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AccelByte.Server.ServerMatchmaking Class Reference
Inheritance diagram for AccelByte.Server.ServerMatchmaking:

Public Member Functions

void EnqueueJoinableSession (MatchmakingResult body, ResultCallback callback)
 Enqueue Game Server to Joinable Session Queue. this will make this server joinable by other parties while already in a session.
void DequeueJoinableSession (string matchId, ResultCallback callback)
 Dequeue Game Server from Joinable Session Queue. this will make this server not joinable to other parties while already in a session.
void AddUserToSession (string channelName, string matchId, string userId, ResultCallback callback, string partyId="")
 Add a user to session data.
void RemoveUserFromSession (string channelName, string matchId, string userId, ResultCallback callback, MatchmakingResult body=null)
 Remove a user from session data.
void QuerySessionStatus (string matchId, ResultCallback< MatchmakingResult > callback)
 Get the session's data status.
void ActivateSessionStatusPolling (string matchId, ResultCallback< MatchmakingResult > callback, int intervalSec=5)
 activate session data polling in a certain time interval.
void DeactivateStatusPolling ()
 Deactivate session data polling.

Additional Inherited Members

Properties inherited from AccelByte.Core.WrapperBase
Utils.AccelByteIdValidator IdValidator [get]

Member Function Documentation

◆ ActivateSessionStatusPolling()

void AccelByte.Server.ServerMatchmaking.ActivateSessionStatusPolling ( string matchId,
ResultCallback< MatchmakingResult > callback,
int intervalSec = 5 )
inline

activate session data polling in a certain time interval.

Parameters
matchIdthe match/session ID
callbackResult of this operation, will return Session Data as MatchmakingResult class
intervalSecthe interval of every session data get call in second

◆ AddUserToSession()

void AccelByte.Server.ServerMatchmaking.AddUserToSession ( string channelName,
string matchId,
string userId,
ResultCallback callback,
string partyId = "" )
inline

Add a user to session data.

Parameters
channelNameThe Channel's Name.
matchIdmatch/session ID.
userIduser ID to be added.
callbackthe result of this operation.
partyIdoptional, the party ID of the user to be added. if not listed user will be added to a new party.

◆ DequeueJoinableSession()

void AccelByte.Server.ServerMatchmaking.DequeueJoinableSession ( string matchId,
ResultCallback callback )
inline

Dequeue Game Server from Joinable Session Queue. this will make this server not joinable to other parties while already in a session.

Parameters
matchIdthe match/session ID
callbackthe result of this operation

◆ EnqueueJoinableSession()

void AccelByte.Server.ServerMatchmaking.EnqueueJoinableSession ( MatchmakingResult body,
ResultCallback callback )
inline

Enqueue Game Server to Joinable Session Queue. this will make this server joinable by other parties while already in a session.

Parameters
bodythe session's data (get this data from QuerySessionStatus)
callbackthe result of this operation

◆ QuerySessionStatus()

void AccelByte.Server.ServerMatchmaking.QuerySessionStatus ( string matchId,
ResultCallback< MatchmakingResult > callback )
inline

Get the session's data status.

Parameters
matchIdthe match/session ID
callbackResult of this operation, will return Session Data as MatchmakingResult class

◆ RemoveUserFromSession()

void AccelByte.Server.ServerMatchmaking.RemoveUserFromSession ( string channelName,
string matchId,
string userId,
ResultCallback callback,
MatchmakingResult body = null )
inline

Remove a user from session data.

Parameters
channelNameThe Channel's Name.
matchIdmatch/session ID.
userIduser ID to be removed.
callbackthe result of this operation.
bodyoptional, the session's data