本文整理汇总了C#中EnterRoomParams类的典型用法代码示例。如果您正苦于以下问题:C# EnterRoomParams类的具体用法?C# EnterRoomParams怎么用?C# EnterRoomParams使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
EnterRoomParams类属于命名空间,在下文中一共展示了EnterRoomParams类的9个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: OpJoinRoom
/// <summary>
/// Joins a room by name or creates new room if room with given name not exists.
/// The OperationResponse depends on the server the peer is connected to:
/// Master will return a Game Server to connect to.
/// Game Server will return the joined Room's data.
/// This is an async request which triggers a OnOperationResponse() call.
/// </summary>
/// <remarks>
/// If the room is not existing (anymore), the OperationResponse will have a returnCode of ErrorCode.GameDoesNotExist.
/// Other possible ErrorCodes are: GameClosed, GameFull.
/// </remarks>
/// <returns>If the operation could be sent (requires connection).</returns>
public virtual bool OpJoinRoom(EnterRoomParams opParams)
{
if (this.DebugOut >= DebugLevel.INFO)
{
this.Listener.DebugReturn(DebugLevel.INFO, "OpJoinRoom()");
}
Dictionary<byte, object> op = new Dictionary<byte, object>();
if (!string.IsNullOrEmpty(opParams.RoomName))
{
op[ParameterCode.RoomName] = opParams.RoomName;
}
if (opParams.CreateIfNotExists)
{
op[ParameterCode.JoinMode] = (byte)JoinMode.CreateIfNotExists;
if (opParams.Lobby != null)
{
op[ParameterCode.LobbyName] = opParams.Lobby.Name;
op[ParameterCode.LobbyType] = (byte)opParams.Lobby.Type;
}
}
if (opParams.RejoinOnly)
{
op[ParameterCode.JoinMode] = (byte)JoinMode.RejoinOnly; // changed from JoinMode.JoinOrRejoin
}
if (opParams.ExpectedUsers != null && opParams.ExpectedUsers.Length > 0)
{
op[ParameterCode.Add] = opParams.ExpectedUsers;
}
if (opParams.OnGameServer)
{
if (opParams.PlayerProperties != null && opParams.PlayerProperties.Count > 0)
{
op[ParameterCode.PlayerProperties] = opParams.PlayerProperties;
op[ParameterCode.Broadcast] = true; // broadcast actor properties
}
if (opParams.CreateIfNotExists)
{
this.RoomOptionsToOpParameters(op, opParams.RoomOptions);
}
}
// UnityEngine.Debug.Log("JoinGame: " + SupportClassPun.DictionaryToString(op));
return this.OpCustom(OperationCode.JoinGame, op, true);
}
示例2: OpCreateRoom
/// <summary>
/// Creates a room (on either Master or Game Server).
/// The OperationResponse depends on the server the peer is connected to:
/// Master will return a Game Server to connect to.
/// Game Server will return the joined Room's data.
/// This is an async request which triggers a OnOperationResponse() call.
/// </summary>
/// <remarks>
/// If the room is already existing, the OperationResponse will have a returnCode of ErrorCode.GameAlreadyExists.
/// </remarks>
public virtual bool OpCreateRoom(EnterRoomParams opParams)
{
if (this.DebugOut >= DebugLevel.INFO)
{
this.Listener.DebugReturn(DebugLevel.INFO, "OpCreateRoom()");
}
Dictionary<byte, object> op = new Dictionary<byte, object>();
if (!string.IsNullOrEmpty(opParams.RoomName))
{
op[ParameterCode.RoomName] = opParams.RoomName;
}
if (opParams.Lobby != null && !string.IsNullOrEmpty(opParams.Lobby.Name))
{
op[ParameterCode.LobbyName] = opParams.Lobby.Name;
op[ParameterCode.LobbyType] = (byte) opParams.Lobby.Type;
}
if (opParams.ExpectedUsers != null && opParams.ExpectedUsers.Length > 0)
{
op[ParameterCode.Add] = opParams.ExpectedUsers;
}
if (opParams.OnGameServer)
{
if (opParams.PlayerProperties != null && opParams.PlayerProperties.Count > 0)
{
op[ParameterCode.PlayerProperties] = opParams.PlayerProperties;
op[ParameterCode.Broadcast] = true; // TODO: check if this also makes sense when creating a room?! // broadcast actor properties
}
this.RoomOptionsToOpParameters(op, opParams.RoomOptions);
}
//UnityEngine.Debug.Log("CreateGame: " + SupportClassPun.DictionaryToString(op));
return this.OpCustom(OperationCode.CreateGame, op, true);
}
示例3: OpJoinRandomRoom
/// <summary>NetworkingPeer.OpJoinRandomRoom</summary>
/// <remarks>this override just makes sure we have a mRoomToGetInto, even if it's blank (the properties provided in this method are filters. they are not set when we join the game)</remarks>
public override bool OpJoinRandomRoom(OpJoinRandomRoomParams opJoinRandomRoomParams)
{
enterRoomParamsCache = new EnterRoomParams(); // this is used when the client arrives on the GS and joins the room
enterRoomParamsCache.Lobby = opJoinRandomRoomParams.TypedLobby;
this.mLastJoinType = JoinType.JoinRandomGame;
return base.OpJoinRandomRoom(opJoinRandomRoomParams);
}
示例4: OpJoinRoom
/// <summary>NetworkingPeer.OpJoinRoom</summary>
public override bool OpJoinRoom(EnterRoomParams opParams)
{
bool onGameServer = this.server == ServerConnection.GameServer;
opParams.OnGameServer = onGameServer;
if (!onGameServer)
{
enterRoomParamsCache = opParams;
}
this.mLastJoinType = (opParams.CreateIfNotExists) ? JoinType.JoinOrCreateOnDemand : JoinType.JoinGame;
return base.OpJoinRoom(opParams);
}
示例5: OpCreateGame
/// <summary>NetworkingPeer.OpCreateGame</summary>
public bool OpCreateGame(EnterRoomParams enterRoomParams)
{
bool onGameServer = this.server == ServerConnection.GameServer;
enterRoomParams.OnGameServer = onGameServer;
enterRoomParams.PlayerProperties = GetLocalActorProperties();
if (!onGameServer)
{
enterRoomParamsCache = enterRoomParams;
}
this.mLastJoinType = JoinType.CreateGame;
return base.OpCreateRoom(enterRoomParams);
}
示例6: ReJoinRoom
/// <summary>Can be used to return to a room after a disconnect and reconnect.</summary>
/// <remarks>
/// After losing connection, you might be able to return to a room and continue playing,
/// if the client is reconnecting fast enough. Use Reconnect() and this method.
/// Cache the room name you're in and use ReJoin(roomname) to return to a game.
///
/// Note: To be able to ReJoin any room, you need to use UserIDs!
/// You also need to set RoomOptions.PlayerTtl.
///
/// <b>Important: Instantiate() and use of RPCs is not yet supported.</b>
/// The ownership rules of PhotonViews prevent a seamless return to a game.
/// Use Custom Properties and RaiseEvent with event caching instead.
///
/// Common use case: Press the Lock Button on a iOS device and you get disconnected immediately.
/// </remarks>
public static bool ReJoinRoom(string roomName)
{
if (offlineMode)
{
Debug.LogError("ReJoinRoom failed due to offline mode.");
return false;
}
if (networkingPeer.Server != ServerConnection.MasterServer || !connectedAndReady)
{
Debug.LogError("ReJoinRoom failed. Client is not on Master Server or not yet ready to call operations. Wait for callback: OnJoinedLobby or OnConnectedToMaster.");
return false;
}
if (string.IsNullOrEmpty(roomName))
{
Debug.LogError("ReJoinRoom failed. A roomname is required. If you don't know one, how will you join?");
return false;
}
EnterRoomParams opParams = new EnterRoomParams();
opParams.RoomName = roomName;
opParams.RejoinOnly = true;
opParams.PlayerProperties = player.customProperties;
return networkingPeer.OpJoinRoom(opParams);
}
示例7: JoinRoom
/// <summary>Join room by roomname and on success calls OnJoinedRoom(). This is not affected by lobbies.</summary>
/// <remarks>
/// On success, the method OnJoinedRoom() is called on any script. You can implement it to react to joining a room.
///
/// JoinRoom fails if the room is either full or no longer available (it might become empty while you attempt to join).
/// Implement OnPhotonJoinRoomFailed() to get a callback in error case.
///
/// To join a room from the lobby's listing, use RoomInfo.name as roomName here.
/// Despite using multiple lobbies, a roomName is always "global" for your application and so you don't
/// have to specify which lobby it's in. The Master Server will find the room.
/// In the Photon Cloud, an application is defined by AppId, Game- and PUN-version.
///
/// You can define an array of expectedUsers, to block player slots in the room for these users.
/// The corresponding feature in Photon is called "Slot Reservation" and can be found in the doc pages.
/// </remarks>
/// <see cref="PhotonNetworkingMessage.OnPhotonJoinRoomFailed"/>
/// <see cref="PhotonNetworkingMessage.OnJoinedRoom"/>
/// <param name="roomName">Unique name of the room to join.</param>
/// <param name="expectedUsers">Optional list of users (by UserId) who are expected to join this game and who you want to block a slot for.</param>
/// <returns>If the operation got queued and will be sent.</returns>
public static bool JoinRoom(string roomName, string[] expectedUsers)
{
if (offlineMode)
{
if (offlineModeRoom != null)
{
Debug.LogError("JoinRoom failed. In offline mode you still have to leave a room to enter another.");
return false;
}
EnterOfflineRoom(roomName, null, true);
return true;
}
if (networkingPeer.Server != ServerConnection.MasterServer || !connectedAndReady)
{
Debug.LogError("JoinRoom failed. Client is not on Master Server or not yet ready to call operations. Wait for callback: OnJoinedLobby or OnConnectedToMaster.");
return false;
}
if (string.IsNullOrEmpty(roomName))
{
Debug.LogError("JoinRoom failed. A roomname is required. If you don't know one, how will you join?");
return false;
}
EnterRoomParams opParams = new EnterRoomParams();
opParams.RoomName = roomName;
opParams.ExpectedUsers = expectedUsers;
return networkingPeer.OpJoinRoom(opParams);
}
示例8: JoinOrCreateRoom
/// <summary>Lets you either join a named room or create it on the fly - you don't have to know if someone created the room already.</summary>
/// <remarks>
/// This makes it easier for groups of players to get into the same room. Once the group
/// exchanged a roomName, any player can call JoinOrCreateRoom and it doesn't matter who
/// actually joins or creates the room.
///
/// The parameters roomOptions and typedLobby are only used when the room actually gets created by this client.
/// You know if this client created a room, if you get a callback OnCreatedRoom (before OnJoinedRoom gets called as well).
///
/// You can define an array of expectedUsers, to block player slots in the room for these users.
/// The corresponding feature in Photon is called "Slot Reservation" and can be found in the doc pages.
/// </remarks>
/// <param name="roomName">Name of the room to join. Must be non null.</param>
/// <param name="roomOptions">Options for the room, in case it does not exist yet. Else these values are ignored.</param>
/// <param name="typedLobby">Lobby you want a new room to be listed in. Ignored if the room was existing and got joined.</param>
/// <param name="expectedUsers">Optional list of users (by UserId) who are expected to join this game and who you want to block a slot for.</param>
/// <returns>If the operation got queued and will be sent.</returns>
public static bool JoinOrCreateRoom(string roomName, RoomOptions roomOptions, TypedLobby typedLobby, string[] expectedUsers)
{
if (offlineMode)
{
if (offlineModeRoom != null)
{
Debug.LogError("JoinOrCreateRoom failed. In offline mode you still have to leave a room to enter another.");
return false;
}
EnterOfflineRoom(roomName, roomOptions, true); // in offline mode, JoinOrCreateRoom assumes you create the room
return true;
}
if (networkingPeer.Server != ServerConnection.MasterServer || !connectedAndReady)
{
Debug.LogError("JoinOrCreateRoom failed. Client is not on Master Server or not yet ready to call operations. Wait for callback: OnJoinedLobby or OnConnectedToMaster.");
return false;
}
if (string.IsNullOrEmpty(roomName))
{
Debug.LogError("JoinOrCreateRoom failed. A roomname is required. If you don't know one, how will you join?");
return false;
}
typedLobby = typedLobby ?? ((networkingPeer.insideLobby) ? networkingPeer.lobby : null); // use given lobby, or active lobby (if any active) or none
EnterRoomParams opParams = new EnterRoomParams();
opParams.RoomName = roomName;
opParams.RoomOptions = roomOptions;
opParams.Lobby = typedLobby;
opParams.CreateIfNotExists = true;
opParams.PlayerProperties = player.customProperties;
opParams.ExpectedUsers = expectedUsers;
return networkingPeer.OpJoinRoom(opParams);
}
示例9: CreateRoom
/// <summary>
/// Creates a room but fails if this room is existing already. Can only be called on Master Server.
/// </summary>
/// <remarks>
/// When successful, this calls the callbacks OnCreatedRoom and OnJoinedRoom (the latter, cause you join as first player).
/// If the room can't be created (because it exists already), OnPhotonCreateRoomFailed gets called.
///
/// If you don't want to create a unique room-name, pass null or "" as name and the server will assign a roomName (a GUID as string).
///
/// Rooms can be created in any number of lobbies. Those don't have to exist before you create a room in them (they get
/// auto-created on demand). Lobbies can be useful to split room lists on the server-side already. That can help keep the room
/// lists short and manageable.
/// If you set a typedLobby parameter, the room will be created in that lobby (no matter if you are active in any).
/// If you don't set a typedLobby, the room is automatically placed in the currently active lobby (if any) or the
/// default-lobby.
///
/// Call this only on the master server.
/// Internally, the master will respond with a server-address (and roomName, if needed). Both are used internally
/// to switch to the assigned game server and roomName.
///
/// PhotonNetwork.autoCleanUpPlayerObjects will become this room's autoCleanUp property and that's used by all clients that join this room.
///
/// You can define an array of expectedUsers, to block player slots in the room for these users.
/// The corresponding feature in Photon is called "Slot Reservation" and can be found in the doc pages.
/// </remarks>
/// <param name="roomName">Unique name of the room to create. Pass null or "" to make the server generate a name.</param>
/// <param name="roomOptions">Common options for the room like MaxPlayers, initial custom room properties and similar. See RoomOptions type..</param>
/// <param name="typedLobby">If null, the room is automatically created in the currently used lobby (which is "default" when you didn't join one explicitly).</param>
/// <param name="expectedUsers">Optional list of users (by UserId) who are expected to join this game and who you want to block a slot for.</param>
/// <returns>If the operation got queued and will be sent.</returns>
public static bool CreateRoom(string roomName, RoomOptions roomOptions, TypedLobby typedLobby, string[] expectedUsers)
{
if (offlineMode)
{
if (offlineModeRoom != null)
{
Debug.LogError("CreateRoom failed. In offline mode you still have to leave a room to enter another.");
return false;
}
EnterOfflineRoom(roomName, roomOptions, true);
return true;
}
if (networkingPeer.Server != ServerConnection.MasterServer || !connectedAndReady)
{
Debug.LogError("CreateRoom failed. Client is not on Master Server or not yet ready to call operations. Wait for callback: OnJoinedLobby or OnConnectedToMaster.");
return false;
}
typedLobby = typedLobby ?? ((networkingPeer.insideLobby) ? networkingPeer.lobby : null); // use given lobby, or active lobby (if any active) or none
EnterRoomParams opParams = new EnterRoomParams();
opParams.RoomName = roomName;
opParams.RoomOptions = roomOptions;
opParams.Lobby = typedLobby;
opParams.ExpectedUsers = expectedUsers;
return networkingPeer.OpCreateGame(opParams);
}