Filter Rooms
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.
// Creating a new indexData object
SWLobbyIndexData indexData = new SWLobbyIndexData();
// Adding a string typed index
// with name equals to "level" and
// value equals to "hard"
indexData.AddIndex("level", "hard");
// Adding a int typed index
// with name equals to "rank" and
// value equals to 50
indexData.AddIndex("rank", 50);
// Using the indexData to create room
NetworkClient.Lobby.CreateRoom("new room", true, 4, indexData, (successful, reply, error) =>{
if (successful){
Debug.Log("Room created " + reply);
}
else{
Debug.Log("Failed to create room " + error);
}
});
// Creating a new filterData object
SWLobbyFilterData filterData = new SWLobbyFilterData();
// Adding a string typed filter
// with name equals to "level" and
// value equals to "hard"
filterData.AddFilter("level", "hard");
// Adding a int typed index
// with name equals to "rank" and
// value between 1 to 100
filterData.AddFilter("rank", 1, 100);
// Using the filterData to filter rooms
// 10 is the max number of return rooms
NetworkClient.Lobby.FilterRoom(filterData, 10, (okay, reply, error) =>{
if (okay){
Debug.Log("Filtered rooms " + reply);
}
else{
Debug.Log("Failed to Filtered rooms " + error);
}
});
Last modified 3yr ago