by playstation3Dood » March 4th, 2010, 1:47 am
by Benjaminsen » March 4th, 2010, 12:35 pm
by playstation3Dood » March 4th, 2010, 12:38 pm
var somevariable = RoomData["myvarname"];
by Benjaminsen » March 4th, 2010, 1:09 pm
by playstation3Dood » March 4th, 2010, 2:00 pm
by Benjaminsen » March 4th, 2010, 2:05 pm
by playstation3Dood » March 4th, 2010, 2:31 pm
by Benjaminsen » March 4th, 2010, 2:39 pm
by playstation3Dood » March 5th, 2010, 1:49 am
by Oliver » March 5th, 2010, 3:08 pm
Oh and on a side note, is there something like a roomCreated() function on the server? something that will be called each time a room is created.
by playstation3Dood » March 6th, 2010, 12:28 am
by General » April 29th, 2013, 8:50 am
_client.multiplayer.createRoom(
null, //Room id, null for auto generted
_roomType, //RoomType to create, bounce is a simple bounce server
true, //Hide room from userlist
{name:e.stringVal, victoryRule:wr, blockRule:br, phase:1}, //Room Join data, data is returned to lobby list. Variabels can be modifed on the server
joinRoom, //Create handler
_handleJoinError //Error handler
)
// looping over all room data
foreach(var kv in RoomData) {
Console.WriteLine("RoomData[" + kv.Key + "] = " + kv.Value );
}
this.RoomData["phase"] = "2";
_client.multiplayer.listRooms(_roomType, {phase:1}, 8, 0, onListComplete, onListError);
var rinf:RoomInfo;
for each (rinf in rooms) {
trace('room found');
trace(rinf.id);
trace(rinf.data.phase);
trace(rinf.onlineUsers);
}
by General » April 29th, 2013, 8:09 pm