actorNumber, bool isLocal, Hashtable actorProperties)
        {
            Player newPlayer = new Player(actorName, actorNumber, isLocal, actorProperties);
            return newPlayer;
        }

        /// <summary>Internal "factory" method to create a room-instance.</summary>
        protected internal virtual Room CreateRoom(string roomName, RoomOptions opt)
        {
            Room r = new Room(roomName, opt);
            return r;
        }

        private bool CheckIfOpAllowedOnServer(byte opCode, ServerConnection serverConnection)
        {
            switch (serverConnection)
            {
                case ServerConnection.MasterServer:
                    switch (opCode)
                    {
                        case OperationCode.CreateGame:
                        case OperationCode.Authenticate:
                        case OperationCode.AuthenticateOnce:
                        case OperationCode.FindFriends:
                        case OperationCode.GetGameList:
                        case OperationCode.GetLobbyStats:
                        case OperationCode.JoinGame:
                        case OperationCode.JoinLobby:
                        case OperationCode.LeaveLobby:
                        case OperationCode.WebRpc:
                        case OperationCode.ServerSettings:
                        case OperationCode.JoinRandomGame:
                            return true;
                    }
                    break;
                case ServerConnection.GameServer:
                    switch (opCode)
                    {
                        case OperationCode.CreateGame:
                        case OperationCode.Authenticate:
                        case OperationCode.AuthenticateOnce:
                        case OperationCode.ChangeGroups:
                        case OperationCode.GetProperties:
                        case OperationCode.JoinGame:
                        case OperationCode.Leave:
                        case OperationCode.WebRpc:
                        case OperationCode.ServerSettings:
                        case OperationCode.SetProperties:
                        case OperationCode.RaiseEvent:
                            return true;
                    }
                    break;
                case ServerConnection.NameServer:
                    switch (opCode)
                    {
                        case OperationCode.Authenticate:
                        case OperationCode.AuthenticateOnce:
                        case OperationCode.GetRegions:
                        case OperationCode.ServerSettings:
                            return true;
                    }
                    break;
                default:
                    throw new ArgumentOutOfRangeException("serverConnection", serverConnection, null);
            }
            return false;
        }

        private bool CheckIfOpCanBeSent(byte opCode, ServerConnection serverConnection, string opName)
        {
            if (this.LoadBalancingPeer == null)
            {
                this.DebugReturn(DebugLevel.ERROR, string.Format("Operation {0} ({1}) can't be sent because peer is null", opName, opCode));
                return false;
            }

            if (!this.CheckIfOpAllowedOnServer(opCode, serverConnection))
            {
                if (this.LoadBalancingPeer.DebugOut >= DebugLevel.ERROR)
                {
                    this.DebugReturn(DebugLevel.ERROR, string.Format("Operation {0} ({1}) not allowed on current server ({2})", opName, opCode, serverConnection));
                }
                return false;
            }

            if (!this.CheckIfClientIsReadyToCallOperation(opCode))
            {
                DebugLevel levelToReport = DebugLevel.ERROR;
                if (opCode == OperationCode.RaiseEvent && (this.State == ClientState.Leaving || this.State == ClientState.Disconnecting || this.State == ClientState.DisconnectingFromGameServer))
                {
                    levelToReport = DebugLevel.INFO;
                }

                if (this.LoadBalancingPeer.DebugOut >= levelToReport)
                {
                    this.DebugReturn(levelToReport, string.Format("Operation {0} ({1}) not called because client is not connected or not ready yet, client state: {2}", opName, opCode, Enum.GetName(typeof(ClientState), this.State)));
                }

                return false;
            }

            if (this.LoadBalancingPeer.PeerState != PeerStateValue.Connected)
            {
                this.DebugReturn(DebugLevel.ERROR, string.Format("Operation {0} ({1}) can't be sent because peer is not connected, peer state: {2}", opName, opCode, this.LoadBalancingPeer.PeerState));
                return false;
            }
            return true;
        }

        private bool CheckIfClientIsReadyToCallOperation(byte opCode)
        {
            switch (opCode)
            {
                //case OperationCode.ServerSettings: // ??
                //case OperationCode.WebRpc: // WebRPC works on MS and GS and I think it does not need the client to be ready

                case OperationCode.Authenticate:
                case OperationCode.AuthenticateOnce:
                    return this.IsConnectedAndReady ||
                         this.State == ClientState.ConnectingToNameServer || // this is required since we do not set state to ConnectedToNameServer before authentication
                        this.State == ClientState.ConnectingToMasterServer || // this is required since we do not set state to ConnectedToMasterServer before authentication
                        this.State == ClientState.ConnectingToGameServer; // this is required since we do not set state to ConnectedToGameServer before authentication

                case OperationCode.ChangeGroups:
                case OperationCode.GetProperties:
                case OperationCode.SetProperties:
                case OperationCode.RaiseEvent:
                case OperationCode.Leave:
                    return this.InRoom;

                case OperationCode.JoinGame:
                case OperationCode.CreateGame:
                    return this.State == ClientState.ConnectedToMasterServer || this.InLobby || this.State == ClientState.ConnectedToGameServer; // CurrentRoom can be not null in case of quick rejoin

                case OperationCode.LeaveLobby:
                    return this.InLobby;

                case OperationCode.JoinRandomGame:
                case OperationCode.FindFriends:
                case OperationCode.GetGameList:
                case OperationCode.GetLobbyStats: // do we need to be inside lobby to call this?
                case OperationCode.JoinLobby: // You don't have to explicitly leave a lobby to join another (client can be in one max, at any time)
                    return this.State == ClientState.ConnectedToMasterServer || this.InLobby;
                case OperationCode.GetRegions:
                    return this.State == ClientState.ConnectedToNameServer;
            }
            return this.IsConnected;
        }

        #if PHOTON_TELEMETRY
        /// <summary>If enabled, sends telemetry about the connection to a Photon service.</summary>
        /// <returns>True if a current report was sent. False if telemetry is disabled or a report was sent already.</returns>
        public bool SendTelemetry()
        {
            if (!this.TelemetryEnabled || this.telemetrySent)
            {
                return false;
            }

            this.telemetrySent = true;
            TelemetryReport report = new TelemetryReport(this);
            report.Send();

            return true;
        }
        #endif

        #endregion

        #region Implementation of IPhotonPeerListener

        /// <summary>Debug output of low level api (and this client).</summary>
        /// <remarks>This method is not responsible to keep up the state of a LoadBalancingClient. Calling base.DebugReturn on overrides is optional.</remarks>
        public virtual void DebugReturn(DebugLevel level, string message)
        {
            if (this.LoadBalancingPeer.DebugOut != DebugLevel.ALL && level > this.LoadBalancingPeer.DebugOut)
            {
                return;
            }
            #if !SUPPORTED_UNITY
            Debug.WriteLine(message);
            #else
            if (level == DebugLevel.ERROR)
            {
                Debug.LogError(message);
            }
            else if (level == DebugLevel.WARNING)
            {
                Debug.LogWarning(message);
            }
            else if (level == DebugLevel.INFO)
            {
                Debug.Log(message);
            }
            else if (level == DebugLevel.ALL)
            {
                Debug.Log(message);
            }
            #endif
        }

        private void CallbackRoomEnterFailed(OperationResponse operationResponse)
        {
            if (operationResponse.ReturnCode != 0)
            {
                if (operationResponse.OperationCode == OperationCode.JoinGame)
                {
                    this.MatchMakingCallbackTargets.OnJoinRoomFailed(operationResponse.ReturnCode, operationResponse.DebugMessage);
                }
                else if (operationResponse.OperationCode == OperationCode.CreateGame)
                {
                    this.MatchMakingCallbackTargets.OnCreateRoomFailed(operationResponse.ReturnCode, operationResponse.DebugMessage);
                }
                else if (operationResponse.OperationCode == OperationCode.JoinRandomGame)
                {
                    this.MatchMakingCallbackTargets.OnJoinRandomFailed(operationResponse.ReturnCode, operationResponse.DebugMessage);
                }
            }
        }

        /// <summary>
        /// Uses the OperationResponses provided by the server to advance the internal state and call ops as needed.
        /// </summary>
        /// <remarks>
        /// When this method finishes, it will call your OnOpResponseAction (if any). This way, you can get any
        /// operation response without overriding this class.
        ///
        /// To implement a more complex game/app logic, you should implement your own class that inherits the
        /// LoadBalancingClient. Override this method to use your own operation-responses easily.
        ///
        /// This method is essential to update the internal state of a LoadBalancingClient, so overriding methods
        /// must call base.OnOperationResponse().
        /// </remarks>
        /// <param name="operationResponse">Contains the server's response for an operation called by this peer.</param>
        public virtual void OnOperationResponse(OperationResponse operationResponse)
        {
            // if (operationResponse.ReturnCode != 0) this.DebugReturn(DebugLevel.ERROR, operationResponse.ToStringFull());

            // use the "secret" or "token" whenever we get it. doesn't really matter if it's in AuthResponse.
            if (operationResponse.Parameters.ContainsKey(ParameterCode.Token))
            {
                if (this.AuthValues == null)
                {
                    this.AuthValues = new AuthenticationValues();
                    //this.DebugReturn(DebugLevel.ERROR, "Server returned secret. Created AuthValues.");
                }

                this.AuthValues.Token = operationResponse.Parameters[ParameterCode.Token];
                this.tokenCache = this.AuthValues.Token;
            }

            // if the operation limit was reached, disconnect (but still execute the operation response).
            if (operationResponse.ReturnCode == ErrorCode.OperationLimitReached)
            {
                this.Disconnect(DisconnectCause.DisconnectByOperationLimit);
            }

            switch (operationResponse.OperationCode)
            {
                case OperationCode.Authenticate:
                case OperationCode.AuthenticateOnce:
                    {
                        if (operationResponse.Parameters.ContainsKey(ParameterCode.ReportQos))
                        {
                            this.TelemetryEnabled = (bool)operationResponse[ParameterCode.ReportQos];
                        }

                        if (operationResponse.ReturnCode != 0)
                        {
                            this.DebugReturn(DebugLevel.ERROR, operationResponse.ToStringFull() + " Server: " + this.Server + " Address: " + this.LoadBalancingPeer.ServerAddress);

