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AccelByte.Api.Lobby Class Reference

Provide an API to connect to Lobby and access its services. More...

Inheritance diagram for AccelByte.Api.Lobby:

Public Member Functions

void OverrideWebsocket (IWebSocket inWebSocket, int inPingDelay=4000, int inBackoffDelay=1000, int inMaxDelay=30000, int inTotalTimeout=60000)
 Override current websocket instance, and set new retry parameters.
void Connect ()
 Connect to lobby with current logged in user credentials. The token generator need to be set for connection with entitlement verification.
void SetRetryParameters (int inTotalTimeout=60000, int inBackoffDelay=1000, int inMaxDelay=30000)
 Change the delay parameters to maintain connection in the lobby before lobby connected.
void SetConnectionTokenGenerator (ITokenGenerator tokenGenerator)
 TokenGenerator is used for generate access token when connecting to lobby. If token generator is not specified, no token will be used when connecting to lobby. For entitlement token verification, use EntitlementTokenGenerator class on the parameter.
void Disconnect ()
 Disconnect from Lobby.
void ChangeUserRegion (string region, ResultCallback callback)
 Change user region.
void GetNotifications (ResultCallback< GetUserNotificationsResponse > callback, DateTime startTime=default, DateTime endTime=default, int offset=0, int limit=25)
 Get list of notifications from user from specified time.
void GetPartyInfo (ResultCallback< PartyInfo > callback)
 Get party information (leader, members, invitation token).
void CreateParty (ResultCallback< PartyInfo > callback)
 Create a party and become a party leader for the party. The newer function has different struct return callback and it has partyCode.
void CreateParty (ResultCallback< PartyCreateResponse > callback)
 Create a party and become a party leader for the party. PartyCode is also provided to the party creator through the callback?.
void LeaveParty (ResultCallback callback)
 Leave a party a current logged in user is in.
void InviteToParty (string userId, ResultCallback callback)
 Invite other user by userId. Only party leader (creator) can invite other user.
void InviteToPartyDetailedCallback (string userId, ResultCallback< PartyInviteResponse > callback)
 Invite other user by userId with detailed model in response callback?. Only party leader (creator) can invite other user.
void JoinParty (string partyID, string invitationToken, ResultCallback< PartyInfo > callback)
 Join a party by invitation from party leader.
void KickPartyMember (string userId, ResultCallback callback)
 Kick a member out of our party. Only a party leader can kick a party member.
void KickPartyMemberDetailedCallback (string userId, ResultCallback< KickResponse > callback)
 Kick a member out of our party with detailed model in response callback?. Only a party leader can kick a party member.
void RejectPartyInvitation (string partyId, string invitationToken, ResultCallback< PartyRejectResponse > callback)
 Reject a party invitation.
void GeneratePartyCode (ResultCallback< PartyGenerateCodeResponse > callback)
 Generate party code for invitation.
void GetPartyCode (ResultCallback< PartyGetCodeResponse > callback)
 Get party code.
void DeletePartyCode (ResultCallback callback)
 Remove party invite code.
void JoinPartyViaCode (string invitationPartyCode, ResultCallback< PartyInfo > callback)
 Join to a party via party code.
void PromotePartyLeader (string userId, ResultCallback< PartyPromoteLeaderResponse > callback)
 Promote member to be a party leader.
void SetPartySizeLimit (string partyId, int limit, ResultCallback callback)
 Set party member size limit.
void SendNotificationToPartyMember (string topic, string payload, ResultCallback< PartySendNotifResponse > callback)
