/// <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) { if (roomOptions == null) { roomOptions = new RoomOptions(); } this.State = ClientState.Joining; this.lastJoinType = JoinType.JoinOrCreateRoom; this.lastJoinActorNumber = actorNumber; this.createRoomOptions = roomOptions; this.CurrentRoom = CreateRoom(roomName, roomOptions); Hashtable playerPropsToSend = null; if (this.Server == ServerConnection.GameServer) { playerPropsToSend = this.LocalPlayer.AllProperties; } if (lobby != null) this.CurrentLobby = lobby; bool onGameServer = this.Server == ServerConnection.GameServer; return this.loadBalancingPeer.OpJoinRoom(roomName, playerPropsToSend, actorNumber, roomOptions, lobby, true, onGameServer); }
/// <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.lastJoinActorNumber = 0; this.CurrentRoom = CreateRoom(null, new RoomOptions()); Hashtable playerPropsToSend = null; if (this.Server == ServerConnection.GameServer) { playerPropsToSend = this.LocalPlayer.AllProperties; } this.CurrentLobby = lobby; return this.loadBalancingPeer.OpJoinRandomRoom(expectedCustomRoomProperties, expectedMaxPlayers, playerPropsToSend, matchmakingMode, lobby, sqlLobbyFilter); }
public bool OpJoinLobby(string name, LobbyType lobbyType) { TypedLobby lobby = new TypedLobby(name, lobbyType); bool sent = this.loadBalancingPeer.OpJoinLobby(lobby); if (sent) { this.CurrentLobby = lobby; } return sent; }
/// <summary> /// Joins the lobby on the Master Server, where you get a list of RoomInfos of currently open rooms. /// This is an async request which triggers a OnOperationResponse() call. /// </summary> /// <param name="lobby">The lobby join to. Use null for default lobby.</param> /// <returns>If the operation could be sent (has to be connected).</returns> public bool OpJoinLobby(TypedLobby lobby) { if (lobby == null) { lobby = TypedLobby.Default; } bool sent = this.loadBalancingPeer.OpJoinLobby(lobby); if (sent) { this.CurrentLobby = lobby; } return sent; }
/// <summary> /// Joins a room by name or creates new room if room with given name not exists. /// The OperationResponse depends on the server the peer is connected to: /// Master will return a Game Server to connect to. /// Game Server will return the joined Room's data. /// This is an async request which triggers a OnOperationResponse() call. /// </summary> /// <remarks> /// If the room is not existing (anymore), the OperationResponse will have a returnCode of ErrorCode.GameDoesNotExist. /// Other possible ErrorCodes are: GameClosed, GameFull. /// </remarks> /// <param name="roomName">The name of an existing room.</param> /// <param name="playerProperties">This player's custom properties.</param> /// <param name="actorId">To allow players to return to a game, they have to specify their actorId.</param> /// <param name="createRoomOptions">Options used for new room creation (only sent if createIfNotExists is true).</param> /// <param name="lobby">Typed lobby to be used if the roomname is not in use (and room gets created). It's never used when createIfNotExists is false.</param> /// <param name="createIfNotExists">Tells the server to create the room if it doesn't exist (if true).</param> /// <param name="onGameServer">Master- and Game-Server require different parameters. This allows us to optimize the requests based on the server type (unknown in peer).</param> /// <returns>If the operation could be sent (requires connection).</returns> public virtual bool OpJoinRoom(string roomName, Hashtable playerProperties, int actorId, RoomOptions createRoomOptions, TypedLobby lobby, bool createIfNotExists, bool onGameServer) { if (this.DebugOut >= DebugLevel.INFO) { this.Listener.DebugReturn(DebugLevel.INFO, "OpJoinOrCreateRoom()"); } if (string.IsNullOrEmpty(roomName)) { this.Listener.DebugReturn(DebugLevel.ERROR, "OpJoinOrCreateRoom() failed. Please specify a roomname."); return false; } Dictionary<byte, object> op = new Dictionary<byte, object>(); op[ParameterCode.RoomName] = roomName; if (createIfNotExists) { op[ParameterCode.JoinMode] = (byte)JoinMode.CreateIfNotExists; if (lobby != null) { op[ParameterCode.LobbyName] = lobby.Name; op[ParameterCode.LobbyType] = (byte)lobby.Type; } } if (actorId != 0) { op[ParameterCode.JoinMode] = (byte)JoinMode.Rejoin; op[ParameterCode.ActorNr] = actorId; } if (onGameServer) { if (playerProperties != null) { op[ParameterCode.PlayerProperties] = playerProperties; op[ParameterCode.Broadcast] = true; } if (createIfNotExists) { this.RoomOptionsToOpParameters(op, createRoomOptions); } } return this.OpCustom(OperationCode.JoinGame, op, true); }