                            switch (operationResponse.ReturnCode)
                            {
                                case ErrorCode.InvalidAuthentication:
                                    this.DisconnectedCause = DisconnectCause.InvalidAuthentication;
                                    break;
                                case ErrorCode.CustomAuthenticationFailed:
                                    this.DisconnectedCause = DisconnectCause.CustomAuthenticationFailed;
                                    this.ConnectionCallbackTargets.OnCustomAuthenticationFailed(operationResponse.DebugMessage);
                                    break;
                                case ErrorCode.InvalidRegion:
                                    this.DisconnectedCause = DisconnectCause.InvalidRegion;
                                    break;
                                case ErrorCode.MaxCcuReached:
                                    this.DisconnectedCause = DisconnectCause.MaxCcuReached;
                                    break;
                                case ErrorCode.InvalidOperation:
                                case ErrorCode.OperationNotAllowedInCurrentState:
                                    this.DisconnectedCause = DisconnectCause.OperationNotAllowedInCurrentState;
                                    break;
                                case ErrorCode.AuthenticationTicketExpired:
                                    this.DisconnectedCause = DisconnectCause.AuthenticationTicketExpired;
                                    break;
                            }

                            this.DisconnectMessage = $"Op: {operationResponse.OperationCode} ReturnCode: {operationResponse.ReturnCode} '{operationResponse.DebugMessage}'";
                            this.Disconnect(this.DisconnectedCause);
                            break;  // if auth didn't succeed, we disconnect (above) and exit this operation's handling
                        }

                        if (this.Server == ServerConnection.NameServer || this.Server == ServerConnection.MasterServer)
                        {
                            if (operationResponse.Parameters.ContainsKey(ParameterCode.UserId))
                            {
                                string incomingId = (string)operationResponse.Parameters[ParameterCode.UserId];
                                if (!string.IsNullOrEmpty(incomingId))
                                {
                                    this.UserId = incomingId;
                                    this.LocalPlayer.UserId = incomingId;
                                    this.DebugReturn(DebugLevel.INFO, string.Format("Received your UserID from server. Updating local value to: {0}", this.UserId));
                                }
                            }
                            if (operationResponse.Parameters.ContainsKey(ParameterCode.NickName))
                            {
                                this.NickName = (string)operationResponse.Parameters[ParameterCode.NickName];
                                this.DebugReturn(DebugLevel.INFO, string.Format("Received your NickName from server. Updating local value to: {0}", this.NickName));
                            }

                            if (operationResponse.Parameters.ContainsKey(ParameterCode.EncryptionData))
                            {
                                this.SetupEncryption((Dictionary<byte, object>)operationResponse.Parameters[ParameterCode.EncryptionData]);
                            }
                        }

                        if (this.Server == ServerConnection.NameServer)
                        {
                            if (this.AuthMode == AuthModeOption.AuthOnceWss && this.ExpectedProtocol != null)
                            {
                                this.DebugReturn(DebugLevel.INFO, string.Format("AuthOnceWss mode. Auth response switches TransportProtocol to ExpectedProtocol: {0}.", this.ExpectedProtocol));
                                this.LoadBalancingPeer.TransportProtocol = (ConnectionProtocol)this.ExpectedProtocol;
                                this.ExpectedProtocol = null;
                            }

                            string receivedCluster = operationResponse[ParameterCode.Cluster] as string;
                            if (!string.IsNullOrEmpty(receivedCluster))
                            {
                                this.CurrentCluster = receivedCluster;
                            }

                            // on the NameServer, authenticate returns the MasterServer address for a region and we hop off to there
                            this.MasterServerAddress = operationResponse[ParameterCode.Address] as string;
                            if (this.ServerPortOverrides.MasterServerPort != 0)
                            {
                                this.MasterServerAddress = ReplacePortWithAlternative(this.MasterServerAddress, this.ServerPortOverrides.MasterServerPort);
                            }
                            if (this.AddressRewriter != null)
                            {
                                this.MasterServerAddress = this.AddressRewriter(this.MasterServerAddress, ServerConnection.MasterServer);
                            }

                            this.DisconnectToReconnect();
                        }
                        else if (this.Server == ServerConnection.MasterServer)
                        {
                            this.State = ClientState.ConnectedToMasterServer;
                            if (this.failedRoomEntryOperation == null)
                            {
                                this.ConnectionCallbackTargets.OnConnectedToMaster();
                            }
                            else
                            {
                                this.CallbackRoomEnterFailed(this.failedRoomEntryOperation);
                                this.failedRoomEntryOperation = null;
                            }

                            if (this.AuthMode != AuthModeOption.Auth)
                            {
                                this.LoadBalancingPeer.OpSettings(this.EnableLobbyStatistics);
                            }
                        }
                        else if (this.Server == ServerConnection.GameServer)
                        {
                            this.State = ClientState.Joining;

                            if (this.enterRoomParamsCache.JoinMode == JoinMode.RejoinOnly)
                            {
                                this.enterRoomParamsCache.PlayerProperties = null;
                            }
                            else
                            {
                                Hashtable allProps = new Hashtable();
                                allProps.Merge(this.LocalPlayer.CustomProperties);

                                if (!string.IsNullOrEmpty(this.LocalPlayer.NickName))
                                {
                                    allProps[ActorProperties.PlayerName] = this.LocalPlayer.NickName;
                                }

                                this.enterRoomParamsCache.PlayerProperties = allProps;
                            }

                            this.enterRoomParamsCache.OnGameServer = true;

                            if (this.lastJoinType == JoinType.JoinRoom || this.lastJoinType == JoinType.JoinRandomRoom  || this.lastJoinType == JoinType.JoinRandomOrCreateRoom || this.lastJoinType == JoinType.JoinOrCreateRoom)
                            {
                                this.LoadBalancingPeer.OpJoinRoom(this.enterRoomParamsCache);
                            }
                            else if (this.lastJoinType == JoinType.CreateRoom)
                            {
                                this.LoadBalancingPeer.OpCreateRoom(this.enterRoomParamsCache);
                            }
                            break;
                        }

                        // optionally, OpAuth may return some data for the client to use. if it's available, call OnCustomAuthenticationResponse
                        Dictionary<string, object> data = (Dictionary<string, object>)operationResponse[ParameterCode.Data];
                        if (data != null)
                        {
                            this.ConnectionCallbackTargets.OnCustomAuthenticationResponse(data);
                        }
                        break;
                    }

                case OperationCode.GetRegions:
                    // Debug.Log("GetRegions returned: " + operationResponse.ToStringFull());

                    if (operationResponse.ReturnCode == ErrorCode.InvalidAuthentication)
                    {
                        this.DebugReturn(DebugLevel.ERROR, string.Format("GetRegions failed. AppId is unknown on the (cloud) server. "+operationResponse.DebugMessage));
                        this.Disconnect(DisconnectCause.InvalidAuthentication);
                        break;
                    }
                    if (operationResponse.ReturnCode != ErrorCode.Ok)
                    {
                        this.DebugReturn(DebugLevel.ERROR, "GetRegions failed. Can't provide regions list. ReturnCode: " + operationResponse.ReturnCode + ": " + operationResponse.DebugMessage);
                        this.Disconnect(DisconnectCause.InvalidAuthentication);
                        break;
                    }
                    if (this.RegionHandler == null)
                    {
                        this.RegionHandler = new RegionHandler(this.ServerPortOverrides.MasterServerPort);
                    }

                    if (this.RegionHandler.IsPinging)
                    {
                        this.DebugReturn(DebugLevel.WARNING, "Received an response for OpGetRegions while the RegionHandler is pinging regions already. Skipping this response in favor of completing the current region-pinging.");
                        return; // in this particular case, we suppress the duplicate GetRegion response. we don't want a callback for this, cause there is a warning already.
                    }

                    this.RegionHandler.SetRegions(operationResponse, this);
                    this.ConnectionCallbackTargets.OnRegionListReceived(this.RegionHandler);

                    if (this.connectToBestRegion)
                    {
                        // ping minimal regions (if one is known) and connect
                        this.RegionHandler.PingMinimumOfRegions(this.OnRegionPingCompleted, this.bestRegionSummaryFromStorage);
                    }
                    break;

                case OperationCode.JoinRandomGame:  // this happens only on the master server. on gameserver this is a "regular" join
                case OperationCode.CreateGame:
                case OperationCode.JoinGame:

                    if (operationResponse.ReturnCode != 0)
                    {
                        if (this.Server == ServerConnection.GameServer)
                        {
                            this.failedRoomEntryOperation = operationResponse;
                            this.DisconnectToReconnect();
                        }
                        else
                        {
                            this.State = (this.InLobby) ? ClientState.JoinedLobby : ClientState.ConnectedToMasterServer;
                            this.CallbackRoomEnterFailed(operationResponse);
                        }
                    }
                    else
                    {
                        if (this.Server == ServerConnection.GameServer)
                        {
                            this.GameEnteredOnGameServer(operationResponse);
                        }
                        else
                        {
                            this.GameServerAddress = (string)operationResponse[ParameterCode.Address];
                            if (this.ServerPortOverrides.GameServerPort != 0)
                            {
                                this.GameServerAddress = ReplacePortWithAlternative(this.GameServerAddress, this.ServerPortOverrides.GameServerPort);
                            }
                            if (this.AddressRewriter != null)
                            {
                                this.GameServerAddress = this.AddressRewriter(this.GameServerAddress, ServerConnection.GameServer);
                            }

                            string roomName = operationResponse[ParameterCode.RoomName] as string;
                            if (!string.IsNullOrEmpty(roomName))
                            {
                                this.enterRoomParamsCache.RoomName = roomName;
                            }

                            this.DisconnectToReconnect();
                        }
                    }
                    break;

                case OperationCode.GetGameList:
                    if (operationResponse.ReturnCode != 0)
                    {
                        this.DebugReturn(DebugLevel.ERROR, "GetGameList failed: " + operationResponse.ToStringFull());
                        break;
                    }

                    List<RoomInfo> _RoomInfoList = new List<RoomInfo>();

