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Beamable.Experimental.Api.Lobbies.ILobbyApi Interface Reference
Inheritance diagram for Beamable.Experimental.Api.Lobbies.ILobbyApi:
Inheritance graph
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Public Member Functions

Promise< LobbyQueryResponseFindLobbies ()
 Find lobbies for the player to join. More...
 
Promise< LobbyCreateLobby (string name, LobbyRestriction restriction, SimGameTypeRef gameTypeRef=null, string description=null, List< Tag > playerTags=null, int? maxPlayers=null, int? passcodeLength=null, List< string > statsToInclude=null)
 Create a new Lobby with the current player as the host. More...
 
Promise< LobbyJoinLobby (string lobbyId, List< Tag > playerTags=null)
 Join a Lobby given its id. More...
 
Promise< LobbyJoinLobbyByPasscode (string passcode, List< Tag > playerTags=null)
 Join a Lobby given its passcode. More...
 
Promise< LobbyGetLobby (string lobbyId)
 Fetch the current status of a Lobby. More...
 
Promise LeaveLobby (string lobbyId)
 Notify the given lobby that the player intends to leave. More...
 
Promise< LobbyAddPlayerTags (string lobbyId, List< Tag > tags, string playerId=null, bool replace=false)
 Add a list of Tag to the given player in the given lobby. More...
 
Promise< LobbyRemovePlayerTags (string lobbyId, List< string > tags, string playerId=null)
 Remove a list of tags from the given player in the given Lobby. More...
 
Promise KickPlayer (string lobbyId, string playerId)
 Send a request to the given Lobby to remove the player with the given playerId. If the requesting player doesn't have the capability to boot players, this will throw an exception. More...
 

Member Function Documentation

◆ AddPlayerTags()

Promise< Lobby > Beamable.Experimental.Api.Lobbies.ILobbyApi.AddPlayerTags ( string  lobbyId,
List< Tag tags,
string  playerId = null,
bool  replace = false 
)

Add a list of Tag to the given player in the given lobby.

Parameters
lobbyIdThe id of the Lobby.
tagsList of Tag to associate with the player.
playerIdThe id of the player.
Returns
A Promise<Lobby> representing the modified lobby.

Implemented in Beamable.Experimental.Api.Lobbies.LobbyService.

◆ CreateLobby()

Promise< Lobby > Beamable.Experimental.Api.Lobbies.ILobbyApi.CreateLobby ( string  name,
LobbyRestriction  restriction,
SimGameTypeRef  gameTypeRef = null,
string  description = null,
List< Tag playerTags = null,
int?  maxPlayers = null,
int?  passcodeLength = null,
List< string >  statsToInclude = null 
)

Create a new Lobby with the current player as the host.

Parameters
nameName of the lobby
restrictionThe privacy value for the created lobby.
gameTypeRefIf this lobby should be subject to matchmaking, a gametype ref should be provided
descriptionShort optional description of what the lobby is for.
playerTagsArbitrary list of tags to include on the creating player.
passcodeLengthConfigurable value for how long the generated passcode should be.
maxPlayersConfigurable value for the maximum number of players this lobby can have.
statsToIncludeStat keys to include with Lobby requests.
Returns
A Promise<Lobby> representing the created lobby.

Implemented in Beamable.Experimental.Api.Lobbies.LobbyService.

◆ FindLobbies()

Promise< LobbyQueryResponse > Beamable.Experimental.Api.Lobbies.ILobbyApi.FindLobbies ( )

Find lobbies for the player to join.

Returns
A Promise<LobbyQueryResponse> representing a list of public lobbies.

Implemented in Beamable.Experimental.Api.Lobbies.LobbyService.

◆ GetLobby()

Promise< Lobby > Beamable.Experimental.Api.Lobbies.ILobbyApi.GetLobby ( string  lobbyId)

Fetch the current status of a Lobby.

Parameters
lobbyIdThe id of the Lobby.
Returns
A Promise<Lobby> representing the modified lobby.

Implemented in Beamable.Experimental.Api.Lobbies.LobbyService.

◆ JoinLobby()

Promise< Lobby > Beamable.Experimental.Api.Lobbies.ILobbyApi.JoinLobby ( string  lobbyId,
List< Tag playerTags = null 
)

Join a Lobby given its id.

Parameters
lobbyIdThe id of the Lobby to join.
playerTagsList of Tag to associate with the joining player.
Returns
A Promise<Lobby> representing the modified lobby.

Implemented in Beamable.Experimental.Api.Lobbies.LobbyService.

◆ JoinLobbyByPasscode()

Promise< Lobby > Beamable.Experimental.Api.Lobbies.ILobbyApi.JoinLobbyByPasscode ( string  passcode,
List< Tag playerTags = null 
)

Join a Lobby given its passcode.

Parameters
passcodeThe passcode of the Lobby to join.
playerTagsList of Tag to associate with the joining player.
Returns
A Promise<Lobby> representing the modified lobby.

Implemented in Beamable.Experimental.Api.Lobbies.LobbyService.

◆ KickPlayer()

Promise Beamable.Experimental.Api.Lobbies.ILobbyApi.KickPlayer ( string  lobbyId,
string  playerId 
)

Send a request to the given Lobby to remove the player with the given playerId. If the requesting player doesn't have the capability to boot players, this will throw an exception.

Parameters
lobbyIdThe id of the Lobby.
playerIdThe id of the player to remove.

Implemented in Beamable.Experimental.Api.Lobbies.LobbyService.

◆ LeaveLobby()

Promise Beamable.Experimental.Api.Lobbies.ILobbyApi.LeaveLobby ( string  lobbyId)

Notify the given lobby that the player intends to leave.

Parameters
lobbyIdThe id of the Lobby to leave.

Implemented in Beamable.Experimental.Api.Lobbies.LobbyService.

◆ RemovePlayerTags()

Promise< Lobby > Beamable.Experimental.Api.Lobbies.ILobbyApi.RemovePlayerTags ( string  lobbyId,
List< string >  tags,
string  playerId = null 
)

Remove a list of tags from the given player in the given Lobby.

Parameters
lobbyIdThe id of the Lobby.
tagsList of Tag to remove from the player.
playerIdThe id of the player.
Returns
A Promise<Lobby> representing the modified lobby.

Implemented in Beamable.Experimental.Api.Lobbies.LobbyService.


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