private List <MultiplayerServerSummary> GetMultiplayerServers(string buildId, AzureRegion region) { List <MultiplayerServerSummary> summaries = new List <MultiplayerServerSummary>(); ListMultiplayerServersResponse response = CallPlayFabApi(() => Instance .ListMultiplayerServersAsync(new ListMultiplayerServersRequest() { PageSize = DefaultPageSize, Region = region.ToString(), BuildId = buildId })); summaries.AddRange(response.MultiplayerServerSummaries ?? Enumerable.Empty <MultiplayerServerSummary>()); if (All) { while (!string.IsNullOrEmpty(response.SkipToken)) { response = CallPlayFabApi(() => Instance .ListMultiplayerServersAsync(new ListMultiplayerServersRequest() { BuildId = buildId, PageSize = DefaultPageSize, SkipToken = response.SkipToken, Region = region.ToString() })); summaries.AddRange(response.MultiplayerServerSummaries ?? Enumerable.Empty <MultiplayerServerSummary>()); } } return(summaries); }
public void EnumerateServers(ListMultiplayerServersResponse result) { lastServerBuildId = JsonUtility.FromJson <ListMultiplayerServersRequest>(result.Request.ToJson()).BuildId; Debug.Log("GOT SERVERS OK: " + result.ToJson().ToString()); HideLoader(); if (result.MultiplayerServerSummaries.Count > 0) { foreach (var server in result.MultiplayerServerSummaries) { GameObject newServerButton = Instantiate(serverButton, Vector3.zero, Quaternion.identity, serverButton.transform.parent) as GameObject; ServerID identity = newServerButton.GetComponent <ServerID>(); identity.Region = (AzureRegion)server.Region; identity.ServerIdentifier = server.ServerId; identity.SessionIdentifier = server.SessionId; identity.State = server.State; identity.connectedPlayers = server.ConnectedPlayers; identity.SetText($"{identity.Region.ToString()}\n<color={StateColor(identity.State)}><b>{identity.State}</b></color>", identity.ServerIdentifier, identity.connectedPlayers.Count); newServerButton.SetActive(true); } serverBuildSelection.SetActive(false); serverView.SetActive(true); } else { Inform("No servers were found."); } }
private void GetServerList(ListMultiplayerServersResponse response) { //servers = response.MultiplayerServerSummaries; }