                    Hashtable games = (Hashtable)operationResponse[ParameterCode.GameList];
                    foreach (string gameName in games.Keys)
                    {
                        _RoomInfoList.Add(new RoomInfo(gameName, (Hashtable)games[gameName]));
                    }

                    this.LobbyCallbackTargets.OnRoomListUpdate(_RoomInfoList);
                    break;

                case OperationCode.JoinLobby:
                    this.State = ClientState.JoinedLobby;
                    this.LobbyCallbackTargets.OnJoinedLobby();
                    break;

                case OperationCode.LeaveLobby:
                    this.State = ClientState.ConnectedToMasterServer;
                    this.LobbyCallbackTargets.OnLeftLobby();
                    break;

                case OperationCode.Leave:
                    this.DisconnectToReconnect();
                    break;

                case OperationCode.FindFriends:
                    if (operationResponse.ReturnCode != 0)
                    {
                        this.DebugReturn(DebugLevel.ERROR, "OpFindFriends failed: " + operationResponse.ToStringFull());
                        this.friendListRequested = null;
                        break;
                    }

                    bool[] onlineList = operationResponse[ParameterCode.FindFriendsResponseOnlineList] as bool[];
                    string[] roomList = operationResponse[ParameterCode.FindFriendsResponseRoomIdList] as string[];

                    //if (onlineList == null || roomList == null || this.friendListRequested == null || onlineList.Length != this.friendListRequested.Length)
                    //{
                    //    // TODO: Check if we should handle this case better / more extensively
                    //    this.DebugReturn(DebugLevel.ERROR, "OpFindFriends failed. Some list is not set. OpResponse: " + operationResponse.ToStringFull());
                    //    this.friendListRequested = null;
                    //    this.isFetchingFriendList = false;
                    //    break;
                    //}

                    List<FriendInfo> friendList = new List<FriendInfo>(this.friendListRequested.Length);
                    for (int index = 0; index < this.friendListRequested.Length; index++)
                    {
                        FriendInfo friend = new FriendInfo();
                        friend.UserId = this.friendListRequested[index];
                        friend.Room = roomList[index];
                        friend.IsOnline = onlineList[index];
                        friendList.Insert(index, friend);
                    }

                    this.friendListRequested = null;

                    this.MatchMakingCallbackTargets.OnFriendListUpdate(friendList);
                    break;

                case OperationCode.WebRpc:
                    this.WebRpcCallbackTargets.OnWebRpcResponse(operationResponse);
                    break;
            }

            if (this.OpResponseReceived != null) this.OpResponseReceived(operationResponse);
        }

        /// <summary>
        /// Uses the connection's statusCodes to advance the internal state and call operations as needed.
        /// </summary>
        /// <remarks>This method is essential to update the internal state of a LoadBalancingClient. Overriding methods must call base.OnStatusChanged.</remarks>
        public virtual void OnStatusChanged(StatusCode statusCode)
        {
            switch (statusCode)
            {
                case StatusCode.Connect:
                    this.ConnectCount++;
                    this.telemetrySent = false;

                    if (this.State == ClientState.ConnectingToNameServer)
                    {
                        if (this.LoadBalancingPeer.DebugOut >= DebugLevel.ALL)
                        {
                            this.DebugReturn(DebugLevel.ALL, "Connected to nameserver.");
                        }

                        this.Server = ServerConnection.NameServer;
                        if (this.AuthValues != null)
                        {
                            this.AuthValues.Token = null; // when connecting to NameServer, invalidate the secret (only)
                        }
                    }

                    if (this.State == ClientState.ConnectingToGameServer)
                    {
                        if (this.LoadBalancingPeer.DebugOut >= DebugLevel.ALL)
                        {
                            this.DebugReturn(DebugLevel.ALL, "Connected to gameserver.");
                        }

                        this.Server = ServerConnection.GameServer;
                    }

                    if (this.State == ClientState.ConnectingToMasterServer)
                    {
                        if (this.LoadBalancingPeer.DebugOut >= DebugLevel.ALL)
                        {
                            this.DebugReturn(DebugLevel.ALL, "Connected to masterserver.");
                        }

                        this.Server = ServerConnection.MasterServer;
                        this.ConnectionCallbackTargets.OnConnected(); // if initial connect
                    }


                    if (this.LoadBalancingPeer.TransportProtocol != ConnectionProtocol.WebSocketSecure)
                    {
                        if (this.Server == ServerConnection.NameServer || this.AuthMode == AuthModeOption.Auth)
                        {
                            this.LoadBalancingPeer.EstablishEncryption();
                        }
                    }
                    else
                    {
                        goto case StatusCode.EncryptionEstablished;
                    }

                    break;

                case StatusCode.EncryptionEstablished:
                    if (this.Server == ServerConnection.NameServer)
                    {
                        this.State = ClientState.ConnectedToNameServer;

                        // if there is no specific region to connect to, get available regions from the Name Server. the result triggers next actions in workflow
                        if (string.IsNullOrEmpty(this.CloudRegion))
                        {
                            this.OpGetRegions();
                            break;
                        }
                    }
                    else
                    {
                        // auth AuthOnce, no explicit authentication is needed on Master Server and Game Server. this is done via token, so: break
                        if (this.AuthMode == AuthModeOption.AuthOnce || this.AuthMode == AuthModeOption.AuthOnceWss)
                        {
                            break;
                        }
                    }

                    // authenticate in all other cases (using the CloudRegion, if available)
                    bool authenticating = this.CallAuthenticate();
                    if (authenticating)
                    {
                        this.State = ClientState.Authenticating;
                    }
                    else
                    {
                        this.DebugReturn(DebugLevel.ERROR, "OpAuthenticate failed. Check log output and AuthValues. State: " + this.State);
                    }

                    break;

                case StatusCode.Disconnect:
                    // disconnect due to connection exception is handled below (don't connect to GS or master in that case)
                    this.friendListRequested = null;

                    bool wasInRoom = this.CurrentRoom != null;
                    this.CurrentRoom = null; // players get cleaned up inside this, too, except LocalPlayer (which we keep)
                    this.ChangeLocalID(-1);  // depends on this.CurrentRoom, so it must be called after updating that

                    if (this.Server == ServerConnection.GameServer && wasInRoom)
                    {
                        this.MatchMakingCallbackTargets.OnLeftRoom();
                    }

                    if (this.ExpectedProtocol != null && this.LoadBalancingPeer.TransportProtocol != this.ExpectedProtocol)
                    {
                        this.DebugReturn(DebugLevel.INFO, string.Format("On disconnect switches TransportProtocol to ExpectedProtocol: {0}.", this.ExpectedProtocol));
                        this.LoadBalancingPeer.TransportProtocol = (ConnectionProtocol)this.ExpectedProtocol;
                        this.ExpectedProtocol = null;
                    }

                    switch (this.State)
                    {
                        case ClientState.ConnectWithFallbackProtocol:
                            this.EnableProtocolFallback = false;                    // the client does a fallback only one time
                            this.LoadBalancingPeer.TransportProtocol = ConnectionProtocol.WebSocketSecure;
                            this.NameServerPortInAppSettings = 0;                  // this does not affect the ServerSettings file, just a variable at runtime
                            this.ServerPortOverrides = new PhotonPortDefinition(); // use default ports for the fallback

                            if (!this.LoadBalancingPeer.Connect(this.NameServerAddress, this.ProxyServerAddress, this.AppId, this.TokenForInit))
                            {
                                return;
                            }

                            this.State = ClientState.ConnectingToNameServer;
                            break;
                        case ClientState.PeerCreated:
                        case ClientState.Disconnecting:
                            if (this.AuthValues != null)
                            {
                                this.AuthValues.Token = null; // when leaving the server, invalidate the secret (but not the auth values)
                            }

                            #if PHOTON_TELEMETRY
                            this.SendTelemetry();
                            #endif

                            this.State = ClientState.Disconnected;
                            this.ConnectionCallbackTargets.OnDisconnected(this.DisconnectedCause);
                            break;

                        case ClientState.DisconnectingFromGameServer:
                        case ClientState.DisconnectingFromNameServer:
                            this.ConnectToMasterServer();                 // this gets the client back to the Master Server
                            break;

                        case ClientState.DisconnectingFromMasterServer:
                            this.Connect(this.GameServerAddress, this.ProxyServerAddress, ServerConnection.GameServer);     // this connects the client with the Game Server (when joining/creating a room)
                            break;

                        case ClientState.Disconnected:
                            // this client is already Disconnected, so no further action is needed.
                            // this.DebugReturn(DebugLevel.INFO, "LBC.OnStatusChanged(Disconnect) this.State: " + this.State + ". Server: " + this.Server);
                            break;

                        default:
                            string stacktrace = "";
                            #if DEBUG && !NETFX_CORE
                            stacktrace = new System.Diagnostics.StackTrace(true).ToString();
                            #endif
                            this.DebugReturn(DebugLevel.WARNING, "Got a unexpected Disconnect in LoadBalancingClient State: " + this.State + ". Server: " + this.Server + " Trace: " + stacktrace);

                            if (this.AuthValues != null)
                            {
                                this.AuthValues.Token = null; // when leaving the server, invalidate the secret (but not the auth values)
                            }

                            this.State = ClientState.Disconnected;
                            this.ConnectionCallbackTargets.OnDisconnected(this.DisconnectedCause);
                            break;
                    }
                    break;

                case StatusCode.DisconnectByServerUserLimit:
                    this.DebugReturn(DebugLevel.ERROR, "This connection was rejected due to the apps CCU limit.");
                    this.DisconnectedCause = DisconnectCause.MaxCcuReached;
                    this.State = ClientState.Disconnecting;
                    break;
                case StatusCode.DnsExceptionOnConnect:
                    this.DisconnectedCause = DisconnectCause.DnsExceptionOnConnect;
                    this.State = ClientState.Disconnecting;
                    break;
                case StatusCode.ServerAddressInvalid:
                    this.DisconnectedCause = DisconnectCause.ServerAddressInvalid;
                    this.State = ClientState.Disconnecting;
                    break;


                case StatusCode.ExceptionOnConnect:
                case StatusCode.SecurityExceptionOnConnect:
                case StatusCode.EncryptionFailedToEstablish:
                    this.SystemConnectionSummary = new SystemConnectionSummary(this);
                    this.DebugReturn(DebugLevel.ERROR, $"Connection lost. OnStatusChanged to {statusCode}. Client state was: {this.State}. {this.SystemConnectionSummary.ToString()}");

                    this.DisconnectedCause = DisconnectCause.ExceptionOnConnect;
                    ClientState nextState = ClientState.Disconnecting;
                    if (this.State == ClientState.ConnectingToNameServer)
                    {
                        if (this.EnableProtocolFallback && this.LoadBalancingPeer.UsedProtocol != ConnectionProtocol.WebSocketSecure)
                        {
                            // if enabled, the client can attempt to connect with another networking-protocol to check if that connects
                            nextState = ClientState.ConnectWithFallbackProtocol;
                        }
                    }

                    this.State = nextState;
                    break;

                case StatusCode.Exception:
                case StatusCode.ExceptionOnReceive:
                case StatusCode.SendError:
                    this.SystemConnectionSummary = new SystemConnectionSummary(this);
                    this.DebugReturn(DebugLevel.ERROR, $"Connection lost. OnStatusChanged to {statusCode}. Client state was: {this.State}. {this.SystemConnectionSummary.ToString()}");

                    this.DisconnectedCause = DisconnectCause.Exception;
                    this.State = ClientState.Disconnecting;
                    break;


                case StatusCode.DisconnectByServerTimeout:
                    this.SystemConnectionSummary = new SystemConnectionSummary(this);
                    this.DebugReturn(DebugLevel.ERROR, $"Connection lost. OnStatusChanged to {statusCode}. Client state was: {this.State}. {this.SystemConnectionSummary.ToString()}");

                    this.DisconnectedCause = DisconnectCause.ServerTimeout; // could check if app was in background (and is now back)
                    this.State = ClientState.Disconnecting;
                    break;

                case StatusCode.TimeoutDisconnect:
                    this.SystemConnectionSummary = new SystemConnectionSummary(this);
                    this.DebugReturn(DebugLevel.ERROR, $"Connection lost. OnStatusChanged to {statusCode}. Client state was: {this.State}. {this.SystemConnectionSummary.ToString()}");

                    this.DisconnectedCause = DisconnectCause.ClientTimeout;
                    nextState = ClientState.Disconnecting;
                    if (this.State == ClientState.ConnectingToNameServer)
                    {
                        if (this.EnableProtocolFallback && this.LoadBalancingPeer.UsedProtocol != ConnectionProtocol.WebSocketSecure)
                        {
                            // if enabled, the client can attempt to connect with another networking-protocol to check if that connects
                            nextState = ClientState.ConnectWithFallbackProtocol;
                        }
                    }

                    this.State = nextState;
                    break;


                case StatusCode.DisconnectByServerLogic:
                    this.DisconnectedCause = DisconnectCause.DisconnectByServerLogic;
                    this.State = ClientState.Disconnecting;
                    break;
                case StatusCode.DisconnectByServerReasonUnknown:
                    this.DisconnectedCause = DisconnectCause.DisconnectByServerReasonUnknown;
                    this.State = ClientState.Disconnecting;
                    break;
            }
        }


        /// <summary>
        /// Uses the photonEvent's provided by the server to advance the internal state and call ops as needed.
        /// </summary>
        /// <remarks>This method is essential to update the internal state of a LoadBalancingClient. Overriding methods must call base.OnEvent.</remarks>
        public virtual void OnEvent(EventData photonEvent)
        {
            int actorNr = photonEvent.Sender;
            Player originatingPlayer = (this.CurrentRoom != null) ? this.CurrentRoom.GetPlayer(actorNr) : null;

            switch (photonEvent.Code)
            {
                case EventCode.GameList:
                case EventCode.GameListUpdate:
                    List<RoomInfo> _RoomInfoList = new List<RoomInfo>();

                    Hashtable games = (Hashtable)photonEvent[ParameterCode.GameList];
                    foreach (string gameName in games.Keys)
                    {
                        _RoomInfoList.Add(new RoomInfo(gameName, (Hashtable)games[gameName]));
                    }

                    this.LobbyCallbackTargets.OnRoomListUpdate(_RoomInfoList);

                    break;

                case EventCode.Join:
                    Hashtable actorProperties = (Hashtable)photonEvent[ParameterCode.PlayerProperties];

                    if (originatingPlayer == null)
                    {
                        if (actorNr > 0)
                        {
                            originatingPlayer = this.CreatePlayer(string.Empty, actorNr, false, actorProperties);
                            this.CurrentRoom.StorePlayer(originatingPlayer);
                        }
                    }
                    else
                    {
                        originatingPlayer.InternalCacheProperties(actorProperties);
                        originatingPlayer.IsInactive = false;
                        originatingPlayer.HasRejoined = actorNr != this.LocalPlayer.ActorNumber;    // event is for non-local player, who is known (by ActorNumber), so it's a returning player
                    }

                    if (actorNr == this.LocalPlayer.ActorNumber)
                    {
                        // in this player's own join event, we get a complete list of players in the room, so check if we know each of the
                        int[] actorsInRoom = (int[])photonEvent[ParameterCode.ActorList];
                        this.UpdatedActorList(actorsInRoom);

                        // any operation that does a "rejoin" will set this value to true. this can indicate if the local player returns to a room.
                        originatingPlayer.HasRejoined = this.enterRoomParamsCache != null && this.enterRoomParamsCache.JoinMode == JoinMode.RejoinOnly;

                        this.State = ClientState.Joined;
                        this.LocalPlayer.UpdateNickNameOnJoined();

                        // joinWithCreateOnDemand can turn an OpJoin into creating the room. Then actorNumber is 1 and callback: OnCreatedRoom()
                        if (this.lastJoinType == JoinType.CreateRoom || (this.lastJoinType == JoinType.JoinOrCreateRoom && this.LocalPlayer.ActorNumber == 1))
                        {
                            this.MatchMakingCallbackTargets.OnCreatedRoom();
                        }

                        this.MatchMakingCallbackTargets.OnJoinedRoom();
                    }
                    else
                    {
                        this.InRoomCallbackTargets.OnPlayerEnteredRoom(originatingPlayer);
                    }
                    break;

                case EventCode.Leave:
                    if (originatingPlayer != null)
                    {
                        bool isInactive = false;
                        if (photonEvent.Parameters.ContainsKey(ParameterCode.IsInactive))
                        {
                            isInactive = (bool)photonEvent.Parameters[ParameterCode.IsInactive];
                        }

                        originatingPlayer.IsInactive = isInactive;
                        originatingPlayer.HasRejoined = false;

                        if (!isInactive)
                        {
                            this.CurrentRoom.RemovePlayer(actorNr);
                        }
                    }

                    if (photonEvent.Parameters.ContainsKey(ParameterCode.MasterClientId))
                    {
                        int newMaster = (int)photonEvent[ParameterCode.MasterClientId];
                        if (newMaster != 0)
                        {
                            this.CurrentRoom.masterClientId = newMaster;
                            this.InRoomCallbackTargets.OnMasterClientSwitched(this.CurrentRoom.GetPlayer(newMaster));
                        }
                    }
                    // finally, send notification that a player left
                    this.InRoomCallbackTargets.OnPlayerLeftRoom(originatingPlayer);
                    break;

                case EventCode.PropertiesChanged:
                    // whenever properties are sent in-room, they can be broadcast as event (which we handle here)
                    // we get PLAYERproperties if actorNr > 0 or ROOMproperties if actorNumber is not set or 0
                    int targetActorNr = 0;
                    if (photonEvent.Parameters.ContainsKey(ParameterCode.TargetActorNr))
                    {
                        targetActorNr = (int)photonEvent[ParameterCode.TargetActorNr];
                    }

                    Hashtable gameProperties = null;
                    Hashtable actorProps = null;
                    if (targetActorNr == 0)
                    {
                        gameProperties = (Hashtable)photonEvent[ParameterCode.Properties];
                    }
                    else
                    {
                        actorProps = (Hashtable)photonEvent[ParameterCode.Properties];
                    }

                    this.ReadoutProperties(gameProperties, actorProps, targetActorNr);
                    break;

                case EventCode.AppStats:
                    // only the master server sends these in (1 minute) intervals
                    this.PlayersInRoomsCount = (int)photonEvent[ParameterCode.PeerCount];
                    this.RoomsCount = (int)photonEvent[ParameterCode.GameCount];
                    this.PlayersOnMasterCount = (int)photonEvent[ParameterCode.MasterPeerCount];
                    break;

                case EventCode.LobbyStats:
                    string[] names = photonEvent[ParameterCode.LobbyName] as string[];
                    int[] peers = photonEvent[ParameterCode.PeerCount] as int[];
                    int[] rooms = photonEvent[ParameterCode.GameCount] as int[];

                    byte[] types;
                    ByteArraySlice slice = photonEvent[ParameterCode.LobbyType] as ByteArraySlice;
                    bool useByteArraySlice = slice != null;

                    if (useByteArraySlice)
                    {
                        types = slice.Buffer;
                    }
                    else
                    {
                        types = photonEvent[ParameterCode.LobbyType] as byte[];
                    }

                    this.lobbyStatistics.Clear();
                    for (int i = 0; i < names.Length; i++)
                    {
                        TypedLobbyInfo info = new TypedLobbyInfo();
                        info.Name = names[i];
                        info.Type = (LobbyType)types[i];
                        info.PlayerCount = peers[i];
                        info.RoomCount = rooms[i];

                        this.lobbyStatistics.Add(info);
                    }

                    if (useByteArraySlice)
                    {
                        slice.Release();
                    }

                    this.LobbyCallbackTargets.OnLobbyStatisticsUpdate(this.lobbyStatistics);
                    break;

                case EventCode.ErrorInfo:
                    this.ErrorInfoCallbackTargets.OnErrorInfo(new ErrorInfo(photonEvent));
                    break;

                case EventCode.AuthEvent:
                    if (this.AuthValues == null)
                    {
                        this.AuthValues = new AuthenticationValues();
                    }

                    this.AuthValues.Token = photonEvent[ParameterCode.Token];
                    this.tokenCache = this.AuthValues.Token;
                    break;

            }

            this.UpdateCallbackTargets();
            if (this.EventReceived != null)
            {
                this.EventReceived(photonEvent);
            }
        }

        /// <summary>In Photon 4, "raw messages" will get their own callback method in the interface. Not used yet.</summary>
        public virtual void OnMessage(object message)
        {
            this.DebugReturn(DebugLevel.ALL, string.Format("got OnMessage {0}", message));
        }

        #endregion


        private void OnDisconnectMessageReceived(DisconnectMessage obj)
        {
            this.DebugReturn(DebugLevel.ERROR, string.Format("Got DisconnectMessage. Code: {0} Msg: \"{1}\". Debug Info: {2}", obj.Code, obj.DebugMessage, obj.Parameters.ToStringFull()));
            this.DisconnectMessage = $"DisconnectMessage {obj.Code}: {obj.DebugMessage}";
            this.Disconnect(DisconnectCause.DisconnectByDisconnectMessage);
        }


