Join Room

Overview

Joins the private/public rooms of your game in the Lobby server.

Methods

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​JoinRoom(string, Action<bool, SWJoinRoomReply, SWLobbyError>)​

Called by players to begin an asynchronous operation to join a room in the Lobby server using the specified roomId. This method allows players to join both private and public rooms.

​JoinRoomRandomly(Action<bool, SWJoinRoomReply, SWLobbyError>)​

Called by players to begin an asynchronous operation to randomly join a room in the Lobby server. This method allows players to join public rooms.

​JoinOrCreateRoom(bool, int, int, Action<bool, SWJoinRoomReply, SWLobbyError>)​

Called by players to begin an asynchronous operation to randomly join a room in the Lobby server. If no available rooms were found, The player will create a new room with the specified wantRT, playerLimit, and player TTL. This method allows players to join public rooms.

Class

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​SWJoinRoomReply​

The response object when the operation finished successfully.

​SWLobbyError​

The error that occurred when a lobby API operation failed.

Example

NetworkClient.Lobby.JoinRoom(roomId, (successful, reply, error) =>{
if (successful) {
Debug.Log("Joined room " + reply);
}
else {
Debug.Log("Failed to Join room " + error);
}
});
NetworkClient.Lobby.JoinRoomRandomly((successful, reply, error) =>{
if (successful) {
Debug.Log("Joined room randomly " + reply);
}
else {
Debug.Log("Failed to Join room randomly" + error);
}
});
NetworkClient.Lobby.JoinOrCreateRoom(true, 4, 60, (successful, reply, error) =>{
if (successful){
Debug.Log("Joined or created room " + reply);
}
else{
Debug.Log("Failed to join or create room " + error);
}
});