Namespace: PlayerIOClient
Language: C# / .NET
The Player.IO Multiplayer Service
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Properties | |||
|---|---|---|---|
| public ServerEndpoint |
If not null, rooms will be created on the development server at the address defined by the server endpoint, instead of using the live Player.IO servers. |
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Methods | |||
| public Connection |
Creates a multiplayer room (if it does not exist already) and joins it. |
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| public void |
Creates a multiplayer room (if it does not exist already) and joins it. |
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| public void |
Creates a multiplayer room (if it does not exist already) and joins it. |
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| public string |
Create a multiplayer room on the Player.IO infrastructure |
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| public void |
Create a multiplayer room on the Player.IO infrastructure |
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| public void |
Create a multiplayer room on the Player.IO infrastructure |
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| public Connection |
Join a running multiplayer room |
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| public void |
Create an multiplayer room on the Player.IO infrastructure |
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| public void |
Create an multiplayer room on the Player.IO infrastructure |
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| public RoomInfo[] |
List the currently running multiplayer rooms |
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| public void |
List the currently running multiplayer rooms |
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| public void |
List the currently running multiplayer rooms |
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| public ServerEndpoint |
|
If not null, rooms will be created on the development server at the address defined by the server endpoint, instead of using the live Player.IO servers.
| public Connection |
|
Creates a multiplayer room (if it does not exist already) and joins it.
| string | roomId |
| The id of the room you wish to create/join | |
| string | roomType |
| The name of the room type you wish to run the room as. This value should match one of the [RoomType(...)] attributes of your uploaded code. A room type of 'bounce' is always available. | |
| bool | visible |
| If the room doesn't exist: Should the room be visible when listing rooms with GetRooms upon creation | |
| Dictionary<string, string> | roomData |
| If the room doesn't exist: The data to initialize the room with upon creation | |
| Dictionary<string, string> | joinData |
| Data to send to the room with additional information about the join |
| public void |
|
Creates a multiplayer room (if it does not exist already) and joins it.
| string | roomId |
| The id of the room you wish to create/join | |
| string | roomType |
| The name of the room type you wish to run the room as. This value should match one of the [RoomType(...)] attributes of your uploaded code. A room type of 'bounce' is always available. | |
| bool | visible |
| If the room doesn't exist: Should the room be visible when listing rooms with GetRooms upon creation | |
| Dictionary<string, string> | roomData |
| If the room doesn't exist: The data to initialize the room with upon creation | |
| Dictionary<string, string> | joinData |
| Data to send to the room with additional information about the join | |
| Callback<Connection> | successCallback |
| Callback with a connection into the room that was created |
| public void |
|
Creates a multiplayer room (if it does not exist already) and joins it.
| string | roomId |
| The id of the room you wish to create/join | |
| string | roomType |
| The name of the room type you wish to run the room as. This value should match one of the [RoomType(...)] attributes of your uploaded code. A room type of 'bounce' is always available. | |
| bool | visible |
| If the room doesn't exist: Should the room be visible when listing rooms with GetRooms upon creation | |
| Dictionary<string, string> | roomData |
| If the room doesn't exist: The data to initialize the room with upon creation | |
| Dictionary<string, string> | joinData |
| Data to send to the room with additional information about the join | |
| Callback<Connection> | successCallback |
| Callback with a connection into the room that was created | |
| Callback<PlayerIOError> | errorCallback |
| Callback that will be called instead of successCallback if an error occurs |
| public string |
|
Create a multiplayer room on the Player.IO infrastructure
| string | roomId |
| The id you wish to assign to your new room - You can use this to connect to the specific room later as long as it still exists | |
