A simplified room with just the info required to list and join, used for the room listing in the lobby. The properties are not settable (open, MaxPlayers, etc).
More...
Inherited by Room.
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bool | removedFromList [get, set] |
| Used internally in lobby, to mark rooms that are no longer listed. More...
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Hashtable | CustomProperties [get] |
| Read-only "cache" of custom properties of a room. Set via Room.SetCustomProperties (not available for RoomInfo class!). More...
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string | Name [get] |
| The name of a room. Unique identifier (per Loadbalancing group) for a room/match. More...
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int | PlayerCount [get, set] |
| Only used internally in lobby, to display number of players in room (while you're not in). More...
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bool | IsLocalClientInside [get, set] |
| State if the local client is already in the game or still going to join it on gameserver (in lobby always false). More...
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byte | MaxPlayers [get] |
| Sets a limit of players to this room. This property is shown in lobby, too. If the room is full (players count == maxplayers), joining this room will fail. More...
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bool | IsOpen [get] |
| Defines if the room can be joined. This does not affect listing in a lobby but joining the room will fail if not open. If not open, the room is excluded from random matchmaking. Due to racing conditions, found matches might become closed before they are joined. Simply re-connect to master and find another. Use property "IsVisible" to not list the room. More...
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bool | IsVisible [get] |
| Defines if the room is listed in its lobby. Rooms can be created invisible, or changed to invisible. To change if a room can be joined, use property: open. More...
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Hashtable | customProperties [get] |
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string | name [get] |
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int | playerCount [get, set] |
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bool | isLocalClientInside [get, set] |
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byte | maxPlayers [get] |
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bool | open [get] |
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bool | visible [get] |
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A simplified room with just the info required to list and join, used for the room listing in the lobby. The properties are not settable (open, MaxPlayers, etc).
This class resembles info about available rooms, as sent by the Master server's lobby. Consider all values as readonly. None are synced (only updated by events by server).
override bool RoomInfo.Equals |
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override int RoomInfo.GetHashCode |
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Accompanies Equals, using the name's HashCode as return.
- Returns
override string RoomInfo.ToString |
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Simple printingin method.
- Returns
- Summary of this RoomInfo instance.
string RoomInfo.ToStringFull |
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Simple printingin method.
- Returns
- Summary of this RoomInfo instance.
Backing field for property. False unless the GameProperty is set to true (else it's not sent).
int RoomInfo.emptyRoomTtlField = 0 |
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Backing field for property.
string [] RoomInfo.expectedUsersField |
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Backing field for property.
byte RoomInfo.maxPlayersField = 0 |
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Backing field for property.
string RoomInfo.nameField |
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Backing field for property.
bool RoomInfo.openField = true |
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Backing field for property.
int RoomInfo.playerTtlField = 0 |
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Backing field for property.
bool RoomInfo.visibleField = true |
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Backing field for property.
bool RoomInfo.IsLocalClientInside |
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getset |
State if the local client is already in the game or still going to join it on gameserver (in lobby always false).
bool RoomInfo.isLocalClientInside |
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getset |
Defines if the room can be joined. This does not affect listing in a lobby but joining the room will fail if not open. If not open, the room is excluded from random matchmaking. Due to racing conditions, found matches might become closed before they are joined. Simply re-connect to master and find another. Use property "IsVisible" to not list the room.
As part of RoomInfo this can't be set. As part of a Room (which the player joined), the setter will update the server and all clients.
Defines if the room is listed in its lobby. Rooms can be created invisible, or changed to invisible. To change if a room can be joined, use property: open.
As part of RoomInfo this can't be set. As part of a Room (which the player joined), the setter will update the server and all clients.
Sets a limit of players to this room. This property is shown in lobby, too. If the room is full (players count == maxplayers), joining this room will fail.
As part of RoomInfo this can't be set. As part of a Room (which the player joined), the setter will update the server and all clients.
The name of a room. Unique identifier (per Loadbalancing group) for a room/match.
Only used internally in lobby, to display number of players in room (while you're not in).
bool RoomInfo.removedFromList |
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getset |
Used internally in lobby, to mark rooms that are no longer listed.