Photon Unity Networking 2: Room Class Reference

Photon Unity Networking 2

This class represents a room a client joins/joined. More...

Inherits RoomInfo.

Public Member Functions

 Room (string roomName, RoomOptions options, bool isOffline=false)
 Creates a Room (representation) with given name and properties and the "listing options" as provided by parameters. More...
 
virtual void SetCustomProperties (Hashtable propertiesToSet, Hashtable expectedProperties=null, WebFlags webFlags=null)
 Updates and synchronizes this Room's Custom Properties. Optionally, expectedProperties can be provided as condition. More...
 
void SetPropertiesListedInLobby (string[] propertiesListedInLobby)
 Enables you to define the properties available in the lobby if not all properties are needed to pick a room. More...
 
bool SetMasterClient (Player masterClientPlayer)
 Asks the server to assign another player as Master Client of your current room. More...
 
virtual bool AddPlayer (Player player)
 Checks if the player is in the room's list already and calls StorePlayer() if not. More...
 
virtual Player StorePlayer (Player player)
 Updates a player reference in the Players dictionary (no matter if it existed before or not). More...
 
virtual Player GetPlayer (int id)
 Tries to find the player with given actorNumber (a.k.a. ID). Only useful when in a Room, as IDs are only valid per Room. More...
 
void ClearExpectedUsers ()
 Attempts to remove all current expected users from the server's Slot Reservation list. More...
 
override string ToString ()
 Returns a summary of this Room instance as string. More...
 
new string ToStringFull ()
 Returns a summary of this Room instance as longer string, including Custom Properties. More...
 
- Public Member Functions inherited from RoomInfo
override bool Equals (object other)
 Makes RoomInfo comparable (by name). More...
 
override int GetHashCode ()
 Accompanies Equals, using the name's HashCode as return. More...
 
override string ToString ()
 Returns most interesting room values as string. More...
 
string ToStringFull ()
 Returns most interesting room values as string, including custom properties. More...
 

Properties

LoadBalancingClient LoadBalancingClient [get, set]
 A reference to the LoadBalancingClient which is currently keeping the connection and state. More...
 
new string Name [get, set]
 The name of a room. Unique identifier (per region and virtual appid) for a room/match. More...
 
bool IsOffline [get]
 
new bool IsOpen [get, set]
 Defines if the room can be joined. More...
 
new bool IsVisible [get, set]
 Defines if the room is listed in its lobby. More...
 
new byte MaxPlayers [get, set]
 Sets a limit of players to this room. This property is synced and shown in lobby, too. If the room is full (players count == maxplayers), joining this room will fail. More...
 
new byte PlayerCount [get]
 The count of players in this Room (using this.Players.Count). More...
 
Dictionary< int, PlayerPlayers [get]
 While inside a Room, this is the list of players who are also in that room. More...
 
string[] ExpectedUsers [get]
 List of users who are expected to join this room. In matchmaking, Photon blocks a slot for each of these UserIDs out of the MaxPlayers. More...
 
int PlayerTtl [get, set]
 Player Time To Live. How long any player can be inactive (due to disconnect or leave) before the user gets removed from the playerlist (freeing a slot). More...
 
int EmptyRoomTtl [get, set]
 Room Time To Live. How long a room stays available (and in server-memory), after the last player becomes inactive. After this time, the room gets persisted or destroyed. More...
 
int MasterClientId [get]
 The ID (actorNumber, actorNumber) of the player who's the master of this Room. Note: This changes when the current master leaves the room. More...
 
string[] PropertiesListedInLobby [get]
 Gets a list of custom properties that are in the RoomInfo of the Lobby. This list is defined when creating the room and can't be changed afterwards. Compare: LoadBalancingClient.OpCreateRoom() More...
 
bool AutoCleanUp [get]
 Gets if this room uses autoCleanUp to remove all (buffered) RPCs and instantiated GameObjects when a player leaves. More...
 
- Properties inherited from RoomInfo
Hashtable CustomProperties [get]
 Read-only "cache" of custom properties of a room. Set via Room.SetCustomProperties (not available for RoomInfo class!). More...
 
string Name [get]
 The name of a room. Unique identifier for a room/match (per AppId + game-Version). More...
 
int PlayerCount [get]
 Count of players currently in room. This property is overwritten by the Room class (used when you're in a Room). More...
 
byte MaxPlayers [get]
 The limit of players for this room. This property is shown in lobby, too. If the room is full (players count == maxplayers), joining this room will fail. More...
 
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 even while you join them. Simply re-connect to master and find another. Use property "IsVisible" to not list the room. More...
 
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...
 

Additional Inherited Members

- Public Attributes inherited from RoomInfo
bool RemovedFromList
 Used in lobby, to mark rooms that are no longer listed (for being full, closed or hidden). More...
 
int masterClientId
 Backing field for master client id (actorNumber). defined by server in room props and ev leave. More...
 
- Protected Attributes inherited from RoomInfo
byte maxPlayers = 0
 Backing field for property. More...
 
int emptyRoomTtl = 0
 Backing field for property. More...
 
int playerTtl = 0
 Backing field for property. More...
 
string[] expectedUsers
 Backing field for property. More...
 
bool isOpen = true
 Backing field for property. More...
 
bool isVisible = true
 Backing field for property. More...
 
bool autoCleanUp = true
 Backing field for property. False unless the GameProperty is set to true (else it's not sent). More...
 
string name
 Backing field for property. More...
 
string[] propertiesListedInLobby
 Backing field for property. More...
 

