Photon Server API Documentation v5.0RC1

Public Member Functions | Properties | List of all members
Photon.LoadBalancing.MasterServer.Lobby.IGameList Interface Reference
Inheritance diagram for Photon.LoadBalancing.MasterServer.Lobby.IGameList:
Photon.LoadBalancing.MasterServer.Lobby.GameListBase Photon.LoadBalancing.MasterServer.ChannelLobby.GameChannelList Photon.LoadBalancing.MasterServer.Lobby.GameList Photon.LoadBalancing.MasterServer.Lobby.SqlGameList Photon.LoadBalancing.MasterServer.Lobby.AsyncRandomGameList Photon.LoadBalancing.MasterServer.Lobby.LimitedGameList Photon.LoadBalancing.MasterServer.Lobby.SqlFilterGameList

Public Member Functions

void AddGameState (GameState gameState, Dictionary< string, object > authCookie=null)
 
int CheckJoinTimeOuts (TimeSpan timeOut)
 
int CheckJoinTimeOuts (DateTime minDateTime)
 
bool ContainsGameId (string gameId)
 
IGameListSubscription AddSubscription (MasterClientPeer peer, Hashtable gamePropertyFilter, int maxGameCount)
 
void RemoveGameServer (GameServerContext gameServer)
 
bool RemoveGameStateByName (string gameId)
 
bool TryGetGame (string gameId, out GameState gameState)
 
ErrorCode TryGetRandomGame (JoinRandomGameRequest joinRequest, ILobbyPeer peer, out GameState gameState, out string message)
 
bool UpdateGameState (UpdateGameEvent updateOperation, GameServerContext gameServer, out GameState gameState)
 
void PublishGameChanges ()
 
void OnPlayerCountChanged (GameState gameState, int oldPlayerCount)
 
void OnGameJoinableChanged (GameState gameState)
 
void SetExpectReplicationFlag (bool serverContext, GameServerContext gameServerContext)
 
void RemoveNotReplicatedGames (GameServerContext gameServerContext)
 
void UpdateLobbyLimits (bool gameListUseLegacyLobbies, int? gameListLimit, int? gameListLimitUpdates, int? gameListLimitSqlFilterResults)
 

Properties

int Count [get]
 
int PlayerCount [get]
 

Member Function Documentation

◆ AddGameState()

void Photon.LoadBalancing.MasterServer.Lobby.IGameList.AddGameState ( GameState  gameState,
Dictionary< string, object >  authCookie = null 
)

◆ AddSubscription()

IGameListSubscription Photon.LoadBalancing.MasterServer.Lobby.IGameList.AddSubscription ( MasterClientPeer  peer,
Hashtable  gamePropertyFilter,
int  maxGameCount 
)

◆ CheckJoinTimeOuts() [1/2]

int Photon.LoadBalancing.MasterServer.Lobby.IGameList.CheckJoinTimeOuts ( DateTime  minDateTime)

◆ CheckJoinTimeOuts() [2/2]

int Photon.LoadBalancing.MasterServer.Lobby.IGameList.CheckJoinTimeOuts ( TimeSpan  timeOut)

◆ ContainsGameId()

bool Photon.LoadBalancing.MasterServer.Lobby.IGameList.ContainsGameId ( string  gameId)

◆ OnGameJoinableChanged()

void Photon.LoadBalancing.MasterServer.Lobby.IGameList.OnGameJoinableChanged ( GameState  gameState)

◆ OnPlayerCountChanged()

void Photon.LoadBalancing.MasterServer.Lobby.IGameList.OnPlayerCountChanged ( GameState  gameState,
int  oldPlayerCount 
)

◆ PublishGameChanges()

void Photon.LoadBalancing.MasterServer.Lobby.IGameList.PublishGameChanges ( )

◆ RemoveGameServer()

void Photon.LoadBalancing.MasterServer.Lobby.IGameList.RemoveGameServer ( GameServerContext  gameServer)

◆ RemoveGameStateByName()

bool Photon.LoadBalancing.MasterServer.Lobby.IGameList.RemoveGameStateByName ( string  gameId)

◆ RemoveNotReplicatedGames()

void Photon.LoadBalancing.MasterServer.Lobby.IGameList.RemoveNotReplicatedGames ( GameServerContext  gameServerContext)

◆ SetExpectReplicationFlag()

void Photon.LoadBalancing.MasterServer.Lobby.IGameList.SetExpectReplicationFlag ( bool  serverContext,
GameServerContext  gameServerContext 
)

◆ TryGetGame()

bool Photon.LoadBalancing.MasterServer.Lobby.IGameList.TryGetGame ( string  gameId,
out GameState  gameState 
)

◆ TryGetRandomGame()

ErrorCode Photon.LoadBalancing.MasterServer.Lobby.IGameList.TryGetRandomGame ( JoinRandomGameRequest  joinRequest,
ILobbyPeer  peer,
out GameState  gameState,
out string  message 
)

◆ UpdateGameState()

bool Photon.LoadBalancing.MasterServer.Lobby.IGameList.UpdateGameState ( UpdateGameEvent  updateOperation,
GameServerContext  gameServer,
out GameState  gameState 
)

◆ UpdateLobbyLimits()

void Photon.LoadBalancing.MasterServer.Lobby.IGameList.UpdateLobbyLimits ( bool  gameListUseLegacyLobbies,
int?  gameListLimit,
int?  gameListLimitUpdates,
int?  gameListLimitSqlFilterResults 
)

Property Documentation

◆ Count

int Photon.LoadBalancing.MasterServer.Lobby.IGameList.Count
get

◆ PlayerCount

int Photon.LoadBalancing.MasterServer.Lobby.IGameList.PlayerCount
get