/// <summary> /// Creates a new room on the server (or fails if the name is already in use). /// </summary> /// <remarks> /// If you don't want to create a unique room-name, pass null or "" as name and the server will assign a /// roomName (a GUID as string). Room names are unique. /// /// A room will be attached to the specified lobby. Use null as lobby to attach the /// room to the lobby you are now in. If you are in no lobby, the default lobby is used. /// /// Multiple lobbies can help separate players by map or skill or game type. Each room can only be found /// in one lobby (no matter if defined by name and type or as default). /// /// 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. /// /// Even when sent, the Operation will fail (on the server) if the roomName is in use. /// Override this class and implement OnOperationResponse(OperationResponse operationResponse) to get the errors. /// /// /// While the server is creating the game, the State will be ClientState.Joining. /// The state Joining is used because the client is on the way to enter a room (no matter if joining or creating). /// 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 enter 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 to create a room with. Must be unique and not in use or can't be created. If null, the server will assign a GUID as name.</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">The lobby (name and type) in which to create the room. Null uses the current lobby or the default lobby (if not in a lobby).</param> /// <returns>If the operation could be sent currently (requires connection to Master Server).</returns> public bool OpCreateRoom(string roomName, RoomOptions roomOptions, TypedLobby lobby) { this.State = ClientState.Joining; this.lastJoinType = JoinType.CreateRoom; this.lastJoinActorNumber = 0; this.createRoomOptions = roomOptions; this.CurrentRoom = this.CreateRoom(roomName, roomOptions); Hashtable playerPropsToSend = null; if (this.Server == ServerConnection.GameServer) { playerPropsToSend = this.LocalPlayer.AllProperties; } this.CurrentLobby = lobby; bool onGameServer = this.Server == ServerConnection.GameServer; return this.loadBalancingPeer.OpCreateRoom(roomName, roomOptions, lobby, playerPropsToSend, onGameServer); }
/// <summary> /// Joins the lobby on the Master Server, where you get a list of RoomInfos of currently open rooms. /// This is an async request which triggers a OnOperationResponse() call. /// </summary> /// <param name="lobby">The lobby join to.</param> /// <returns>If the operation could be sent (has to be connected).</returns> public virtual bool OpJoinLobby(TypedLobby lobby) { if (lobby == null) { lobby = TypedLobby.Default; } Dictionary<byte, object> parameters = new Dictionary<byte, object>(); parameters[(byte)ParameterCode.LobbyName] = lobby.Name; parameters[(byte)ParameterCode.LobbyType] = (byte)lobby.Type; return this.OpCustom(OperationCode.JoinLobby, parameters, true); }
/// <summary> /// Operation to join a random, available room. Overloads take additional player properties. /// This is an async request which triggers a OnOperationResponse() call. /// If all rooms are closed or full, the OperationResponse will have a returnCode of ErrorCode.NoRandomMatchFound. /// If successful, the OperationResponse contains a gameserver address and the name of some room. /// </summary> /// <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="playerProperties">This player's properties (custom and well known alike).</param> /// <param name="matchingType">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">Basically the "where" clause of a sql statement. Use null for random game. Examples: "C0 = 1 AND C2 > 50". "C5 = \"Map2\" AND C2 > 10 AND C2 < 20"</param> /// <returns>If the operation could be sent currently (requires connection).