Lobby
Last updated
Last updated
SocketWeaver currently has Lobby Clusters in four different regions. (Europe, North America East, and North America West). SocketWeaver routes players to the closest available Lobby Cluster by the geo-location information associated with the IP address of the player devices.
A connected player can be in one of the lobby states: Unregistered, Registered, and In Room.
In different lobby state, players can use different sets of APIs. Please see the picture below.
FAQ
Question: How come the SocketWeaver Gameplay components(SceneSpawner, RealtimeAgent, etc.) aren't working after room creation?
Answer: Once players created/joined a room, they are In room. They can invite friends, manage teams, and message other players in the room. At this moment, the room only exists in the Lobby. To start the room, the room owner needs to call the StartRoom() method to tell SocketWeaver that the players are ready to play.
SocketWeaver will start searching for a suitable game server for the room and will notify the players in the room by invoking the OnRoomReadyEvent when the game server is ready. At this moment, the room exists in the lobby and the game server.
At last, the players need to call the ConnectToRoom() method to connect to the game server.
Player Time to Live is configured by the room settings. The default Player Time to Live value is 5 minutes.
Rooms has 3 states: Default, Starting, and Room Set.
Rooms are automatically destroyed if there are no players in it.
Only room owners can start a room, and modify the room's custom data.
Class
SWLobby
You don't need to create a SWLobby object manually. NetworkClient automatically creates one if you provided a valid API_KEY. All the Lobby APIs can be accessed through NetworkClient.Lobby.