 Send notification to party member.
void SendPartyChat (string chatMessage, ResultCallback callback)
 Send chat to other party members.
void SendPersonalChat (string userId, string chatMessage, ResultCallback callback)
 Send personal chat to friend.
void JoinDefaultChatChannel (ResultCallback< ChatChannelSlug > callback)
 Send Join default global chat channel request.
void SendChannelChat (string chatMessage, ResultCallback callback)
 Send a Chat Message to a Global Chat Channel.
void SetUserStatus (UserStatus status, string activity, ResultCallback callback)
 Set current user status and activity.
void ListFriendsStatus (ResultCallback< FriendsStatus > callback)
 Get a list of friends status (availability, activity, last seen at).
void PullAsyncNotifications (ResultCallback callback)
 Ask lobby to send all pending notification to user. Listen to OnNotification.
void RequestFriend (string userId, ResultCallback callback)
 Send request friend request.
void RequestFriendByPublicId (string publicId, ResultCallback callback)
 Send request friend request using other profile's public id.
void BulkRequestFriend (string[] userIds, ResultCallback callback)
 Add other users as friends automatically, other users don't need to accept it. This is used for syncing other platform friends to AccelByte friend.
void Unfriend (string userId, ResultCallback callback)
 Send unfriend request.
void ListOutgoingFriends (ResultCallback< Friends > callback)
 Send list of outgoing friends request.
void ListOutgoingFriendsWithTime (ResultCallback< FriendsWithTimestamp > callback)
 Send list of outgoing friends request with added timestamp.
void CancelFriendRequest (string userId, ResultCallback callback)
 Send cancel friend request.
void ListIncomingFriends (ResultCallback< Friends > callback)
 Send list of incoming friends request.
void ListIncomingFriendsWithTime (ResultCallback< FriendsWithTimestamp > callback)
 Send list of incoming friends request with added timestamp.
void AcceptFriend (string userId, ResultCallback callback)
 Send accept friend request.
void RejectFriend (string userId, ResultCallback callback)
 Send reject friend request.
void LoadFriendsList (ResultCallback< Friends > callback)
 Send load friends list request.
void GetFriendshipStatus (string userId, ResultCallback< FriendshipStatus > callback)
 Send get friendship status request.
void BulkGetUserPresence (string[] userIds, ResultCallback< BulkUserStatusNotif > callback, bool countOnly=false)
 Send request get user presence in bulk.
void SyncThirdPartyFriends (SyncThirdPartyFriendsRequest request, ResultCallback< SyncThirdPartyFriendsResponse[]> callback)
 Sync platform specific friend list to AccelByte friend list. This will automatically add platform specific friend list to AccelByte friend list if the friends already linked their account to AccelByte service.
void StartMatchmaking (string gameMode, ResultCallback< MatchmakingCode > callback)
 Send matchmaking start request.
void StartMatchmaking (string gameMode, string serverName, ResultCallback< MatchmakingCode > callback)
 Send matchmaking start request.
void StartMatchmaking (string gameMode, string serverName, string clientVersion, ResultCallback< MatchmakingCode > callback)
 Send matchmaking start request.
void StartMatchmaking (string gameMode, string clientVersion, Dictionary< string, int > latencies, ResultCallback< MatchmakingCode > callback)
 Send matchmaking start request.
void StartMatchmaking (string gameMode, string clientVersion, Dictionary< string, int > latencies, Dictionary< string, object > partyAttributes, ResultCallback< MatchmakingCode > callback)
 Send matchmaking start request.
void StartMatchmaking (string gameMode, string clientVersion, Dictionary< string, int > latencies, Dictionary< string, object > partyAttributes, string[] tempPartyUserIds, ResultCallback< MatchmakingCode > callback)
