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Forge.Networking.Lobby.LobbyHost Class Reference
Inheritance diagram for Forge.Networking.Lobby.LobbyHost:
Forge.Networking.Lobby.LobbyCommon

Classes

class  LobbySettings
 Settings used for creating a lobby. More...
 

Public Member Functions

override void Dispose ()
 Dispose the lobby. More...
 
bool TryLaunch ()
 Try to launch the lobby. All players have to be ready in order to launch. More...
 
void ChangeMap (string serializedMap)
 Change the map. More...
 
void Kick (Player member)
 Kick the given lobby member from the lobby. More...
 
- Public Member Functions inherited from Forge.Networking.Lobby.LobbyCommon
void Update ()
 
IEnumerable< PlayerGetLobbyMembers ()
 Get all members of the lobby, including the host. More...
 
bool IsHost (Player player)
 Is the given player the host of the lobby? More...
 

Static Public Member Functions

static LobbyHost CreateLobby (Player player, LobbySettings settings)
 Host a new lobby. More...
 

Properties

IEnumerable< PlayerPlayersNotReady [get]
 Return players that are not ready. More...
 
- Properties inherited from Forge.Networking.Lobby.LobbyCommon
NetworkContext Context [get]
 
bool HasLaunched [get]
 Returns true if the lobby has launched. Make sure to dispose of the lobby. More...
 

Member Function Documentation

void Forge.Networking.Lobby.LobbyHost.ChangeMap ( string  serializedMap)

Change the map.

static LobbyHost Forge.Networking.Lobby.LobbyHost.CreateLobby ( Player  player,
LobbySettings  settings 
)
static

Host a new lobby.

Parameters
playerThe player that is creating the server.
settingsThe settings to use for the lobby.
Returns
A lobby host if successful.
override void Forge.Networking.Lobby.LobbyHost.Dispose ( )
virtual

Dispose the lobby.

Reimplemented from Forge.Networking.Lobby.LobbyCommon.

void Forge.Networking.Lobby.LobbyHost.Kick ( Player  member)

Kick the given lobby member from the lobby.

Parameters
memberThe member to kick.
bool Forge.Networking.Lobby.LobbyHost.TryLaunch ( )

Try to launch the lobby. All players have to be ready in order to launch.

You can also use HasLaunched to determine if the lobby has started. However, HasLaunched will not actually start the game and will only return the lobby launch status.

Returns
True if the launch attempt was successful, false otherwise.

Property Documentation

IEnumerable<Player> Forge.Networking.Lobby.LobbyHost.PlayersNotReady
get

Return players that are not ready.


The documentation for this class was generated from the following file: