Today I tried this:
The result I got was:
Thanks
Jules
Hashtable propertiesToSet = new Hashtable();
Hashtable expectedValues = new Hashtable();
propertiesToSet["ex"] = 5;
expectedValues["ex"] = null;
PhotonNetwork.room.SetCustomProperties(propertiesToSet, expectedValues);
The result I wanted/expected was that if the property "ex" had already been set then don't change it, otherwise change it to (int)5. Is there any reason why this behaviour shouldn't be supported?The result I got was:
Operation failed: OperationResponse 252: ReturnCode: -2 (CAS update failed: there is no property='ex' on server). Parameters: {} Server: GameServer
UnityEngine.Debug:LogError(Object)
NetworkingPeer:OnOperationResponse(OperationResponse) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1151)
ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(Byte[])
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:125)
Any comments / thoughts?Thanks
Jules