 Send matchmaking start request.
void StartMatchmaking (string gameMode, string clientVersion, Dictionary< string, int > latencies, Dictionary< string, object > partyAttributes, string[] tempPartyUserIds, string[] extraAttributes, ResultCallback< MatchmakingCode > callback)
 Send matchmaking start request.
void StartMatchmaking (string gameMode, string serverName, string clientVersion, Dictionary< string, object > partyAttributes, ResultCallback< MatchmakingCode > callback)
 Send matchmaking start request.
void StartMatchmaking (string gameMode, string serverName, string clientVersion, Dictionary< string, object > partyAttributes, string[] tempPartyUserIds, ResultCallback< MatchmakingCode > callback)
 Send matchmaking start request.
void StartMatchmaking (string gameMode, string serverName, string clientVersion, Dictionary< string, object > partyAttributes, string[] tempPartyUserIds, string[] extraAttributes, ResultCallback< MatchmakingCode > callback)
 Send matchmaking start request.
void StartMatchmaking (string gameMode, string serverName, string clientVersion, Dictionary< string, int > latencies, Dictionary< string, object > partyAttributes, string[] tempPartyUserIds, string[] extraAttributes, ResultCallback< MatchmakingCode > callback)
 Send matchmaking start request.
void StartMatchmaking (string gameMode, MatchmakingOptionalParam param, ResultCallback< MatchmakingCode > callback)
 Send matchmaking start request.
void ConfirmReadyForMatch (string matchId, ResultCallback callback)
 Send a message to matchmaking service to indicate the user is ready for match.
void RejectMatch (string matchId, ResultCallback callback)
 Reject match that was found.
void CancelMatchmaking (string gameMode, ResultCallback< MatchmakingCode > callback)
 Send matchmaking cancel request.
void CancelMatchmaking (string gameMode, bool isTempParty, ResultCallback< MatchmakingCode > callback)
 Send matchmaking cancel request.
void RequestDS (CustomDsCreateRequest request)
 Request Dedicated Custom Server.
void GetPartyStorage (string partyId, ResultCallback< PartyDataUpdateNotif > callback)
 Get party storage by party ID.
void WritePartyStorage (string partyId, ResultCallback< PartyDataUpdateNotif > callback, Func< Dictionary< string, object >, Dictionary< string, object > > payloadModifier, int retryAttempt=1)
 Write party storage data to the targeted party ID. Beware: Object will not be write immediately, please take care of the original object until it written.
void BlockPlayer (string userId, ResultCallback< BlockPlayerResponse > callback)
 Block the specified player from doing some action against current user. The specified player will be removed from current user's friend list too.
void UnblockPlayer (string userId, ResultCallback< UnblockPlayerResponse > callback)
 Unblock the specified player and allow it to some action against current user again.
void GetListOfBlockedUser (ResultCallback< BlockedList > callback)
 get current logged in user's blocked list.
void GetListOfBlocker (ResultCallback< BlockerList > callback)
 Get users that currently blocking the user logged in.
void SetProfanityFilterLevel (ProfanityFilterLevel level, ResultCallback callback)
 Set chat profanity filter level.
void SetSessionAttribute (string key, string value, ResultCallback callback)
 Set user's lobby session attributes.
void GetSessionAttribute (string key, ResultCallback< GetSessionAttributeResponse > callback)
 Get user's lobby session attributes.
void GetSessionAttributeAll (ResultCallback< GetSessionAttributeAllResponse > callback)
 Get all of the user's lobby session attributes.
void SendSignalingMessage (string userId, string message)
 Send a signaling message to another user.

Properties

bool IsConnected [get]
 Lobby connection status.
Properties inherited from AccelByte.Core.WrapperBase
Utils.AccelByteIdValidator IdValidator [get]

Events

Action Connected
 Raised when lobby is connected.
ResultCallback< DisconnectNotifDisconnecting
 Raised when lobby got message from server that it will disconnect.
Action< WsCloseCodeDisconnected
 Raised when lobby is disconnected.
Action Reconnecting
 Raised when lobby is attempting to reconnect.
ResultCallback< PartyInvitationInvitedToParty
 Raised when a user is invited to party.
ResultCallback< JoinNotificationJoinedParty
 Raised when some user joined our party.
ResultCallback< KickNotificationKickedFromParty
 Raised when the user is kicked from party.
ResultCallback< LeaveNotificationLeaveFromParty
 Raised when the user leave from party.
ResultCallback< PartyRejectNotifRejectedPartyInvitation
 Raised when a user reject party invitation.
ResultCallback< SessionV2PartySessionUpdatedNotificationSessionV2PartyUpdated
 SessionV2 - Raised when a party session is updated.
ResultCallback< SessionV2PartyInvitationNotificationSessionV2InvitedUserToParty
 SessionV2 - Raised when a user is being invited to a party.
ResultCallback< SessionV2PartyJoinedNotificationSessionV2UserJoinedParty
 SessionV2 - Raised when a user joined a party.
ResultCallback< SessionV2PartyMembersChangedNotificationSessionV2PartyMemberChanged
 SessionV2 - Raised when a party's members changed.
ResultCallback< SessionV2PartyInvitationRejectedNotificationSessionV2UserRejectedPartyInvitation
 SessionV2 - Raised when a user rejected party invitation.
ResultCallback< SessionV2PartyInvitationCancelledNotificationSessionV2PartyInvitationCancelled
 SessionV2 - Raised when a leader is canceling an invitation.
ResultCallback< SessionV2PartyUserKickedNotificationSessionV2UserKickedFromParty
 SessionV2 - Raised when a user is kicked from party.
ResultCallback< SessionV2GameInvitationNotificationSessionV2InvitedUserToGameSession
 SessionV2 - Raised when a user is being invited to a game session.
ResultCallback< SessionV2GameJoinedNotificationSessionV2UserJoinedGameSession
 SessionV2 - Raised when a user joined a game session.
ResultCallback< SessionV2GameMembersChangedNotificationSessionV2GameSessionMemberChanged
 SessionV2 - Raised when a game session's members changed.
ResultCallback< SessionV2GameUserKickedNotificationSessionV2UserKickedFromGameSession
 SessionV2 - Raised when a user is kicked from game session.
ResultCallback< SessionV2GameInvitationRejectedNotificationSessionV2UserRejectedGameSessionInvitation
 SessionV2 - Raised when a user rejected game session invitation.
ResultCallback< SessionV2GameSessionUpdatedNotificationSessionV2GameSessionUpdated
 SessionV2 - Raised when a game session is updated.
ResultCallback< SessionV2GameSessionEndedNotificationSessionV2GameSessionEnded
 SessionV2 - Raised when a game session is ended by the DS.
ResultCallback< SessionV2DsStatusUpdatedNotificationSessionV2DsStatusChanged
 SessionV2 - Raised when status of DS changed.
ResultCallback< SessionStorageChangedNotificationSessionV2StorageChanged
 SessionV2 - Raised when session storage changed.
ResultCallback< SessionV2JoinedSecret > SessionV2JoinedSecret
 SessionV2 - Raised when received Joined change.
ResultCallback< MatchmakingV2MatchFoundNotificationMatchmakingV2MatchFound
 MatchmakingV2 - Raised when match is found.
ResultCallback< MatchmakingV2MatchmakingStartedNotificationMatchmakingV2MatchmakingStarted
 MatchmakingV2 - Raised when matchmaking started.
ResultCallback< MatchmakingV2MatchmakingCanceledNotificationMatchmakingV2MatchmakingCanceled
 MatchmakingV2 - Raised when matchmaking is canceled.
ResultCallback< MatchmakingV2TicketExpiredNotificationMatchmakingV2TicketExpired
 MatchmakingV2 - Raised when matchmaking ticket expired.
ResultCallback< ChatMessagePersonalChatReceived
 Raised when personal chat message received.
ResultCallback< ChatMessagePartyChatReceived
 Raised when party chat message received.
ResultCallback< PartyCreatedNotification > PartyCreatedNotification
 Triggered when party successfully created.
ResultCallback< NotificationOnNotification
 Raised when a notification (usually from the system or admin) is received.
ResultCallback< FriendsStatusNotifFriendsStatusChanged
 Raised when friends status changed.
ResultCallback< FriendFriendRequestAccepted
 Raised when friend request accepted.
ResultCallback< RequestFriendOnIncomingFriendRequest
 Raised when there is an incoming friend request.
ResultCallback< FriendOnUnfriend
 Raised when friend remove user from friendlist.
ResultCallback< AcquaintanceFriendRequestCanceled
 Raised when friend request canceled.
ResultCallback< AcquaintanceFriendRequestRejected
 Raised when friend request rejected.
ResultCallback< DsNotifDSUpdated
 Raised when DS process is updated.
ResultCallback< PartyDataUpdateNotif > PartyDataUpdateNotif
 Raised when there's an update in the party's storage.
ResultCallback< PartyNotif > PartyNotif
 Raised when other party member send party notification.
ResultCallback< ChannelChatMessageChannelChatReceived
 Raised when channel chat message received.
ResultCallback< PlayerBlockedNotif > PlayerBlockedNotif
 Raised when player is blocked.
ResultCallback< PlayerUnblockedNotif > PlayerUnblockedNotif
 Raised when player is unblocked.
ResultCallback< UserBannedNotification > UserBannedNotification
 Raised when player is banned.
ResultCallback< UserBannedNotificationUserUnbannedNotification
 Raised when player is unbanned.
ResultCallback< SignalingP2PSignalingP2PNotification
 Raised when there is an incoming signaling notification.
ResultCallback ErrorNotification
 Raised when a general error notification is sent from lobby.
Action TokenRefreshed
 Raised when lobby access token succesfully updated.
EventHandler OnRetryAttemptFailed [add, remove]
 Event triggered each time a websocket reconnection attempt failed.

