Beamable SDK
Public Member Functions | Public Attributes | Properties | List of all members
Beamable.Experimental.Api.Lobbies.Lobby Class Reference

A Lobby is a grouping of online players for use in multiplayer gaming. State about the lobby will be shared amongst the players in it. More...

Inheritance diagram for Beamable.Experimental.Api.Lobbies.Lobby:
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Collaboration diagram for Beamable.Experimental.Api.Lobbies.Lobby:
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Public Member Functions

void Set (Lobby updatedState)
 Update the state of the current lobby with the data from another lobby instance. This will trigger the observable callbacks. More...
 
- Public Member Functions inherited from Beamable.Common.Player.DefaultObservable
virtual int GetBroadcastChecksum ()
 The broadcast checksum is a concept for change-detection. More...
 

Public Attributes

string lobbyId
 The id of the lobby. Use this id when making requests for a particular lobby via ILobbyApi
 
string name
 The name of the Lobby. This value is optional.
 
string description
 Optional description associated with the lobby. This is useful when trying to distinguish lobbies when querying for open lobbies.
 
string restriction
 String version of the Restriction property.
 
string host
 If a player creates a lobby directly, rather than through matchmaking, this property will be filled in by the playerId who made the initial create call.
 
List< LobbyPlayerplayers
 List of LobbyPlayer who are currently active in the lobby.
 
string passcode
 Unique AlphaNumeric string which can be shared to allow for players to join the lobby.
 
int maxPlayers
 Configured max number of players this lobby can hold. This is set on creation or via the Beamable.Common.Content.SimGameTypeRef.
 

Properties

LobbyRestriction Restriction [get]
 Either "Open" or "Closed" representing who can query and join the Lobby.
 

Additional Inherited Members

- Protected Member Functions inherited from Beamable.Common.Player.DefaultObservable
void TriggerUpdate ()
 
- Events inherited from Beamable.Common.Player.DefaultObservable
Action OnUpdated
 A "change" only happens when the value of the GetBroadcastChecksum changes.
 
- Events inherited from Beamable.Common.Player.IObservable
Action OnUpdated
 An event that happens whenever the object has changed.
 

Detailed Description

A Lobby is a grouping of online players for use in multiplayer gaming. State about the lobby will be shared amongst the players in it.

Member Function Documentation

◆ Set()

void Beamable.Experimental.Api.Lobbies.Lobby.Set ( Lobby  updatedState)
inline

Update the state of the current lobby with the data from another lobby instance. This will trigger the observable callbacks.

Parameters
updatedStateThe latest copy of the lobby

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