        /// <summary>A callback of the RegionHandler, provided in OnRegionListReceived.</summary>
        /// <param name="regionHandler">The regionHandler wraps up best region and other region relevant info.</param>
        private void OnRegionPingCompleted(RegionHandler regionHandler)
        {
            //Debug.Log("OnRegionPingCompleted " + regionHandler.BestRegion);
            //Debug.Log("RegionPingSummary: " + regionHandler.SummaryToCache);
            this.SummaryToCache = regionHandler.SummaryToCache;
            this.ConnectToRegionMaster(regionHandler.BestRegion.Code);
        }


        protected internal static string ReplacePortWithAlternative(string address, ushort replacementPort)
        {
            if (string.IsNullOrEmpty(address) || replacementPort == 0)
            {
                return address;
            }

            bool webSocket = address.StartsWith("ws");
            if (webSocket)
            {
                UriBuilder urib = new UriBuilder(address);
                urib.Port = replacementPort;
                return urib.ToString();
            }
            else
            {
                UriBuilder urib = new UriBuilder($"scheme://{address}");
                return string.Format("{0}:{1}", urib.Host, replacementPort);
            }
        }

        private void SetupEncryption(Dictionary<byte, object> encryptionData)
        {
            var mode = (EncryptionMode)(byte)encryptionData[EncryptionDataParameters.Mode];
            switch (mode)
            {
                case EncryptionMode.PayloadEncryption:
                    byte[] encryptionSecret = (byte[])encryptionData[EncryptionDataParameters.Secret1];
                    this.LoadBalancingPeer.InitPayloadEncryption(encryptionSecret);
                    break;
                //case EncryptionMode.DatagramEncryption:
                //case EncryptionMode.DatagramEncryptionRandomSequence:
                //    {
                //        byte[] secret1 = (byte[])encryptionData[EncryptionDataParameters.Secret1];
                //        byte[] secret2 = (byte[])encryptionData[EncryptionDataParameters.Secret2];
                //        this.LoadBalancingPeer.InitDatagramEncryption(secret1, secret2, mode == EncryptionMode.DatagramEncryptionRandomSequence);
                //    }
                //    break;
                case EncryptionMode.DatagramEncryptionGCM:
                    {
                        byte[] secret1 = (byte[])encryptionData[EncryptionDataParameters.Secret1];
                        this.LoadBalancingPeer.InitDatagramEncryption(secret1, null, true, true);
                    }
                    break;
                default:
                    throw new ArgumentOutOfRangeException();
            }
        }



        /// <summary>
        /// This operation makes Photon call your custom web-service by path/name with the given parameters (converted into Json).
        /// Use <see cref="IWebRpcCallback.OnWebRpcResponse"/> as a callback.
        /// </summary>
        /// <remarks>
        /// A WebRPC calls a custom, http-based function on a server you provide. The uriPath is relative to a "base path"
        /// which is configured server-side. The sent parameters get converted from C# types to Json. Vice versa, the response
        /// of the web-service will be converted to C# types and sent back as normal operation response.
        ///
        /// To use this feature, you have to setup your server:
        ///
        /// For a Photon Cloud application, <a href="https://doc.photonengine.com/en-us/realtime/current/reference/webhooks">
        /// visit the Dashboard </a> and setup "WebHooks". The BaseUrl is used for WebRPCs as well.
        ///
        /// The class <see cref="WebRpcResponse"/> is a helper-class that extracts the most valuable content from the WebRPC
        /// response.
        /// </remarks>
        /// <param name="uriPath">The url path to call, relative to the baseUrl configured on Photon's server-side.</param>
        /// <param name="parameters">The parameters to send to the web-service method.</param>
        /// <param name="sendAuthCookie">Defines if the authentication cookie gets sent to a WebHook (if setup).</param>
        public bool OpWebRpc(string uriPath, object parameters, bool sendAuthCookie = false)
        {
            if (string.IsNullOrEmpty(uriPath))
            {
                this.DebugReturn(DebugLevel.ERROR, "WebRPC method name must not be null nor empty.");
                return false;
            }
            if (!this.CheckIfOpCanBeSent(OperationCode.WebRpc, this.Server, "WebRpc"))
            {
                return false;
            }
            Dictionary<byte, object> opParameters = new Dictionary<byte, object>();
            opParameters.Add(ParameterCode.UriPath, uriPath);
            if (parameters != null)
            {
                opParameters.Add(ParameterCode.WebRpcParameters, parameters);
            }
            if (sendAuthCookie)
            {
                opParameters.Add(ParameterCode.EventForward, WebFlags.SendAuthCookieConst);
            }

            //return this.LoadBalancingPeer.OpCustom(OperationCode.WebRpc, opParameters, true);
            return this.LoadBalancingPeer.SendOperation(OperationCode.WebRpc, opParameters, SendOptions.SendReliable);
        }


        /// <summary>
        /// Registers an object for callbacks for the implemented callback-interfaces.
        /// </summary>
        /// <remarks>
        /// Adding and removing callback targets is queued to not mess with callbacks in execution.
        /// Internally, this means that the addition/removal is done before the LoadBalancingClient
        /// calls the next callbacks. This detail should not affect a game's workflow.
        ///
        /// The covered callback interfaces are: IConnectionCallbacks, IMatchmakingCallbacks,
        /// ILobbyCallbacks, IInRoomCallbacks, IOnEventCallback and IWebRpcCallback.
        ///
        /// See: <a href="https://doc.photonengine.com/en-us/realtime/current/reference/dotnet-callbacks">DotNet Callbacks</a>
        /// </remarks>
        /// <param name="target">The object that registers to get callbacks from this client.</param>
        public void AddCallbackTarget(object target)
        {
            this.callbackTargetChanges.Enqueue(new CallbackTargetChange(target, true));
        }

        /// <summary>
        /// Unregisters an object from callbacks for the implemented callback-interfaces.
        /// </summary>
        /// <remarks>
        /// Adding and removing callback targets is queued to not mess with callbacks in execution.
        /// Internally, this means that the addition/removal is done before the LoadBalancingClient
        /// calls the next callbacks. This detail should not affect a game's workflow.
        ///
        /// The covered callback interfaces are: IConnectionCallbacks, IMatchmakingCallbacks,
        /// ILobbyCallbacks, IInRoomCallbacks, IOnEventCallback and IWebRpcCallback.
        ///
        /// See: <a href="https://doc.photonengine.com/en-us/realtime/current/reference/dotnet-callbacks"></a>
        /// </remarks>
        /// <param name="target">The object that unregisters from getting callbacks.</param>
        public void RemoveCallbackTarget(object target)
        {
            this.callbackTargetChanges.Enqueue(new CallbackTargetChange(target, false));
        }


        /// <summary>
        /// Applies queued callback cahnges from a queue to the actual containers. Will cause exceptions if used while callbacks execute.
        /// </summary>
        /// <remarks>
        /// There is no explicit check that this is not called during callbacks, however the implemented, private logic takes care of this.
        /// </remarks>
        protected internal void UpdateCallbackTargets()
        {
            while (this.callbackTargetChanges.Count > 0)
            {
                CallbackTargetChange change = this.callbackTargetChanges.Dequeue();

                if (change.AddTarget)
                {
                    if (this.callbackTargets.Contains(change.Target))
                    {
                        //Debug.Log("UpdateCallbackTargets skipped adding a target, as the object is already registered. Target: " + change.Target);
                        continue;
                    }

                    this.callbackTargets.Add(change.Target);
                }
                else
                {
                    if (!this.callbackTargets.Contains(change.Target))
                    {
                        //Debug.Log("UpdateCallbackTargets skipped removing a target, as the object is not registered. Target: " + change.Target);
                        continue;
                    }

                    this.callbackTargets.Remove(change.Target);
                }

                this.UpdateCallbackTarget<IInRoomCallbacks>(change, this.InRoomCallbackTargets);
                this.UpdateCallbackTarget<IConnectionCallbacks>(change, this.ConnectionCallbackTargets);
                this.UpdateCallbackTarget<IMatchmakingCallbacks>(change, this.MatchMakingCallbackTargets);
                this.UpdateCallbackTarget<ILobbyCallbacks>(change, this.LobbyCallbackTargets);
                this.UpdateCallbackTarget<IWebRpcCallback>(change, this.WebRpcCallbackTargets);
                this.UpdateCallbackTarget<IErrorInfoCallback>(change, this.ErrorInfoCallbackTargets);

                IOnEventCallback onEventCallback = change.Target as IOnEventCallback;
                if (onEventCallback != null)
                {
                    if (change.AddTarget)
                    {
                        EventReceived += onEventCallback.OnEvent;
                    }
                    else
                    {
                        EventReceived -= onEventCallback.OnEvent;
                    }
                }
            }
        }

        /// <summary>Helper method to cast and apply a target per (interface) type.</summary>
        /// <typeparam name="T">Either of the interfaces for callbacks.</typeparam>
        /// <param name="change">The queued change to apply (add or remove) some target.</param>
        /// <param name="container">The container that calls callbacks on it's list of targets.</param>
        private void UpdateCallbackTarget<T>(CallbackTargetChange change, List<T> container) where T : class
        {
            T target = change.Target as T;
            if (target != null)
            {
                if (change.AddTarget)
                {
                    container.Add(target);
                }
                else
                {
                    container.Remove(target);
                }
            }
        }
    }


    /// <summary>
    /// Collection of "organizational" callbacks for the Realtime Api to cover: Connection and Regions.
    /// </summary>
    /// <remarks>
    /// Classes that implement this interface must be registered to get callbacks for various situations.
    ///
    /// To register for callbacks, call <see cref="LoadBalancingClient.AddCallbackTarget"/> and pass the class implementing this interface
    /// To stop getting callbacks, call <see cref="LoadBalancingClient.RemoveCallbackTarget"/> and pass the class implementing this interface
    ///
    /// </remarks>
    /// \ingroup callbacks
    public interface IConnectionCallbacks
    {
        /// <summary>
        /// Called to signal that the "low level connection" got established but before the client can call operation on the server.
        /// </summary>
        /// <remarks>
        /// After the (low level transport) connection is established, the client will automatically send
        /// the Authentication operation, which needs to get a response before the client can call other operations.
        ///
        /// Your logic should wait for either: OnRegionListReceived or OnConnectedToMaster.
        ///
        /// This callback is useful to detect if the server can be reached at all (technically).
        /// Most often, it's enough to implement OnDisconnected(DisconnectCause cause) and check for the cause.
        ///
        /// This is not called for transitions from the masterserver to game servers.
        /// </remarks>
        void OnConnected();