Detailed Description

This class represents a room a client joins/joined.

Contains a list of current players, their properties and those of this room, too. A room instance has a number of "well known" properties like IsOpen, MaxPlayers which can be changed. Your own, custom properties can be set via SetCustomProperties() while being in the room.

Typically, this class should be extended by a game-specific implementation with logic and extra features.

Constructor & Destructor Documentation

Room ( string  roomName,
RoomOptions  options,
bool  isOffline = false 
)

Creates a Room (representation) with given name and properties and the "listing options" as provided by parameters.

Parameters
roomNameName of the room (can be null until it's actually created on server).
optionsRoom options.

Member Function Documentation

virtual bool AddPlayer ( Player  player)
virtual

Checks if the player is in the room's list already and calls StorePlayer() if not.

Parameters
playerThe new player - identified by ID.
Returns
False if the player could not be added (cause it was in the list already).
void ClearExpectedUsers ( )

Attempts to remove all current expected users from the server's Slot Reservation list.

Note that this operation can conflict with new/other users joining. They might be adding users to the list of expected users before or after this client called ClearExpectedUsers.

This room's expectedUsers value will update, when the server sends a successful update.

Internals: This methods wraps up setting the ExpectedUsers property of a room.

virtual Player GetPlayer ( int  id)
virtual

Tries to find the player with given actorNumber (a.k.a. ID). Only useful when in a Room, as IDs are only valid per Room.

Parameters
idID to look for.
Returns
The player with the ID or null.
virtual void SetCustomProperties ( Hashtable  propertiesToSet,
Hashtable  expectedProperties = null,
WebFlags  webFlags = null 
)
virtual

Updates and synchronizes this Room's Custom Properties. Optionally, expectedProperties can be provided as condition.

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).

Parameters
propertiesToSetHashtable of Custom Properties that changes.
expectedPropertiesProvide some keys/values to use as condition for setting the new values. Client must be in room.
webFlagsDefines if this SetCustomProperties-operation gets forwarded to your WebHooks. Client must be in room.
bool SetMasterClient ( Player  masterClientPlayer)

Asks the server to assign another player as Master Client of your current room.

RaiseEvent has the option to send messages only to the Master Client of a room. SetMasterClient affects which client gets those messages.

This method calls an operation on the server to set a new Master Client, which takes a roundtrip. In case of success, this client and the others get the new Master Client from the server.

SetMasterClient tells the server which current Master Client should be replaced with the new one. It will fail, if anything switches the Master Client moments earlier. There is no callback for this error. All clients should get the new Master Client assigned by the server anyways.

See also: MasterClientId

Parameters
masterClientPlayerThe player to become the next Master Client.
Returns
False when this operation couldn't be done currently. Requires a v4 Photon Server.
void SetPropertiesListedInLobby ( string[]  propertiesListedInLobby)

Enables you to define the properties available in the lobby if not all properties are needed to pick a room.

Limit the amount of properties sent to users in the lobby to improve speed and stability.

Parameters
propertiesListedInLobbyAn array of custom room property names to forward to the lobby.
virtual Player StorePlayer ( Player  player)
virtual

Updates a player reference in the Players dictionary (no matter if it existed before or not).

Parameters
playerThe Player instance to insert into the room.
override string ToString ( )

Returns a summary of this Room instance as string.

Returns
Summary of this Room instance.
new string ToStringFull ( )

Returns a summary of this Room instance as longer string, including Custom Properties.

Returns
Summary of this Room instance.

Property Documentation

bool AutoCleanUp
get

Gets if this room uses autoCleanUp to remove all (buffered) RPCs and instantiated GameObjects when a player leaves.

int EmptyRoomTtl
getset

Room Time To Live. How long a room stays available (and in server-memory), after the last player becomes inactive. After this time, the room gets persisted or destroyed.

string [] ExpectedUsers
get

List of users who are expected to join this room. In matchmaking, Photon blocks a slot for each of these UserIDs out of the MaxPlayers.

The corresponding feature in Photon is called "Slot Reservation" and can be found in the doc pages. Define expected players in the PhotonNetwork methods: CreateRoom, JoinRoom and JoinOrCreateRoom.

new bool IsOpen
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 while users are trying to join. 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.

new bool IsVisible
getset

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.

A reference to the LoadBalancingClient which is currently keeping the connection and state.

int MasterClientId
get

The ID (actorNumber, actorNumber) of the player who's the master of this Room. Note: This changes when the current master leaves the room.

new byte MaxPlayers
getset

Sets a limit of players to this room. This property is synced and 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.

new string Name
getset

The name of a room. Unique identifier (per region and virtual appid) for a room/match.

The name can't be changed once it's set by the server.

new byte PlayerCount
get

The count of players in this Room (using this.Players.Count).

Dictionary<int, Player> Players
get

While inside a Room, this is the list of players who are also in that room.

int PlayerTtl
getset

Player Time To Live. How long any player can be inactive (due to disconnect or leave) before the user gets removed from the playerlist (freeing a slot).

string [] PropertiesListedInLobby
get

Gets a list of custom properties that are in the RoomInfo of the Lobby. This list is defined when creating the room and can't be changed afterwards. Compare: LoadBalancingClient.OpCreateRoom()

You could name properties that are not set from the beginning. Those will be synced with the lobby when added later on.

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