Class RoomInfo
This class represents the information of a room in the lobby.
Implements
Namespace: Evergine.Networking.Rooms
Assembly: Evergine.Networking.dll
Syntax
public class RoomInfo : IRoomInfo
Properties
IsFull
Gets a value indicating whether the room is full and, therefore, no more players can join it.
Declaration
public bool IsFull { get; }
Property Value
Type | Description |
---|---|
bool |
MaxPlayers
Gets the limit of players for this room. This property is shown in the lobby, too. If the room is full (player count == maxplayers), joining this room will fail.
Declaration
public byte MaxPlayers { get; }
Property Value
Type | Description |
---|---|
byte |
Remarks
If the player has joined the room, the setter will update the server and all clients.
Name
Gets the name of a room. It serves as a unique identifier for a room or match (per AppId + game version).
Declaration
public string Name { get; }
Property Value
Type | Description |
---|---|
string |
Remarks
The name can't be changed once it's set by the matchmaking server.
PlayerCount
Gets the number of players currently in the room.
Declaration
public byte PlayerCount { get; }
Property Value
Type | Description |
---|---|
byte |
PropertiesListedInLobby
Gets a set of string properties that are in the RoomInfo of the Lobby. This list is defined when creating the room and can't be changed afterward.
Declaration
public HashSet<string> PropertiesListedInLobby { get; }
Property Value
Type | Description |
---|---|
HashSet<string> |
Remarks
You can name properties that are not set from the beginning. Those will be synchronized with the lobby when added later.
Methods
WriteSyncMessage(OutgoingMessage, RoomInfoFieldsFlags)
Writes the properties to be synced on an outgoing message.
Declaration
protected void WriteSyncMessage(OutgoingMessage message, RoomInfo.RoomInfoFieldsFlags includedFields)
Parameters
Type | Name | Description |
---|---|---|
OutgoingMessage | message | The outgoing message. |
RoomInfo.RoomInfoFieldsFlags | includedFields | Indicates the fields that must be synchronized. |