        /// <summary>
        /// Called when the client is connected to the Master Server and ready for matchmaking and other tasks.
        /// </summary>
        /// <remarks>
        /// The list of available rooms won't become available unless you join a lobby via LoadBalancingClient.OpJoinLobby.
        /// You can join rooms and create them even without being in a lobby. The default lobby is used in that case.
        /// </remarks>
        void OnConnectedToMaster();

        /// <summary>
        /// Called after disconnecting from the Photon server. It could be a failure or an explicit disconnect call
        /// </summary>
        /// <remarks>
        ///  The reason for this disconnect is provided as DisconnectCause.
        /// </remarks>
        void OnDisconnected(DisconnectCause cause);

        /// <summary>
        /// Called when the Name Server provided a list of regions for your title.
        /// </summary>
        /// <remarks>
        /// This callback is called as soon as the list is available. No pings were sent for Best Region selection yet.
        /// If the client is set to connect to the Best Region (lowest ping), one or more regions get pinged.
        /// Not all regions are pinged. As soon as the results are final, the client will connect to the best region,
        /// so you can check the ping results when connected to the Master Server.
        ///
        /// Check the RegionHandler class description, to make use of the provided values.
        /// </remarks>
        /// <param name="regionHandler">The currently used RegionHandler.</param>
        void OnRegionListReceived(RegionHandler regionHandler);


        /// <summary>
        /// Called when your Custom Authentication service responds with additional data.
        /// </summary>
        /// <remarks>
        /// Custom Authentication services can include some custom data in their response.
        /// When present, that data is made available in this callback as Dictionary.
        /// While the keys of your data have to be strings, the values can be either string or a number (in Json).
        /// You need to make extra sure, that the value type is the one you expect. Numbers become (currently) int64.
        ///
        /// Example: void OnCustomAuthenticationResponse(Dictionary&lt;string, object&gt; data) { ... }
        /// </remarks>
        /// <see href="https://doc.photonengine.com/en-us/realtime/current/reference/custom-authentication"/>
        void OnCustomAuthenticationResponse(Dictionary<string, object> data);

        /// <summary>
        /// Called when the custom authentication failed. Followed by disconnect!
        /// </summary>
        /// <remarks>
        /// Custom Authentication can fail due to user-input, bad tokens/secrets.
        /// If authentication is successful, this method is not called. Implement OnJoinedLobby() or OnConnectedToMaster() (as usual).
        ///
        /// During development of a game, it might also fail due to wrong configuration on the server side.
        /// In those cases, logging the debugMessage is very important.
        ///
        /// Unless you setup a custom authentication service for your app (in the [Dashboard](https://dashboard.photonengine.com)),
        /// this won't be called!
        /// </remarks>
        /// <param name="debugMessage">Contains a debug message why authentication failed. This has to be fixed during development.</param>
        void OnCustomAuthenticationFailed(string debugMessage);

    }


    /// <summary>
    /// Collection of "organizational" callbacks for the Realtime Api to cover the Lobby.
    /// </summary>
    /// <remarks>
    /// Classes that implement this interface must be registered to get callbacks for various situations.
    ///
    /// To register for callbacks, call <see cref="LoadBalancingClient.AddCallbackTarget"/> and pass the class implementing this interface
    /// To stop getting callbacks, call <see cref="LoadBalancingClient.RemoveCallbackTarget"/> and pass the class implementing this interface
    ///
    /// </remarks>
    /// \ingroup callbacks
    public interface ILobbyCallbacks
    {

        /// <summary>
        /// Called on entering a lobby on the Master Server. The actual room-list updates will call OnRoomListUpdate.
        /// </summary>
        /// <remarks>
        /// While in the lobby, the roomlist is automatically updated in fixed intervals (which you can't modify in the public cloud).
        /// The room list gets available via OnRoomListUpdate.
        /// </remarks>
        void OnJoinedLobby();

        /// <summary>
        /// Called after leaving a lobby.
        /// </summary>
        /// <remarks>
        /// When you leave a lobby, [OpCreateRoom](@ref OpCreateRoom) and [OpJoinRandomRoom](@ref OpJoinRandomRoom)
        /// automatically refer to the default lobby.
        /// </remarks>
        void OnLeftLobby();

        /// <summary>
        /// Called for any update of the room-listing while in a lobby (InLobby) on the Master Server.
        /// </summary>
        /// <remarks>
        /// Each item is a RoomInfo which might include custom properties (provided you defined those as lobby-listed when creating a room).
        /// Not all types of lobbies provide a listing of rooms to the client. Some are silent and specialized for server-side matchmaking.
        ///
        /// The list is sorted using two criteria: open or closed, full or not. So the list is composed of three groups, in this order:
        ///
        /// first group: open and not full (joinable).<br/>
        /// second group: full but not closed (not joinable).<br/>
        /// third group: closed (not joinable, could be full or not).<br/>
        ///
        /// In each group, entries do not have any particular order (random).
        ///
        /// The list of rooms (or rooms' updates) is also limited in number, see Lobby Limits.
        /// </remarks>
        void OnRoomListUpdate(List<RoomInfo> roomList);

        /// <summary>
        /// Called when the Master Server sent an update for the Lobby Statistics.
        /// </summary>
        /// <remarks>
        /// This callback has two preconditions:
        /// EnableLobbyStatistics must be set to true, before this client connects.
        /// And the client has to be connected to the Master Server, which is providing the info about lobbies.
        /// </remarks>
        void OnLobbyStatisticsUpdate(List<TypedLobbyInfo> lobbyStatistics);
    }


    /// <summary>
    /// Collection of "organizational" callbacks for the Realtime Api to cover Matchmaking.
    /// </summary>
    /// <remarks>
    /// Classes that implement this interface must be registered to get callbacks for various situations.
    ///
    /// To register for callbacks, call <see cref="LoadBalancingClient.AddCallbackTarget"/> and pass the class implementing this interface
    /// To stop getting callbacks, call <see cref="LoadBalancingClient.RemoveCallbackTarget"/> and pass the class implementing this interface
    ///
    /// </remarks>
    /// \ingroup callbacks
    public interface IMatchmakingCallbacks
    {

        /// <summary>
        /// Called when the server sent the response to a FindFriends request.
        /// </summary>
        /// <remarks>
        /// After calling OpFindFriends, the Master Server will cache the friend list and send updates to the friend
        /// list. The friends includes the name, userId, online state and the room (if any) for each requested user/friend.
        ///
        /// Use the friendList to update your UI and store it, if the UI should highlight changes.
        /// </remarks>
        void OnFriendListUpdate(List<FriendInfo> friendList);

        /// <summary>
        /// Called when this client created a room and entered it. OnJoinedRoom() will be called as well.
        /// </summary>
        /// <remarks>
        /// This callback is only called on the client which created a room (see OpCreateRoom).
        ///
        /// As any client might close (or drop connection) anytime, there is a chance that the
        /// creator of a room does not execute OnCreatedRoom.
        ///
        /// If you need specific room properties or a "start signal", implement OnMasterClientSwitched()
        /// and make each new MasterClient check the room's state.
        /// </remarks>
        void OnCreatedRoom();

        /// <summary>
        /// Called when the server couldn't create a room (OpCreateRoom failed).
        /// </summary>
        /// <remarks>
        /// Creating a room may fail for various reasons. Most often, the room already exists (roomname in use) or
        /// the RoomOptions clash and it's impossible to create the room.
        ///
        /// When creating a room fails on a Game Server:
        /// The client will cache the failure internally and returns to the Master Server before it calls the fail-callback.
        /// This way, the client is ready to find/create a room at the moment of the callback.
        /// In this case, the client skips calling OnConnectedToMaster but returning to the Master Server will still call OnConnected.
        /// Treat callbacks of OnConnected as pure information that the client could connect.
        /// </remarks>
        /// <param name="returnCode">Operation ReturnCode from the server.</param>
        /// <param name="message">Debug message for the error.</param>
        void OnCreateRoomFailed(short returnCode, string message);

        /// <summary>
        /// Called when the LoadBalancingClient entered a room, no matter if this client created it or simply joined.
        /// </summary>
        /// <remarks>
        /// When this is called, you can access the existing players in Room.Players, their custom properties and Room.CustomProperties.
        ///
        /// In this callback, you could create player objects. For example in Unity, instantiate a prefab for the player.
        ///
        /// If you want a match to be started "actively", enable the user to signal "ready" (using OpRaiseEvent or a Custom Property).
        /// </remarks>
        void OnJoinedRoom();

        /// <summary>
        /// Called when a previous OpJoinRoom call failed on the server.
        /// </summary>
        /// <remarks>
        /// Joining a room may fail for various reasons. Most often, the room is full or does not exist anymore
        /// (due to someone else being faster or closing the room).
        ///
        /// When joining a room fails on a Game Server:
        /// The client will cache the failure internally and returns to the Master Server before it calls the fail-callback.
        /// This way, the client is ready to find/create a room at the moment of the callback.
        /// In this case, the client skips calling OnConnectedToMaster but returning to the Master Server will still call OnConnected.
        /// Treat callbacks of OnConnected as pure information that the client could connect.
        /// </remarks>
        /// <param name="returnCode">Operation ReturnCode from the server.</param>
        /// <param name="message">Debug message for the error.</param>
        void OnJoinRoomFailed(short returnCode, string message);

        /// <summary>
        /// Called when a previous OpJoinRandom (or OpJoinRandomOrCreateRoom etc.) call failed on the server.
        /// </summary>
        /// <remarks>
        /// The most common causes are that a room is full or does not exist (due to someone else being faster or closing the room).
        ///
        /// This operation is only ever sent to the Master Server. Once a room is found by the Master Server, the client will
        /// head off to the designated Game Server and use the operation Join on the Game Server.
        ///
        /// When using multiple lobbies (via OpJoinLobby or a TypedLobby parameter), another lobby might have more/fitting rooms.<br/>
        /// </remarks>
        /// <param name="returnCode">Operation ReturnCode from the server.</param>
        /// <param name="message">Debug message for the error.</param>
        void OnJoinRandomFailed(short returnCode, string message);

        /// <summary>
        /// Called when the local user/client left a room, so the game's logic can clean up it's internal state.
        /// </summary>
        /// <remarks>
        /// When leaving a room, the LoadBalancingClient will disconnect the Game Server and connect to the Master Server.
        /// This wraps up multiple internal actions.
        ///
        /// Wait for the callback OnConnectedToMaster, before you use lobbies and join or create rooms.
        ///
        /// OnLeftRoom also gets called, when the application quits.
        /// It makes sense to check static ConnectionHandler.AppQuits before loading scenes in OnLeftRoom().
        /// </remarks>
        void OnLeftRoom();
    }

