Photon .NET Client API
Public Member Functions | Protected Attributes | Properties | List of all members
ExitGames.Client.Photon.LoadBalancing.RoomInfo Class Reference

Used for Room listings of the lobby (not yet joining). Offers the basic info about a room: name, player counts, properties, etc. More...

Inheritance diagram for ExitGames.Client.Photon.LoadBalancing.RoomInfo:
ExitGames.Client.Photon.LoadBalancing.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...
 

Protected Attributes

byte maxPlayers = 0
 Backing field for property. More...
 
bool isOpen = true
 Backing field for property. More...
 
bool isVisible = true
 Backing field for property. More...
 
string name
 Backing field for property. More...
 
string[] propsListedInLobby
 Backing field for property. More...
 

Properties

Hashtable CustomProperties [get]
 Read-only "cache" of custom properties of a room. Set via Room.SetCustomProperties. More...
 
string Name [get]
 The name of a room. Unique identifier for a room/match (per AppId + game-Version). More...
 
int PlayerCount [get, set]
 Count of players currently in room. This property is overwritten by the Room class (used when you're in a Room). 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: false). 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

Used for Room listings of the lobby (not yet joining). Offers the basic info about a room: name, player counts, properties, 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 ExitGames.Client.Photon.LoadBalancing.RoomInfo.Equals ( object  other)
inline

Makes RoomInfo comparable (by name).

override int ExitGames.Client.Photon.LoadBalancing.RoomInfo.GetHashCode ( )
inline

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

Returns
override string ExitGames.Client.Photon.LoadBalancing.RoomInfo.ToString ( )
inline

Returns most interesting room values as string.

Returns
Summary of this RoomInfo instance.
string ExitGames.Client.Photon.LoadBalancing.RoomInfo.ToStringFull ( )
inline

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

Returns
Summary of this RoomInfo instance.

Member Data Documentation

bool ExitGames.Client.Photon.LoadBalancing.RoomInfo.isOpen = true
protected

Backing field for property.

bool ExitGames.Client.Photon.LoadBalancing.RoomInfo.isVisible = true
protected

Backing field for property.

byte ExitGames.Client.Photon.LoadBalancing.RoomInfo.maxPlayers = 0
protected

Backing field for property.

string ExitGames.Client.Photon.LoadBalancing.RoomInfo.name
protected

Backing field for property.

string [] ExitGames.Client.Photon.LoadBalancing.RoomInfo.propsListedInLobby
protected

Backing field for property.

Property Documentation

Hashtable ExitGames.Client.Photon.LoadBalancing.RoomInfo.CustomProperties
get

Read-only "cache" of custom properties of a room. Set via Room.SetCustomProperties.

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

bool ExitGames.Client.Photon.LoadBalancing.RoomInfo.IsLocalClientInside
getset

State if the local client is already in the game or still going to join it on gameserver (in lobby: false).

bool ExitGames.Client.Photon.LoadBalancing.RoomInfo.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 ExitGames.Client.Photon.LoadBalancing.RoomInfo.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 ExitGames.Client.Photon.LoadBalancing.RoomInfo.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 ExitGames.Client.Photon.LoadBalancing.RoomInfo.Name
get

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

int ExitGames.Client.Photon.LoadBalancing.RoomInfo.PlayerCount
getset

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


The documentation for this class was generated from the following file: