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

Public Member Functions

void RegisterServer (int portNumber, ResultCallback callback, string customAttribute="")
 Register server to DSM and mark this machine as ready.
void ShutdownServer (bool killMe, ResultCallback callback)
 Shutdown cloud server.
void RegisterLocalServer (string ip, uint port, string inName, ResultCallback callback, string customAttribute="")
 Register local server to DSM and mark this machine as ready.
void RegisterLocalServer (uint port, string inName, ResultCallback callback)
void DeregisterLocalServer (ResultCallback callback)
 Deregister local server from DSM.
void GetSessionId (ResultCallback< ServerSessionResponse > callback)
 Get Session ID of a claimed DS. will return empty session_id if DS is not claimed yet. DS is claimed when a party / player first joined a DS.
void GetSessionTimeout (ResultCallback< ServerSessionTimeoutResponse > callback)
 Get the session timeout that will be used for the DS.
void ServerHeartBeat (ResultCallback callback)
 Server heart beat.
void SetHeartBeatEventCallback (ResultCallback callback)
 Set heart beat response callback.
void SetHeartBeatEnabled (bool enabled, int intervalInMs=0)
 Set heart beat enabled.

Properties

string ServerName [get]
 Get the registered server name. will be filled after server is registered.
Properties inherited from AccelByte.Core.WrapperBase
Utils.AccelByteIdValidator IdValidator [get]

Member Function Documentation

◆ DeregisterLocalServer()

void AccelByte.Server.DedicatedServerManager.DeregisterLocalServer ( ResultCallback callback)
inline

Deregister local server from DSM.

Parameters
callbackReturns a Result via callback when completed

◆ GetSessionId()

void AccelByte.Server.DedicatedServerManager.GetSessionId ( ResultCallback< ServerSessionResponse > callback)
inline

Get Session ID of a claimed DS. will return empty session_id if DS is not claimed yet. DS is claimed when a party / player first joined a DS.

Parameters
callbackReturns a session ID via callback when completed

◆ GetSessionTimeout()

void AccelByte.Server.DedicatedServerManager.GetSessionTimeout ( ResultCallback< ServerSessionTimeoutResponse > callback)
inline

Get the session timeout that will be used for the DS.

Parameters
callbackReturns a session timeout via callback when completed

◆ RegisterLocalServer()

void AccelByte.Server.DedicatedServerManager.RegisterLocalServer ( string ip,
uint port,
string inName,
ResultCallback callback,
string customAttribute = "" )
inline

Register local server to DSM and mark this machine as ready.

Parameters
ipLocal IP Address
portPort number
inNameName to uniquely identify this local server
callbackReturns a Result via callback when completed
customAttributeA string value that will be sent to game client via DSNotif

◆ RegisterServer()

void AccelByte.Server.DedicatedServerManager.RegisterServer ( int portNumber,
ResultCallback callback,
string customAttribute = "" )
inline

Register server to DSM and mark this machine as ready.

Parameters
portExposed port number to connect to
callbackReturns a Result via callback when completed
customAttributeA string value that will be sent to game client via DSNotif

◆ ServerHeartBeat()

void AccelByte.Server.DedicatedServerManager.ServerHeartBeat ( ResultCallback callback)
inline

Server heart beat.

Parameters
callbackReturns a Result via callback when completed.

◆ ShutdownServer()

void AccelByte.Server.DedicatedServerManager.ShutdownServer ( bool killMe,
ResultCallback callback )
inline

Shutdown cloud server.

Parameters
killMeSignaling DSM to forcefully shutdown this machine
callbackReturns a Result via callback when completed