Beamable SDK
Public Member Functions | Protected Member Functions | Properties | List of all members
Beamable.Player.PlayerLobby Class Reference

Experimental API around managing a player's lobby state. More...

Inheritance diagram for Beamable.Player.PlayerLobby:
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Collaboration diagram for Beamable.Player.PlayerLobby:
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Public Member Functions

 PlayerLobby (ILobbyApi lobbyApi, INotificationService notificationService)
 
Promise< LobbyQueryResponseFindLobbies ()
 
async Promise Create (string name, LobbyRestriction restriction, SimGameTypeRef gameTypeRef=null, string description=null, List< Tag > playerTags=null, int? maxPlayers=null, int? passcodeLength=null, List< string > statsToInclude=null)
 
async Promise Join (string lobbyId, List< Tag > playerTags=null)
 
async Promise JoinByPasscode (string passcode, List< Tag > playerTags=null)
 
async Promise AddTags (List< Tag > tags, bool replace=false)
 
async Promise RemoveTags (List< string > tags)
 
async Promise Leave ()
 Leave the lobby if the player is in a lobby.
 
void Dispose ()
 
- Public Member Functions inherited from Beamable.Common.Player.Observable< Lobby >
 Observable (T data)
 
void BindTo (Observable< T > other)
 
override string ToString ()
 
override int GetBroadcastChecksum ()
 The broadcast checksum is a concept for change-detection. More...
 

Protected Member Functions

override async Promise PerformRefresh ()
 
- Protected Member Functions inherited from Beamable.Common.Player.Observable< Lobby >
override Promise PerformRefresh ()
 

Properties

override Lobby Value [getset]
 
Lobby State [get]
 The current Lobby the player is in. If the player is not a lobby, then this field is null. A player can only be in one lobby at a time.
 
bool IsInLobby [get]
 Checks if the player is in a lobby.
 
string Id [get]
 
string Name [get]
 
string Description [get]
 
LobbyRestriction Restriction [get]
 
string Host [get]
 
List< LobbyPlayerPlayers [get]
 
string Passcode [get]
 
int MaxPlayers [get]
 
- Properties inherited from Beamable.Common.Player.Observable< Lobby >
bool IsAssigned [get]
 
bool IsNullOrUnassigned [get]
 
virtual T Value [getset]
 

Additional Inherited Members

- Static Public Member Functions inherited from Beamable.Common.Player.Observable< Lobby >
static implicit operator T (Observable< T > observable)
 
- Events inherited from Beamable.Common.Player.Observable< Lobby >
Action< T > OnDataUpdated
 

Detailed Description

Experimental API around managing a player's lobby state.

Property Documentation

◆ Description

string Beamable.Player.PlayerLobby.Description
get

This references the data in the State field, which is the player's current lobby.

◆ Host

string Beamable.Player.PlayerLobby.Host
get

This references the data in the State field, which is the player's current lobby.

◆ Id

string Beamable.Player.PlayerLobby.Id
get

This references the data in the State field, which is the player's current lobby.

◆ MaxPlayers

int Beamable.Player.PlayerLobby.MaxPlayers
get

This references the data in the State field, which is the player's current lobby.

◆ Name

string Beamable.Player.PlayerLobby.Name
get

This references the data in the State field, which is the player's current lobby.

◆ Passcode

string Beamable.Player.PlayerLobby.Passcode
get

This references the data in the State field, which is the player's current lobby.

◆ Players

List<LobbyPlayer> Beamable.Player.PlayerLobby.Players
get

This references the data in the State field, which is the player's current lobby.

◆ Restriction

LobbyRestriction Beamable.Player.PlayerLobby.Restriction
get

This references the data in the State field, which is the player's current lobby.


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