/// <summary>Operation to join a random room if available. You can use room properties to filter accepted rooms.</summary>
        /// <remarks>
        /// You can use expectedCustomRoomProperties and expectedMaxPlayers as filters for accepting rooms.
        /// If you set expectedCustomRoomProperties, a room must have the exact same key values set at Custom Properties.
        /// You need to define which Custom Room Properties will be available for matchmaking when you create a room.
        /// See: OpCreateRoom(string roomName, RoomOptions roomOptions, TypedLobby lobby)
        ///
        /// This operation fails if no rooms are fitting or available (all full, closed or not visible).
        /// Override this class and implement OnOperationResponse(OperationResponse operationResponse).
        ///
        /// OpJoinRandomRoom can only be called while the client is connected to a Master Server.
        /// You should check LoadBalancingClient.Server and LoadBalancingClient.IsConnectedAndReady before calling this method.
        /// Alternatively, check the returned bool value.
        ///
        /// While the server is looking for a game, the State will be Joining.
        /// It's set immediately when this method sent the Operation.
        ///
        /// If successful, the LoadBalancingClient will get a Game Server Address and use it automatically
        /// to switch servers and join the room. When you're in the room, this client's State will become
        /// ClientState.Joined (both, for joining or creating it).
        /// Set a OnStateChangeAction method to check for states.
        ///
        /// When joining a room, this client's Player Custom Properties will be sent to the room.
        /// Use LocalPlayer.SetCustomProperties to set them, even while not yet in the room.
        /// Note that the player properties will be cached locally and sent to any next room you would join, too.
        ///
        /// The parameter lobby can be null (using the defaul lobby) or a typed lobby you make up.
        /// Lobbies are created on the fly, as required by the clients. If you organize matchmaking with lobbies,
        /// keep in mind that they also fragment your matchmaking. Using more lobbies will put less rooms in each.
        ///
        /// The parameter sqlLobbyFilter can only be combined with the LobbyType.SqlLobby. In that case, it's used
        /// to define a sql-like "WHERE" clause for filtering rooms. This is useful for skill-based matchmaking e.g..
        ///
        /// More about matchmaking:
        /// http://doc.photonengine.com/en/realtime/current/reference/matchmaking-and-lobby
        /// </remarks>
        /// <param name="expectedCustomRoomProperties">Optional. A room will only be joined, if it matches these custom properties (with string keys).</param>
        /// <param name="expectedMaxPlayers">Filters for a particular maxplayer setting. Use 0 to accept any maxPlayer value.</param>
        /// <param name="matchmakingMode">Selects one of the available matchmaking algorithms. See MatchmakingMode enum for options.</param>
        /// <param name="lobby">The lobby in which to find a room. Use null for default lobby.</param>
        /// <param name="sqlLobbyFilter">Can be used with LobbyType.SqlLobby only. This is a "where" clause of a sql statement. Use null for random game.</param>
        /// <returns>If the operation could be sent currently (requires connection to Master Server).</returns>
        public bool OpJoinRandomRoom(Hashtable expectedCustomRoomProperties, byte expectedMaxPlayers, MatchmakingMode matchmakingMode, TypedLobby lobby, string sqlLobbyFilter)
        {
            if (lobby == null)
            {
                lobby = TypedLobby.Default;
            }

            this.State = ClientState.Joining;
            this.lastJoinType = JoinType.JoinRandomRoom;
            this.CurrentLobby = lobby;

            this.enterRoomParamsCache = new LoadBalancingPeer.EnterRoomParams();
            this.enterRoomParamsCache.Lobby = lobby;

            LoadBalancingPeer.OpJoinRandomRoomParams opParams = new LoadBalancingPeer.OpJoinRandomRoomParams();
            opParams.ExpectedCustomRoomProperties = expectedCustomRoomProperties;
            opParams.ExpectedMaxPlayers = expectedMaxPlayers;
            opParams.MatchingType = matchmakingMode;
            opParams.TypedLobby = lobby;
            opParams.SqlLobbyFilter = sqlLobbyFilter;
            return this.loadBalancingPeer.OpJoinRandomRoom(opParams);