| string | roomType |
| The name of the room type you wish to run the room as. This value should match one of the [RoomType(...)] attributes of your uploaded code. A room type of 'bounce' is always available. | |
| bool | visible |
| Should the room be visible when listing rooms with GetRooms | |
| Dictionary<string, string> | roomData |
| The data to initialize the room with, this can be read with ListRooms and changed from the serverside |
| public void |
|
Create a multiplayer room on the Player.IO infrastructure
| string | roomId |
| The id you wish to assign to your new room - You can use this to connect to the specific room later as long as it still exists | |
| string | roomType |
| The name of the room type you wish to run the room as. This value should match one of the [RoomType(...)] attributes of your uploaded code. A room type of 'bounce' is always available. | |
| bool | visible |
| Should the room be visible when listing rooms with GetRooms | |
| Dictionary<string, string> | roomData |
| The data to initialize the room with, this can be read with ListRooms and changed from the serverside | |
| Callback<string> | successCallback |
| Callback with the id of the room that was created |
| public void |
|
Create a multiplayer room on the Player.IO infrastructure
| string | roomId |
| The id you wish to assign to your new room - You can use this to connect to the specific room later as long as it still exists | |
| string | roomType |
| The name of the room type you wish to run the room as. This value should match one of the [RoomType(...)] attributes of your uploaded code. A room type of 'bounce' is always available. | |
| bool | visible |
| Should the room be visible when listing rooms with GetRooms | |
| Dictionary<string, string> | roomData |
| The data to initialize the room with, this can be read with ListRooms and changed from the serverside | |
| Callback<string> | successCallback |
| Callback with the database object found, or null if no object was found | |
| Callback<PlayerIOError> | errorCallback |
| Callback that will be called instead of successCallback if an error occurs during the room creation. |
| public Connection |
|
Join a running multiplayer room
| string | roomId |
| The id of the room you wish to connect to | |
| Dictionary<string, string> | joinData |
| Data to send to the room with additional information about the join |
| public void |
|
Create an multiplayer room on the Player.IO infrastructure
| string | roomId |
| The id of the room you wish to connect to | |
| Dictionary<string, string> | joinData |
| Data to send to the room with additional information about the join | |
| Callback<Connection> | successCallback |
| Callback with a connection into the room |
| public void |
|
Create an multiplayer room on the Player.IO infrastructure
| string | roomId |
| The id of the room you wish to connect to | |
| Dictionary<string, string> | joinData |
| Data to send to the room with additional information about the join | |
| Callback<Connection> | successCallback |
| Callback with a connection into the room | |
| Callback<PlayerIOError> | errorCallback |
| Callback that will be called instead of successCallback if an error occurs |
| public RoomInfo[] |
|
List the currently running multiplayer rooms
| string | roomType |
| The type of room you wish to list | |
| Dictionary<string, string> | searchCriteria |
| Only rooms with the same values in their roomdata will be returned | |
| int | resultLimit |
| The maximum amount of rooms you want to receive. Use 0 for 'as many as possible'. | |
| int | resultOffset |
| The offset into the list you wish |
| public void |
|
List the currently running multiplayer rooms
| string | roomType |
| The type of room you wish to list | |
| Dictionary<string, string> | searchCriteria |
| Only rooms with the same values in their roomdata will be returned | |
| int | resultLimit |
| The maximum amount of rooms you want to receive. Use 0 for 'as many as possible'. | |
| int | resultOffset |
| The offset into the list you wish | |
| Callback<RoomInfo[]> | successCallback |
| Callback with a list of rooms matching the search criteria |
| public void |
|
List the currently running multiplayer rooms
| string | roomType |
| The type of room you wish to list | |
| Dictionary<string, string> | searchCriteria |
| Only rooms with the same values in their roomdata will be returned | |
| int | resultLimit |
| The maximum amount of rooms you want to receive. Use 0 for 'as many as possible'. | |
| int | resultOffset |
| The offset into the list you wish | |
| Callback<RoomInfo[]> | successCallback |
| Callback with a list of rooms matching the search criteria | |
| Callback<PlayerIOError> | errorCallback |
| Callback that will be called instead of successCallback if an error occurs |