Filter Rooms

Overview

Filters the public rooms of your game in the Lobby server.
Methods
FilterRoom(SWLobbyFilterData, byte, Action<bool, SWGetRoomFilterReply, SWLobbyError>)
Called by players to begin an asynchronous operation to filter rooms in the Lobby server using the specified filterData and count.
Class
The filter data object.
The response object when the operation finished successfully.
The error that occurred when a lobby API operation failed.
Maximum number of indexes of a room is 3.
Maximum page row count is 15.

Example

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// Creating a new indexData object
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SWLobbyIndexData indexData = new SWLobbyIndexData();
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// Adding a string typed index
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// with name equals to "level" and
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// value equals to "hard"
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indexData.AddIndex("level", "hard");
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// Adding a int typed index
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// with name equals to "rank" and
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// value equals to 50
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indexData.AddIndex("rank", 50);
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// Using the indexData to create room
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NetworkClient.Lobby.CreateRoom("new room", true, 4, indexData, (successful, reply, error) =>{
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if (successful){
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Debug.Log("Room created " + reply);
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}
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else{
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Debug.Log("Failed to create room " + error);
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}
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});
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// Creating a new filterData object
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SWLobbyFilterData filterData = new SWLobbyFilterData();
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// Adding a string typed filter
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// with name equals to "level" and
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// value equals to "hard"
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filterData.AddFilter("level", "hard");
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// Adding a int typed index
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// with name equals to "rank" and
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// value between 1 to 100
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filterData.AddFilter("rank", 1, 100);
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// Using the filterData to filter rooms
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// 10 is the max number of return rooms
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NetworkClient.Lobby.FilterRoom(filterData, 10, (okay, reply, error) =>{
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if (okay){
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Debug.Log("Filtered rooms " + reply);
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}
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else{
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Debug.Log("Failed to Filtered rooms " + error);
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}
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});
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Last modified 2yr ago
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