            //return this.loadBalancingPeer.OpJoinRandomRoom(expectedCustomRoomProperties, expectedMaxPlayers, playerPropsToSend, matchmakingMode, lobby, sqlLobbyFilter);
        }
        /// <summary>
        /// Joins a room by roomName. If this client returns to the room, set the previously used Player.ID as actorNumber.
        /// </summary>
        /// <remarks>
        /// This method is useful when you are using a lobby to list rooms and know their names.
        /// A room's name has to be unique (per region and game version), so it does not matter which lobby it's in.
        ///
        /// If this client returns to the room, set the previously used Player.ID as actorNumber.
        /// When you are using Custom Authentication with unique user IDs, the server will use the userID
        /// to find the previously assigned actorNumber in the room.
        ///
        /// For turnbased games, this is especially useful as rooms can be continued after hours or days.
        /// To return to a room, set the actorNumber to anything but 0. It's best practice to use -1 with
        /// Custom Authentication and unique user accounts.
        ///
        /// If the room is full, closed or not existing, this will fail. Override this class and implement
        /// OnOperationResponse(OperationResponse operationResponse) to get the errors.
        ///
        /// OpJoinRoom can only be called while the client is connected to a Master Server.
        /// You should check LoadBalancingClient.Server and LoadBalancingClient.IsConnectedAndReady before calling this method.
        /// Alternatively, check the returned bool value.
        ///
        /// While the server is joining the game, the State will be ClientState.Joining.
        /// It's set immediately when this method sends the Operation.
        ///
        /// If successful, the LoadBalancingClient will get a Game Server Address and use it automatically
        /// to switch servers and join the room. When you're in the room, this client's State will become
        /// ClientState.Joined (both, for joining or creating it).
        /// Set a OnStateChangeAction method to check for states.
        ///
        /// When joining a room, this client's Player Custom Properties will be sent to the room.
        /// Use LocalPlayer.SetCustomProperties to set them, even while not yet in the room.
        /// Note that the player properties will be cached locally and sent to any next room you would join, too.
        ///
        /// It's usually better to use OpJoinOrCreateRoom for invitations.
        /// Then it does not matter if the room is already setup.
        /// </remarks>
        /// <param name="roomName">The name of the room to join. Must be existing already, open and non-full or can't be joined.</param>
        /// <param name="actorNumber">When returning to a room, use a non-0 value. For Turnbased games, set the previously assigned Player.ID or -1 when using Custom Authentication.</param>
        /// <returns>If the operation could be sent currently (requires connection to Master Server).</returns>
        public bool OpJoinRoom(string roomName, int actorNumber)
        {
            this.State = ClientState.Joining;
            this.lastJoinType = JoinType.JoinRoom;
            bool onGameServer = this.Server == ServerConnection.GameServer;

            LoadBalancingPeer.EnterRoomParams opParams = new LoadBalancingPeer.EnterRoomParams();
            this.enterRoomParamsCache = opParams;
            opParams.RoomName = roomName;
            opParams.ActorNumber = actorNumber;
            opParams.OnGameServer = onGameServer;

            return this.loadBalancingPeer.OpJoinRoom(opParams);
        }
        /// <summary>
        /// Joins a specific room by name. If the room does not exist (yet), it will be created implicitly.
        /// </summary>
        /// <remarks>
        /// Unlike OpJoinRoom, this operation does not fail if the room does not exist.
        /// This can be useful when you send invitations to a room before actually creating it:
        /// Any invited player (whoever is first) can call this and on demand, the room gets created implicitly.
        ///
        /// If you set room properties in RoomOptions, they get ignored when the room is existing already.
        /// This avoids changing the room properties by late joining players. Only when the room gets created,
        /// the RoomOptions are set in this case.
        ///
        /// If this client returns to the room, set the previously used Player.ID as actorNumber.
        /// When you are using Custom Authentication with unique user IDs, the server will use the userID
        /// to find the previously assigned actorNumber in the room.
        ///
        /// For turnbased games, this is especially useful as rooms can be continued after hours or days.
        /// To return to a room, set the actorNumber to anything but 0. It's best practice to use -1 with
        /// Custom Authentication and unique user accounts.
        ///
        /// If the room is full or closed, this will fail. Override this class and implement
        /// OnOperationResponse(OperationResponse operationResponse) to get the errors.
        ///
        /// This method can only be called while the client is connected to a Master Server.
        /// You should check LoadBalancingClient.Server and LoadBalancingClient.IsConnectedAndReady before calling this method.
        /// Alternatively, check the returned bool value.
        ///
        /// While the server is joining the game, the State will be ClientState.Joining.
        /// It's set immediately when this method sends the Operation.
        ///
        /// If successful, the LoadBalancingClient will get a Game Server Address and use it automatically
        /// to switch servers and join the room. When you're in the room, this client's State will become
        /// ClientState.Joined (both, for joining or creating it).
        /// Set a OnStateChangeAction method to check for states.
        ///
        /// When entering the room, this client's Player Custom Properties will be sent to the room.
        /// Use LocalPlayer.SetCustomProperties to set them, even while not yet in the room.
        /// Note that the player properties will be cached locally and sent to any next room you would join, too.
        /// </remarks>
        /// <param name="roomName">The name of the room to join (might be created implicitly).</param>
        /// <param name="actorNumber">When returning to a room, use a non-0 value. For Turnbased games, set the previously assigned Player.ID or -1 when using Custom Authentication.</param>
        /// <param name="roomOptions">Contains the parameters and properties of the new room. See RoomOptions class for a description of each.</param>
        /// <param name="lobby">Typed lobby to be used if the roomname is not in use (and room gets created). If != null, it will also set CurrentLobby.</param>
        /// <returns>If the operation could be sent currently (requires connection to Master Server).</returns>
        public bool OpJoinOrCreateRoom(string roomName, int actorNumber, RoomOptions roomOptions, TypedLobby lobby)
        {
            this.State = ClientState.Joining;
            this.lastJoinType = JoinType.JoinOrCreateRoom;
            this.CurrentLobby = lobby;
            bool onGameServer = this.Server == ServerConnection.GameServer;

            LoadBalancingPeer.EnterRoomParams opParams = new LoadBalancingPeer.EnterRoomParams();
            this.enterRoomParamsCache = opParams;
            opParams.RoomName = roomName;
            opParams.ActorNumber = actorNumber;
            opParams.RoomOptions = roomOptions;
            opParams.Lobby = lobby;
            opParams.CreateIfNotExists = true;
            opParams.OnGameServer = onGameServer;

            return this.loadBalancingPeer.OpJoinRoom(opParams);
            //return this.loadBalancingPeer.OpJoinRoom(roomName, playerPropsToSend, actorNumber, roomOptions, lobby, true, onGameServer);
        }