Quantum 3
3.1.0
Parameters for the matchmaking of JoinRandomRoom and JoinRandomOrCreateRoom. More...
Public Attributes | |
| PhotonHashtable | ExpectedCustomRoomProperties |
| The custom room properties a room must have to fit. All key-values must be present to match. In SQL Lobby, use SqlLobbyFilter instead. More... | |
| int | ExpectedMaxPlayers |
| Filters by the MaxPlayers value of rooms. Must be a positive number (or the client will not send it) and below the Max Players limit set for the AppId. More... | |
| string[] | ExpectedUsers |
| The expected users list blocks player slots for your friends or team mates to join the room, too. More... | |
| TypedLobby | Lobby |
| The lobby in which to match. The type affects how filters are applied. If null and the client is already in a non-default lobby, that lobby is used; otherwise TypedLobby.Default. More... | |
| MatchmakingMode | MatchingType |
| The MatchmakingMode affects how rooms get filled. By default, the server fills rooms. More... | |
| string | SqlLobbyFilter |
| SQL query to filter room matches. Only honored when the target lobby's LobbyType is SqlLobby; ignored for default-typed lobbies. For default-typed lobbies, use ExpectedCustomRoomProperties instead. More... | |
| object | Ticket |
| Optionally, the server side may provide a matchmaking ticket, which defines some values for matchmaking. This is not readable by clients. More... | |
Parameters for the matchmaking of JoinRandomRoom and JoinRandomOrCreateRoom.
More about matchmaking: .
| PhotonHashtable Photon.Realtime.JoinRandomRoomArgs.ExpectedCustomRoomProperties |
The custom room properties a room must have to fit. All key-values must be present to match. In SQL Lobby, use SqlLobbyFilter instead.
| int Photon.Realtime.JoinRandomRoomArgs.ExpectedMaxPlayers |
Filters by the MaxPlayers value of rooms. Must be a positive number (or the client will not send it) and below the Max Players limit set for the AppId.
| MatchmakingMode Photon.Realtime.JoinRandomRoomArgs.MatchingType |
The MatchmakingMode affects how rooms get filled. By default, the server fills rooms.
| TypedLobby Photon.Realtime.JoinRandomRoomArgs.Lobby |
The lobby in which to match. The type affects how filters are applied. If null and the client is already in a non-default lobby, that lobby is used; otherwise TypedLobby.Default.
| string Photon.Realtime.JoinRandomRoomArgs.SqlLobbyFilter |
SQL query to filter room matches. Only honored when the target lobby's LobbyType is SqlLobby; ignored for default-typed lobbies. For default-typed lobbies, use ExpectedCustomRoomProperties instead.
| string [] Photon.Realtime.JoinRandomRoomArgs.ExpectedUsers |
The expected users list blocks player slots for your friends or team mates to join the room, too.
| object Photon.Realtime.JoinRandomRoomArgs.Ticket |
Optionally, the server side may provide a matchmaking ticket, which defines some values for matchmaking. This is not readable by clients.