    /// <summary>
    /// Collection of "in room" callbacks for the Realtime Api to cover: Players entering or leaving, property updates and Master Client switching.
    /// </summary>
    /// <remarks>
    /// Classes that implement this interface must be registered to get callbacks for various situations.
    ///
    /// To register for callbacks, call <see cref="LoadBalancingClient.AddCallbackTarget"/> and pass the class implementing this interface
    /// To stop getting callbacks, call <see cref="LoadBalancingClient.RemoveCallbackTarget"/> and pass the class implementing this interface
    ///
    /// </remarks>
    /// \ingroup callbacks
    public interface IInRoomCallbacks
    {
        /// <summary>
        /// Called when a remote player entered the room. This Player is already added to the playerlist.
        /// </summary>
        /// <remarks>
        /// If your game starts with a certain number of players, this callback can be useful to check the
        /// Room.playerCount and find out if you can start.
        /// </remarks>
        void OnPlayerEnteredRoom(Player newPlayer);

        /// <summary>
        /// Called when a remote player left the room or became inactive. Check otherPlayer.IsInactive.
        /// </summary>
        /// <remarks>
        /// If another player leaves the room or if the server detects a lost connection, this callback will
        /// be used to notify your game logic.
        ///
        /// Depending on the room's setup, players may become inactive, which means they may return and retake
        /// their spot in the room. In such cases, the Player stays in the Room.Players dictionary.
        ///
        /// If the player is not just inactive, it gets removed from the Room.Players dictionary, before
        /// the callback is called.
        /// </remarks>
        void OnPlayerLeftRoom(Player otherPlayer);


        /// <summary>
        /// Called when room properties changed. The propertiesThatChanged contain only the keys that changed.
        /// </summary>
        /// <remarks>
        /// In most cases, this method gets called when some player changes the Room Properties.
        /// However, there are also "Well Known Properties" (which use byte keys) and this callback may include them.
        /// Especially when entering a room, the server will also send the required Well Known Properties and they
        /// are not filtered out for the OnRoomPropertiesUpdate callback.
        ///
        /// You can safely ignore the byte typed keys in propertiesThatChanged.
        ///
        /// Changing properties is usually done by Room.SetCustomProperties.
        /// </remarks>
        /// <param name="propertiesThatChanged"></param>
        void OnRoomPropertiesUpdate(Hashtable propertiesThatChanged);

        /// <summary>
        /// Called when custom player-properties are changed.
        /// </summary>
        /// <remarks>
        /// Changing properties must be done by Player.SetCustomProperties, which causes this callback locally, too.
        /// </remarks>
        /// <param name="targetPlayer">Contains Player that changed.</param>
        /// <param name="changedProps">Contains the properties that changed.</param>
        void OnPlayerPropertiesUpdate(Player targetPlayer, Hashtable changedProps);

        /// <summary>
        /// Called after switching to a new MasterClient when the current one leaves.
        /// </summary>
        /// <remarks>
        /// This is not called when this client enters a room.
        /// The former MasterClient is still in the player list when this method get called.
        /// </remarks>
        void OnMasterClientSwitched(Player newMasterClient);
    }


    /// <summary>
    /// Event callback for the Realtime Api. Covers events from the server and those sent by clients via OpRaiseEvent.
    /// </summary>
    /// <remarks>
    /// Classes that implement this interface must be registered to get callbacks for various situations.
    ///
    /// To register for callbacks, call <see cref="LoadBalancingClient.AddCallbackTarget"/> and pass the class implementing this interface
    /// To stop getting callbacks, call <see cref="LoadBalancingClient.RemoveCallbackTarget"/> and pass the class implementing this interface
    ///
    /// </remarks>
    /// \ingroup callbacks
    public interface IOnEventCallback
    {
        /// <summary>Called for any incoming events.</summary>
        /// <remarks>
        /// To receive events, implement IOnEventCallback in any class and register it via AddCallbackTarget
        /// (either in LoadBalancingClient or PhotonNetwork).
        ///
        /// With the EventData.Sender you can look up the Player who sent the event.
        ///
        /// It is best practice to assign an eventCode for each different type of content and action, so the Code
        /// will be essential to read the incoming events.
        /// </remarks>
        void OnEvent(EventData photonEvent);
    }

    /// <summary>
    /// Interface for "WebRpc" callbacks for the Realtime Api. Currently includes only responses for Web RPCs.
    /// </summary>
    /// <remarks>
    /// Classes that implement this interface must be registered to get callbacks for various situations.
    ///
    /// To register for callbacks, call <see cref="LoadBalancingClient.AddCallbackTarget"/> and pass the class implementing this interface
    /// To stop getting callbacks, call <see cref="LoadBalancingClient.RemoveCallbackTarget"/> and pass the class implementing this interface
    ///
    /// </remarks>
    /// \ingroup callbacks
    public interface IWebRpcCallback
    {
        /// <summary>
        /// Called when the response to a WebRPC is available. See <see cref="LoadBalancingClient.OpWebRpc"/>.
        /// </summary>
        /// <remarks>
        /// Important: The response.ReturnCode is 0 if Photon was able to reach your web-service.<br/>
        /// The content of the response is what your web-service sent. You can create a WebRpcResponse from it.<br/>
        /// Example: WebRpcResponse webResponse = new WebRpcResponse(operationResponse);<br/>
        ///
        /// Please note: Class OperationResponse is in a namespace which needs to be "used":<br/>
        /// using ExitGames.Client.Photon;  // includes OperationResponse (and other classes)
        /// </remarks>
        /// <example>
        /// public void OnWebRpcResponse(OperationResponse response)
        /// {
        ///    Debug.LogFormat("WebRPC operation response {0}", response.ToStringFull());
        ///    switch (response.ReturnCode)
        ///    {
        ///        case ErrorCode.Ok:
        ///            WebRpcResponse webRpcResponse = new WebRpcResponse(response);
        ///            Debug.LogFormat("Parsed WebRPC response {0}", response.ToStringFull());
        ///            if (string.IsNullOrEmpty(webRpcResponse.Name))
        ///            {
        ///                Debug.LogError("Unexpected: WebRPC response did not contain WebRPC method name");
        ///            }
        ///            if (webRpcResponse.ResultCode == 0) // success
        ///            {
        ///                switch (webRpcResponse.Name)
        ///                {
        ///                    // todo: add your code here
        ///                 case GetGameListWebRpcMethodName: // example
        ///                    // ...
        ///                    break;
        ///             }
        ///            }
        ///            else if (webRpcResponse.ResultCode == -1)
        ///            {
        ///                Debug.LogErrorFormat("Web server did not return ResultCode for WebRPC method=\"{0}\", Message={1}", webRpcResponse.Name, webRpcResponse.Message);
        ///            }
        ///            else
        ///            {
        ///                Debug.LogErrorFormat("Web server returned ResultCode={0} for WebRPC method=\"{1}\", Message={2}", webRpcResponse.ResultCode, webRpcResponse.Name, webRpcResponse.Message);
        ///            }
        ///            break;
        ///        case ErrorCode.ExternalHttpCallFailed: // web service unreachable
        ///            Debug.LogErrorFormat("WebRPC call failed as request could not be sent to the server. {0}", response.DebugMessage);
        ///            break;
        ///        case ErrorCode.HttpLimitReached: // too many WebRPCs in a short period of time
        ///                                         // the debug message should contain the limit exceeded
        ///           Debug.LogErrorFormat("WebRPCs rate limit exceeded: {0}", response.DebugMessage);
        ///            break;
        ///       case ErrorCode.InvalidOperation: // WebRPC not configured at all OR not configured properly OR trying to send on name server
        ///          if (PhotonNetwork.Server == ServerConnection.NameServer)
        ///         {
        ///             Debug.LogErrorFormat("WebRPC not supported on NameServer. {0}", response.DebugMessage);
        ///         }
        ///         else
        ///         {
        ///             Debug.LogErrorFormat("WebRPC not properly configured or not configured at all. {0}", response.DebugMessage);
        ///         }
        ///         break;
        ///     default:
        ///         // other unknown error, unexpected
        ///         Debug.LogErrorFormat("Unexpected error, {0} {1}", response.ReturnCode, response.DebugMessage);
        ///         break;
        ///  }
        /// }
        ///
        /// </example>
        void OnWebRpcResponse(OperationResponse response);
    }

    /// <summary>
    /// Interface for <see cref="EventCode.ErrorInfo"/> event callback for the Realtime Api.
    /// </summary>
    /// <remarks>
    /// Classes that implement this interface must be registered to get callbacks for various situations.
    ///
    /// To register for callbacks, call <see cref="LoadBalancingClient.AddCallbackTarget"/> and pass the class implementing this interface
    /// To stop getting callbacks, call <see cref="LoadBalancingClient.RemoveCallbackTarget"/> and pass the class implementing this interface
    ///
    /// </remarks>
    /// \ingroup callbacks
    public interface IErrorInfoCallback
    {
        /// <summary>
        /// Called when the client receives an event from the server indicating that an error happened there.
        /// </summary>
        /// <remarks>
        /// In most cases this could be either:
        /// 1. an error from webhooks plugin (if HasErrorInfo is enabled), read more here:
        /// https://doc.photonengine.com/en-us/realtime/current/gameplay/web-extensions/webhooks#options
        /// 2. an error sent from a custom server plugin via PluginHost.BroadcastErrorInfoEvent, see example here:
        /// https://doc.photonengine.com/en-us/server/current/plugins/manual#handling_http_response
        /// 3. an error sent from the server, for example, when the limit of cached events has been exceeded in the room
        /// (all clients will be disconnected and the room will be closed in this case)
        /// read more here: https://doc.photonengine.com/en-us/realtime/current/gameplay/cached-events#special_considerations
        ///
        /// If you implement <see cref="IOnEventCallback.OnEvent"/> or <see cref="LoadBalancingClient.EventReceived"/> you will also get this event.
        /// </remarks>
        /// <param name="errorInfo">Object containing information about the error</param>
        void OnErrorInfo(ErrorInfo errorInfo);
    }

