Packageplayerio
Interfacepublic interface Multiplayer

Provides access to the Multiplayer services provided by Player.IO.



Public Properties
 PropertyDefined By
  developmentServer : String
If defined the system will connect to a local development server instead of a live server.
Multiplayer
Public Methods
 MethodDefined By
  
createJoinRoom(roomId:String, roomType:String, visible:Boolean, roomData:Object, joinData:Object, callback:Function = null, errorHandler:Function = null):void
Creates or joins a room of the specified server type.
Multiplayer
  
createRoom(roomId:String, roomType:String, visible:Boolean, roomData:Object, callback:Function = null, errorHandler:Function = null):void
Creates a room of the specified server type.
Multiplayer
  
joinRoom(roomId:String, joinData:Object, callback:Function = null, errorHandler:Function = null):void
Joins an already existing room
Multiplayer
  
listRooms(roomType:String, searchCriteria:Object, resultLimit:int, resultOffset:int, callback:Function = null, errorHandler:Function = null):void
List all room instances of a specific server type
Multiplayer
Property Detail
developmentServerproperty
developmentServer:String

If defined the system will connect to a local development server instead of a live server.


Implementation
    public function get developmentServer():String
    public function set developmentServer(value:String):void

Example
The following example connects to a development server running on localhost on port 8184
         client.multiplayer.developmentServer = "127.0.0.1:8184";
         
Method Detail
createJoinRoom()method
public function createJoinRoom(roomId:String, roomType:String, visible:Boolean, roomData:Object, joinData:Object, callback:Function = null, errorHandler:Function = null):void

Creates or joins a room of the specified server type.

Parameters

roomId:String — The id of the room, if set to null the room is assigned a random id
 
roomType:String — The type of room we should start
 
visible:Boolean — If the room should be returned when doing a listRooms request
 
roomData:Object — Init data, this init data can be read on by server: {Name:"MyRoom", Level:3}
 
joinData:Object — User join data, this join data can be read by the server: {Name:"Chris", Type:"Sniper"}
 
callback:Function (default = null) — Method executed when the createJoinRoom call executed successfully: function(connection:Connection):void{...}
 
errorHandler:Function (default = null) — Method executed if the createJoinRoom request failed: function(error:PlayerIOError):void{...}

createRoom()method 
public function createRoom(roomId:String, roomType:String, visible:Boolean, roomData:Object, callback:Function = null, errorHandler:Function = null):void

Creates a room of the specified server type.

Parameters

roomId:String — The id of the room, if set to null the room is assigned a random id
 
roomType:String — The type of room we should start
 
visible:Boolean — If the room should be returned when doing a listRooms request
 
roomData:Object — Init data, this init data can be read by server: {Name:"MyRoom", Level:3}
 
callback:Function (default = null) — Method executed when the createRoom call executed successfully, returns the id of the created room: function(roomId:String):void{...}
 
errorHandler:Function (default = null) — Method executed if the joinRoom request failed: function(error:PlayerIOError):void{...}

joinRoom()method 
public function joinRoom(roomId:String, joinData:Object, callback:Function = null, errorHandler:Function = null):void

Joins an already existing room

Parameters

roomId:String — The id of the room we wish to join
 
joinData:Object — User join data, this join data can be read by the server: {Name:"Chris", Type:"Sniper"}
 
callback:Function (default = null) — Method executed when the joinRoom call executed successfully: function(connection:Connection):void{...}
 
errorHandler:Function (default = null) — Method executed if the joinRoom request failed: function(error:PlayerIOError):void{...}

listRooms()method 
public function listRooms(roomType:String, searchCriteria:Object, resultLimit:int, resultOffset:int, callback:Function = null, errorHandler:Function = null):void

List all room instances of a specific server type

Parameters

roomType:String — The type of room we should list
 
searchCriteria:Object — Compares the properties of the parsed object to properties on the roomData object and returns only perfect matches. Passing the object {level:"3"} returns only rooms which have level defined as 3 on the roomData object. To use search criteria you must first define what properties are searchable under the Multiplayer menu option for your game.
 
resultLimit:int — How many room instances should we load from the server
 
resultOffset:int — At what offset should we list from
 
callback:Function (default = null) — Method executed when the listRooms call executed successfully: function(rooms:Array<RoomInfo>):void{...}
 
errorHandler:Function (default = null) — Method executed if the listRooms request failed: function(error:PlayerIOError):void{...}