public static MyMultiplayerHostResult HostLobby(MyLobbyType lobbyType, int maxPlayers, MySyncLayer syncLayer) { MyMultiplayerHostResult ret = new MyMultiplayerHostResult(); MyGameService.CreateLobby(lobbyType, (uint)maxPlayers, delegate(IMyLobby lobby, bool succes, string msg) { if (!ret.Cancelled) { if (succes && (lobby.OwnerId != Sync.MyId)) { succes = false; lobby.Leave(); } lobby.LobbyType = lobbyType; MyMultiplayerBase multiplayer = null; if (succes) { MyMultiplayerLobby lobby1 = new MyMultiplayerLobby(lobby, syncLayer); Static = lobby1; multiplayer = lobby1; multiplayer.ExperimentalMode = true; } ret.RaiseDone(succes, msg, multiplayer); } }); return(ret); }
internal static void CreateLobby(MyLobbyType type, uint maxPlayers, MyLobbyCreated createdResponse) { if (EnsureGameService()) { m_gameServiceCache.CreateLobby(type, maxPlayers, createdResponse); } }
public abstract void SetLobbyType(MyLobbyType type);
public override void SetLobbyType(MyLobbyType type) { this.m_lobby.LobbyType = type; }
public override void SetLobbyType(MyLobbyType myLobbyType) { }