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, Player > | Players [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... | |
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.
Room | ( | string | roomName, |
RoomOptions | options, | ||
bool | isOffline = false |
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virtual |
Checks if the player is in the room's list already and calls StorePlayer() if not.
player | The new player - identified by ID. |
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.
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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).
propertiesToSet | Hashtable of Custom Properties that changes. |
expectedProperties | Provide some keys/values to use as condition for setting the new values. Client must be in room. |
webFlags | Defines 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
masterClientPlayer | The player to become the next Master Client. |
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.
propertiesListedInLobby | An array of custom room property names to forward to the lobby. |
Updates a player reference in the Players dictionary (no matter if it existed before or not).
player | The Player instance to insert into the room. |
override string ToString | ( | ) |
new string ToStringFull | ( | ) |
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get |
Gets if this room uses autoCleanUp to remove all (buffered) RPCs and instantiated GameObjects when a player leaves.
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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.
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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.
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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.
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getset |
A reference to the LoadBalancingClient which is currently keeping the connection and state.
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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.
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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.
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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.
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get |
The count of players in this Room (using this.Players.Count).
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get |
While inside a Room, this is the list of players who are also in that room.
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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).
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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.