Check-in
Last updated
Last updated
SocketWeaver needs to validate a client's API_KEY before the client can use SocketWeaver services.
You can use the CheckIn() method of the NetworkClient class to submit Clients API_KEY to SocketWeaver. The CheckIn() method also submits a client's PlayerId to SocketWeaver. The PlayerId is used in the Lobby servers and game servers to identify a player.
SWNetwork SDK randomly generates a unique PlayerId on the first launch of a game and stores the PlayerId on the device hard drive. NetworkClient loads the PlayerId from the hard drive in the Awake() method.
If you call CheckIn() without a custom PlayerId, NetworkClient uses the randomly generated unique PlayerId to check into the SocketWeaver services.
You can use custom player Id to override the generated playerId by calling CheckIn(customPlayerId). This is useful if you use service like Google Firebase to manage user profiles. You can use it for development testing as well.
After validating clients' API_KEY, SocketWeaver routes clients to a lobby cluster that are geographically closest to them. SWNetwork SDK will automatically connect to the assigned lobby clusters.
You can add a handler for the NetworkClient.Lobby.OnLobbyConncetedEvent and start the matchmaking process of your game from there.
Methods
CheckIn()
Checking into the SocketWeaver services with a random generated unique player Id.
CheckIn(string)
Checking into the SocketWeaver services with the specified playerId. Make sure the playerId is unique.
CheckOut()
Checking out of the SocketWeaver services. Disconnects from the room game servers and leaves the lobby room. All gameplay API and lobby API will stop working.