| Package | playerio |
| Interface | public interface Multiplayer |
| Property | Defined By | ||
|---|---|---|---|
| developmentServer : String
If defined the system will connect to a local development server instead of a live server. | Multiplayer | ||
| Method | Defined 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 | ||
| developmentServer | property |
developmentServer:StringIf defined the system will connect to a local development server instead of a live server.
public function get developmentServer():String public function set developmentServer(value:String):void
client.multiplayer.developmentServer = "127.0.0.1:8184";
| createJoinRoom | () | method |
public function createJoinRoom(roomId:String, roomType:String, visible:Boolean, roomData:Object, joinData:Object, callback:Function = null, errorHandler:Function = null):voidCreates 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
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roomType:String — The type of room we should start
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visible:Boolean — If the room should be returned when doing a listRooms request
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roomData:Object — Init data, this init data can be read on by server: {Name:"MyRoom", Level:3}
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joinData:Object — User join data, this join data can be read by the server: {Name:"Chris", Type:"Sniper"}
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callback:Function (default = null) — Method executed when the createJoinRoom call executed successfully: function(connection:Connection):void{...}
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errorHandler:Function (default = null) — Method executed if the createJoinRoom request failed: function(error:PlayerIOError):void{...}
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| createRoom | () | method |
public function createRoom(roomId:String, roomType:String, visible:Boolean, roomData:Object, callback:Function = null, errorHandler:Function = null):voidCreates 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
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roomType:String — The type of room we should start
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visible:Boolean — If the room should be returned when doing a listRooms request
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roomData:Object — Init data, this init data can be read by server: {Name:"MyRoom", Level:3}
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callback:Function (default = null) — Method executed when the createRoom call executed successfully, returns the id of the created room: function(roomId:String):void{...}
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errorHandler:Function (default = null) — Method executed if the joinRoom request failed: function(error:PlayerIOError):void{...}
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| joinRoom | () | method |
public function joinRoom(roomId:String, joinData:Object, callback:Function = null, errorHandler:Function = null):voidJoins an already existing room
Parameters
roomId:String — The id of the room we wish to join
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joinData:Object — User join data, this join data can be read by the server: {Name:"Chris", Type:"Sniper"}
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callback:Function (default = null) — Method executed when the joinRoom call executed successfully: function(connection:Connection):void{...}
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errorHandler:Function (default = null) — Method executed if the joinRoom request failed: function(error:PlayerIOError):void{...}
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| listRooms | () | method |
public function listRooms(roomType:String, searchCriteria:Object, resultLimit:int, resultOffset:int, callback:Function = null, errorHandler:Function = null):voidList all room instances of a specific server type
Parameters
roomType:String — The type of room we should list
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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.
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resultLimit:int — How many room instances should we load from the server
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resultOffset:int — At what offset should we list from
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callback:Function (default = null) — Method executed when the listRooms call executed successfully: function(rooms:Array<RoomInfo>):void{...}
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errorHandler:Function (default = null) — Method executed if the listRooms request failed: function(error:PlayerIOError):void{...}
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