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.
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 () |
Simple printingin method. More... | |
string | ToStringFull () |
Simple printingin method. More... | |
Protected Attributes | |
byte | maxPlayersField = 0 |
Backing field for property. More... | |
int | emptyRoomTtlField = 0 |
Backing field for property. More... | |
int | playerTtlField = 0 |
Backing field for property. More... | |
string[] | expectedUsersField |
Backing field for property. More... | |
bool | openField = true |
Backing field for property. More... | |
bool | visibleField = true |
Backing field for property. More... | |
bool | autoCleanUpField = PhotonNetwork.autoCleanUpPlayerObjects |
Backing field for property. False unless the GameProperty is set to true (else it's not sent). More... | |
string | nameField |
Backing field for property. More... | |
Properties | |
bool | removedFromList [get, set] |
Used internally in lobby, to mark rooms that are no longer listed. More... | |
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 (per Loadbalancing group) for a room/match. More... | |
int | PlayerCount [get] |
Only used internally in lobby, to display number of players in room (while you're not in). More... | |
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... | |
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... | |
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... | |
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... | |
Hashtable | customProperties [get] |
string | name [get] |
int | playerCount [get, set] |
bool | isLocalClientInside [get, set] |
byte | maxPlayers [get] |
bool | open [get] |
bool | visible [get] |
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 | ( | object | other | ) |
Makes RoomInfo comparable (by name).
override int RoomInfo.GetHashCode | ( | ) |
Accompanies Equals, using the name's HashCode as return.
override string RoomInfo.ToString | ( | ) |
Simple printingin method.
string RoomInfo.ToStringFull | ( | ) |
Simple printingin method.
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Backing field for property. False unless the GameProperty is set to true (else it's not sent).
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Backing field for property.
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Backing field for property.
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Backing field for property.
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Backing field for property.
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Backing field for property.
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Backing field for property.
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Backing field for property.
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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.
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State if the local client is already in the game or still going to join it on gameserver (in lobby always false).
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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.
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The name of a room. Unique identifier (per Loadbalancing group) for a room/match.
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Only used internally in lobby, to display number of players in room (while you're not in).
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Used internally in lobby, to mark rooms that are no longer listed.
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