    /// <summary>
    /// Container type for callbacks defined by IConnectionCallbacks. See LoadBalancingCallbackTargets.
    /// </summary>
    /// <remarks>
    /// While the interfaces of callbacks wrap up the methods that will be called,
    /// the container classes implement a simple way to call a method on all registered objects.
    /// </remarks>
    public class ConnectionCallbacksContainer : List<IConnectionCallbacks>, IConnectionCallbacks
    {
        private readonly LoadBalancingClient client;

        public ConnectionCallbacksContainer(LoadBalancingClient client)
        {
            this.client = client;
        }

        public void OnConnected()
        {
            this.client.UpdateCallbackTargets();

            foreach (IConnectionCallbacks target in this)
            {
                target.OnConnected();
            }
        }

        public void OnConnectedToMaster()
        {
            this.client.UpdateCallbackTargets();

            foreach (IConnectionCallbacks target in this)
            {
                target.OnConnectedToMaster();
            }
        }

        public void OnRegionListReceived(RegionHandler regionHandler)
        {
            this.client.UpdateCallbackTargets();

            foreach (IConnectionCallbacks target in this)
            {
                target.OnRegionListReceived(regionHandler);
            }
        }

        public void OnDisconnected(DisconnectCause cause)
        {
            this.client.UpdateCallbackTargets();

            foreach (IConnectionCallbacks target in this)
            {
                target.OnDisconnected(cause);
            }
        }

        public void OnCustomAuthenticationResponse(Dictionary<string, object> data)
        {
            this.client.UpdateCallbackTargets();

            foreach (IConnectionCallbacks target in this)
            {
                target.OnCustomAuthenticationResponse(data);
            }
        }

        public void OnCustomAuthenticationFailed(string debugMessage)
        {
            this.client.UpdateCallbackTargets();

            foreach (IConnectionCallbacks target in this)
            {
                target.OnCustomAuthenticationFailed(debugMessage);
            }
        }
    }

    /// <summary>
    /// Container type for callbacks defined by IMatchmakingCallbacks. See MatchMakingCallbackTargets.
    /// </summary>
    /// <remarks>
    /// While the interfaces of callbacks wrap up the methods that will be called,
    /// the container classes implement a simple way to call a method on all registered objects.
    /// </remarks>
    public class MatchMakingCallbacksContainer : List<IMatchmakingCallbacks>, IMatchmakingCallbacks
    {
        private readonly LoadBalancingClient client;

        public MatchMakingCallbacksContainer(LoadBalancingClient client)
        {
            this.client = client;
        }

        public void OnCreatedRoom()
        {
            this.client.UpdateCallbackTargets();

            foreach (IMatchmakingCallbacks target in this)
            {
                target.OnCreatedRoom();
            }
        }

        public void OnJoinedRoom()
        {
            this.client.UpdateCallbackTargets();

            foreach (IMatchmakingCallbacks target in this)
            {
                target.OnJoinedRoom();
            }
        }

        public void OnCreateRoomFailed(short returnCode, string message)
        {
            this.client.UpdateCallbackTargets();

            foreach (IMatchmakingCallbacks target in this)
            {
                target.OnCreateRoomFailed(returnCode, message);
            }
        }

        public void OnJoinRandomFailed(short returnCode, string message)
        {
            this.client.UpdateCallbackTargets();

            foreach (IMatchmakingCallbacks target in this)
            {
                target.OnJoinRandomFailed(returnCode, message);
            }
        }

        public void OnJoinRoomFailed(short returnCode, string message)
        {
            this.client.UpdateCallbackTargets();

            foreach (IMatchmakingCallbacks target in this)
            {
                target.OnJoinRoomFailed(returnCode, message);
            }
        }

        public void OnLeftRoom()
        {
            this.client.UpdateCallbackTargets();

            foreach (IMatchmakingCallbacks target in this)
            {
                target.OnLeftRoom();
            }
        }

        public void OnFriendListUpdate(List<FriendInfo> friendList)
        {
            this.client.UpdateCallbackTargets();

            foreach (IMatchmakingCallbacks target in this)
            {
                target.OnFriendListUpdate(friendList);
            }
        }
    }


    /// <summary>
    /// Container type for callbacks defined by IInRoomCallbacks. See InRoomCallbackTargets.
    /// </summary>
    /// <remarks>
    /// While the interfaces of callbacks wrap up the methods that will be called,
    /// the container classes implement a simple way to call a method on all registered objects.
    /// </remarks>
    internal class InRoomCallbacksContainer : List<IInRoomCallbacks>, IInRoomCallbacks
    {
        private readonly LoadBalancingClient client;

        public InRoomCallbacksContainer(LoadBalancingClient client)
        {
            this.client = client;
        }

        public void OnPlayerEnteredRoom(Player newPlayer)
        {
            this.client.UpdateCallbackTargets();

            foreach (IInRoomCallbacks target in this)
            {
                target.OnPlayerEnteredRoom(newPlayer);
            }
        }

        public void OnPlayerLeftRoom(Player otherPlayer)
        {
            this.client.UpdateCallbackTargets();

            foreach (IInRoomCallbacks target in this)
            {
                target.OnPlayerLeftRoom(otherPlayer);
            }
        }

        public void OnRoomPropertiesUpdate(Hashtable propertiesThatChanged)
        {
            this.client.UpdateCallbackTargets();

            foreach (IInRoomCallbacks target in this)
            {
                target.OnRoomPropertiesUpdate(propertiesThatChanged);
            }
        }

        public void OnPlayerPropertiesUpdate(Player targetPlayer, Hashtable changedProp)
        {
            this.client.UpdateCallbackTargets();

            foreach (IInRoomCallbacks target in this)
            {
                target.OnPlayerPropertiesUpdate(targetPlayer, changedProp);
            }
        }

        public void OnMasterClientSwitched(Player newMasterClient)
        {
            this.client.UpdateCallbackTargets();

            foreach (IInRoomCallbacks target in this)
            {
                target.OnMasterClientSwitched(newMasterClient);
            }
        }
    }

    /// <summary>
    /// Container type for callbacks defined by ILobbyCallbacks. See LobbyCallbackTargets.
    /// </summary>
    /// <remarks>
    /// While the interfaces of callbacks wrap up the methods that will be called,
    /// the container classes implement a simple way to call a method on all registered objects.
    /// </remarks>
    internal class LobbyCallbacksContainer : List<ILobbyCallbacks>, ILobbyCallbacks
    {
        private readonly LoadBalancingClient client;

        public LobbyCallbacksContainer(LoadBalancingClient client)
        {
            this.client = client;
        }

        public void OnJoinedLobby()
        {
            this.client.UpdateCallbackTargets();

            foreach (ILobbyCallbacks target in this)
            {
                target.OnJoinedLobby();
            }
        }

        public void OnLeftLobby()
        {
            this.client.UpdateCallbackTargets();

            foreach (ILobbyCallbacks target in this)
            {
                target.OnLeftLobby();
            }
        }

        public void OnRoomListUpdate(List<RoomInfo> roomList)
        {
            this.client.UpdateCallbackTargets();

            foreach (ILobbyCallbacks target in this)
            {
                target.OnRoomListUpdate(roomList);
            }
        }

        public void OnLobbyStatisticsUpdate(List<TypedLobbyInfo> lobbyStatistics)
        {
            this.client.UpdateCallbackTargets();

            foreach (ILobbyCallbacks target in this)
            {
                target.OnLobbyStatisticsUpdate(lobbyStatistics);
            }
        }
    }

    /// <summary>
    /// Container type for callbacks defined by IWebRpcCallback. See WebRpcCallbackTargets.
    /// </summary>
    /// <remarks>
    /// While the interfaces of callbacks wrap up the methods that will be called,
    /// the container classes implement a simple way to call a method on all registered objects.
    /// </remarks>
    internal class WebRpcCallbacksContainer : List<IWebRpcCallback>, IWebRpcCallback
    {
        private LoadBalancingClient client;

        public WebRpcCallbacksContainer(LoadBalancingClient client)
        {
            this.client = client;
        }

        public void OnWebRpcResponse(OperationResponse response)
        {
            this.client.UpdateCallbackTargets();

            foreach (IWebRpcCallback target in this)
            {
                target.OnWebRpcResponse(response);
            }
        }
    }


    /// <summary>
    /// Container type for callbacks defined by <see cref="IErrorInfoCallback"/>. See <see cref="LoadBalancingClient.ErrorInfoCallbackTargets"/>.
    /// </summary>
    /// <remarks>
    /// While the interfaces of callbacks wrap up the methods that will be called,
    /// the container classes implement a simple way to call a method on all registered objects.
    /// </remarks>
    internal class ErrorInfoCallbacksContainer : List<IErrorInfoCallback>, IErrorInfoCallback
    {
        private LoadBalancingClient client;

        public ErrorInfoCallbacksContainer(LoadBalancingClient client)
        {
            this.client = client;
        }

        public void OnErrorInfo(ErrorInfo errorInfo)
        {
            this.client.UpdateCallbackTargets();
            foreach (IErrorInfoCallback target in this)
            {
                target.OnErrorInfo(errorInfo);
            }
        }
    }

    /// <summary>
    /// Class wrapping the received <see cref="EventCode.ErrorInfo"/> event.
    /// </summary>
    /// <remarks>
    /// This is passed inside <see cref="IErrorInfoCallback.OnErrorInfo"/> callback.
    /// If you implement <see cref="IOnEventCallback.OnEvent"/> or <see cref="LoadBalancingClient.EventReceived"/> you will also get <see cref="EventCode.ErrorInfo"/> but not parsed.
    ///
    /// In most cases this could be either:
    /// 1. an error from webhooks plugin (if HasErrorInfo is enabled), read more here:
    /// https://doc.photonengine.com/en-us/realtime/current/gameplay/web-extensions/webhooks#options
    /// 2. an error sent from a custom server plugin via PluginHost.BroadcastErrorInfoEvent, see example here:
    /// https://doc.photonengine.com/en-us/server/current/plugins/manual#handling_http_response
    /// 3. an error sent from the server, for example, when the limit of cached events has been exceeded in the room
    /// (all clients will be disconnected and the room will be closed in this case)
    /// read more here: https://doc.photonengine.com/en-us/realtime/current/gameplay/cached-events#special_considerations
    /// </remarks>
    public class ErrorInfo
    {
        /// <summary>
        /// String containing information about the error.
        /// </summary>
        public readonly string Info;

        public ErrorInfo(EventData eventData)
        {
            this.Info = eventData[ParameterCode.Info] as string;
        }

        public override string ToString()
        {
            return string.Format("ErrorInfo: {0}", this.Info);
        }
    }
}