When to use Photon Networking master client?
<p>I'm trying to understand what exactly is Photon Networking <strong>Master Client.</strong> Docs give the <a href="http://doc.photonengine.com/en-us/pun/current/reference/glossary#masterclient" rel="nofollow">folowing</a> usage scenario for this term:</p>

<blockquote>
  <p>In absence of a server, it can be made responsible for handling logic that
  should only be executed by one client in a room (e.g. starting a match
  when everyone is ready).</p>
</blockquote>

<p>Why would I want to delegate some server functionality to one of the clients? Isn't Photon Server supposed to be always available?</p>

<p>For example, in <a href="http://doc.photonengine.com/en-us/pun/current/tutorials/pun-basics-tutorial/lobby" rel="nofollow">this</a> Photon tutorial they use quote "very convenient feature": </p>

<p><code>PhotonNetwork.automaticallySyncScene = true</code></p>

<blockquote>
  <p>When this is true, the MasterClient can call
  PhotonNetwork.LoadLevel() and all connected players will automatically
  load that same level.</p>
</blockquote>

<p>Why give one of the clients priviliges to sync everybody, if they have Photon server for that?</p>

<p>To sum up I have 2 questions:</p>

<p>1) What exactly is a master client?</p>

<p>2) What are some typical usage scenarios?</p>

<p>Thank you very much!</p>