</returns> public virtual bool OpJoinRandomRoom(Hashtable expectedCustomRoomProperties, byte expectedMaxPlayers, Hashtable playerProperties, MatchmakingMode matchingType, TypedLobby lobby, string sqlLobbyFilter) { if (this.DebugOut >= DebugLevel.INFO) { this.Listener.DebugReturn(DebugLevel.INFO, "OpJoinRandomRoom()"); } if (lobby == null) { lobby = TypedLobby.Default; } Hashtable expectedRoomProperties = new Hashtable(); expectedRoomProperties.MergeStringKeys(expectedCustomRoomProperties); if (expectedMaxPlayers > 0) { expectedRoomProperties[GamePropertyKey.MaxPlayers] = expectedMaxPlayers; } Dictionary<byte, object> opParameters = new Dictionary<byte, object>(); if (expectedRoomProperties.Count > 0) { opParameters[ParameterCode.GameProperties] = expectedRoomProperties; } if (playerProperties != null && playerProperties.Count > 0) { opParameters[ParameterCode.PlayerProperties] = playerProperties; } if (matchingType != MatchmakingMode.FillRoom) { opParameters[ParameterCode.MatchMakingType] = (byte)matchingType; } if (!string.IsNullOrEmpty(lobby.Name)) { opParameters[ParameterCode.LobbyName] = lobby.Name; opParameters[ParameterCode.LobbyType] = (byte)lobby.Type; } if (!string.IsNullOrEmpty(sqlLobbyFilter)) { opParameters[ParameterCode.Data] = sqlLobbyFilter; } return this.OpCustom(OperationCode.JoinRandomGame, opParameters, true); }
/// <summary> /// Creates a room (on either Master or Game Server). /// The OperationResponse depends on the server the peer is connected to: /// Master will return a Game Server to connect to. /// Game Server will return the joined Room's data. /// This is an async request which triggers a OnOperationResponse() call. /// </summary> /// <remarks> /// If the room is already existing, the OperationResponse will have a returnCode of ErrorCode.GameAlreadyExists. /// </remarks> /// <param name="roomName">The name of this room. Must be unique. Pass null to make the server assign a name.</param> /// <param name="roomOptions">Room creation options. Pass null for defaults.</param> /// <param name="lobby">Lobby this room gets added to. If null, current lobby (or default lobby) is used.</param> /// <param name="playerProperties">This player's custom properties. Use string keys!</param> /// <param name="onGameServer">This operation sends more parameters to the GameServer than to the MasterServer to optimize traffic.</param> /// <returns>If the operation could be sent (requires connection).</returns> public virtual bool OpCreateRoom(string roomName, RoomOptions roomOptions, TypedLobby lobby, Hashtable playerProperties, bool onGameServer) { if (this.DebugOut >= DebugLevel.INFO) { this.Listener.DebugReturn(DebugLevel.INFO, "OpCreateRoom()"); } Dictionary<byte, object> op = new Dictionary<byte, object>(); if (!string.IsNullOrEmpty(roomName)) { op[ParameterCode.RoomName] = roomName; } if (lobby != null && !string.IsNullOrEmpty(lobby.Name)) { op[ParameterCode.LobbyName] = lobby.Name; op[ParameterCode.LobbyType] = lobby.Type; } // room- and player-props are only needed by the GameServer if (onGameServer) { if (playerProperties != null) { op[ParameterCode.PlayerProperties] = playerProperties; op[ParameterCode.Broadcast] = true; } this.RoomOptionsToOpParameters(op, roomOptions); } return this.OpCustom(OperationCode.CreateGame, op, true); }
void OnJoinLobby(TypedLobby lobby) { if (CurrentState != EntryState.Connecting) { // If it is not in connecting state, return return; } OutputRoomList(); GameClientWrapper.ClientInstance.JoinRandomRoom(RoomPwd); }
/// <summary> /// Joins the lobby on the Master Server, where you get a list of RoomInfos of currently open rooms. /// This is an async request which triggers a OnOperationResponse() call. /// </summary> /// <param name="lobby">The lobby join to.</param> /// <returns>If the operation could be sent (has to be connected).</returns> public virtual bool OpJoinLobby(TypedLobby lobby) { if (this.DebugOut >= DebugLevel.INFO) { this.Listener.DebugReturn(DebugLevel.INFO, "OpJoinLobby()"); } Dictionary<byte, object> parameters = null; if (lobby != null && !lobby.IsDefault) { parameters = new Dictionary<byte, object>(); parameters[(byte)ParameterCode.LobbyName] = lobby.Name; parameters[(byte)ParameterCode.LobbyType] = (byte)lobby.Type; } return this.OpCustom(OperationCode.JoinLobby, parameters, true); }
/// <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 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); }