Photon Unity Networking 2: RoomInfo Class Reference

Photon Unity Networking 2

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 (IsOpen, MaxPlayers, etc). More...

Inherited by Room.

Public Member Functions

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...
 

Public Attributes

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

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...
 

Properties

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...
 

Detailed Description

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 (IsOpen, 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).

Member Function Documentation

override bool Equals ( object  other)

Makes RoomInfo comparable (by name).

override int GetHashCode ( )

Accompanies Equals, using the name's HashCode as return.

Returns
override string ToString ( )

Returns most interesting room values as string.

Returns
Summary of this RoomInfo instance.
string ToStringFull ( )

Returns most interesting room values as string, including custom properties.

Returns
Summary of this RoomInfo instance.

Member Data Documentation

bool autoCleanUp = true
protected

Backing field for property. False unless the GameProperty is set to true (else it's not sent).

int emptyRoomTtl = 0
protected

Backing field for property.

string [] expectedUsers
protected

Backing field for property.

bool isOpen = true
protected

Backing field for property.

bool isVisible = true
protected

Backing field for property.

int masterClientId

Backing field for master client id (actorNumber). defined by server in room props and ev leave.

byte maxPlayers = 0
protected

Backing field for property.

string name
protected

Backing field for property.

int playerTtl = 0
protected

Backing field for property.

string [] propertiesListedInLobby
protected

Backing field for property.

bool RemovedFromList

Used in lobby, to mark rooms that are no longer listed (for being full, closed or hidden).

Property Documentation

Hashtable CustomProperties
get

Read-only "cache" of custom properties of a room. Set via Room.SetCustomProperties (not available for RoomInfo class!).

All keys are string-typed and the values depend on the game/application.

Room.SetCustomProperties

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.

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.

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.

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.

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.

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.

string Name
get

The name of a room. Unique identifier for a room/match (per AppId + game-Version).

int PlayerCount
get

Count of players currently in room. This property is overwritten by the Room class (used when you're in a Room).

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