Quantum 3 3.1.0

Public Attributes | List of all members
Photon.Realtime.JoinRandomRoomArgs Class Reference

Parameters for the matchmaking of JoinRandomRoom and JoinRandomOrCreateRoom. More...

Inheritance diagram for Photon.Realtime.JoinRandomRoomArgs:
Photon.Realtime.OpJoinRandomRoomParams

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...
 

Detailed Description

Parameters for the matchmaking of JoinRandomRoom and JoinRandomOrCreateRoom.

More about matchmaking: .

Member Data Documentation

◆ ExpectedCustomRoomProperties

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.

◆ ExpectedMaxPlayers

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.

◆ MatchingType

MatchmakingMode Photon.Realtime.JoinRandomRoomArgs.MatchingType

The MatchmakingMode affects how rooms get filled. By default, the server fills rooms.

◆ Lobby

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.

◆ SqlLobbyFilter

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.

◆ ExpectedUsers

string [] Photon.Realtime.JoinRandomRoomArgs.ExpectedUsers

The expected users list blocks player slots for your friends or team mates to join the room, too.

See: https://doc.photonengine.com/en-us/pun/v2/lobby-and-matchmaking/matchmaking-and-lobby#matchmaking_slot_reservation

◆ Ticket

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.