Detailed Description

Provide an API to connect to Lobby and access its services.

Member Function Documentation

◆ AcceptFriend()

void AccelByte.Api.Lobby.AcceptFriend ( string userId,
ResultCallback callback )
inline

Send accept friend request.

Parameters
userIdTargeted user ID.
callbackResult of the function.

◆ BlockPlayer()

void AccelByte.Api.Lobby.BlockPlayer ( string userId,
ResultCallback< BlockPlayerResponse > callback )
inline

Block the specified player from doing some action against current user. The specified player will be removed from current user's friend list too.

Actions that prevented to do each other:

  • add friend
  • direct chat
  • invite to party
  • invite to group
  • matchmaking result as one alliance

Additional limitation:

  • blocked player cannot access blocker/current user's UserProfile.
Parameters
userIdBlocked user's user ID
callbackReturns a result via callback when completed

◆ BulkGetUserPresence()

void AccelByte.Api.Lobby.BulkGetUserPresence ( string[] userIds,
ResultCallback< BulkUserStatusNotif > callback,
bool countOnly = false )
inline

Send request get user presence in bulk.

Parameters
userIdsrequested userIds
callbackReturns a Result that contains BulkUserStatusNotif via callback when completed.

◆ BulkRequestFriend()

void AccelByte.Api.Lobby.BulkRequestFriend ( string[] userIds,
ResultCallback callback )
inline

Add other users as friends automatically, other users don't need to accept it. This is used for syncing other platform friends to AccelByte friend.

Parameters
userIdsTargeted user IDs.
callbackReturns a Result via callback when completed.

◆ CancelFriendRequest()

void AccelByte.Api.Lobby.CancelFriendRequest ( string userId,
ResultCallback callback )
inline

Send cancel friend request.

Parameters
userIdTargeted user ID.
callbackReturns a Result via callback when completed.

◆ CancelMatchmaking() [1/2]

void AccelByte.Api.Lobby.CancelMatchmaking ( string gameMode,
bool isTempParty,
ResultCallback< MatchmakingCode > callback )
inline

Send matchmaking cancel request.

Parameters
gameModeTarget matchmaking game mode
isTempPartyIs using temp party when starting matchmaking
callbackResult of the function with a cancel matchmaking status code.

◆ CancelMatchmaking() [2/2]

void AccelByte.Api.Lobby.CancelMatchmaking ( string gameMode,
ResultCallback< MatchmakingCode > callback )
inline

Send matchmaking cancel request.

Parameters
gameModeTarget matchmaking game mode
callbackResult of the function with a cancel matchmaking status code.

◆ ChangeUserRegion()

void AccelByte.Api.Lobby.ChangeUserRegion ( string region,
ResultCallback callback )
inline

Change user region.

Parameters
regionNew region
callbackReturns a result via callback when completed

◆ ConfirmReadyForMatch()

void AccelByte.Api.Lobby.ConfirmReadyForMatch ( string matchId,
ResultCallback callback )
inline

Send a message to matchmaking service to indicate the user is ready for match.

Parameters
matchId
callback

◆ CreateParty() [1/2]

void AccelByte.Api.Lobby.CreateParty ( ResultCallback< PartyCreateResponse > callback)
inline

Create a party and become a party leader for the party. PartyCode is also provided to the party creator through the callback?.

Parameters
callbackReturns a Result that contain PartyCreateResponse via callback when completed.

◆ CreateParty() [2/2]

void AccelByte.Api.Lobby.CreateParty ( ResultCallback< PartyInfo > callback)
inline

Create a party and become a party leader for the party. The newer function has different struct return callback and it has partyCode.

Parameters
callbackReturns a Result that contain PartyInfo via callback when completed.

◆ DeletePartyCode()

void AccelByte.Api.Lobby.DeletePartyCode ( ResultCallback callback)
inline

Remove party invite code.

Parameters
callback

◆ GeneratePartyCode()

void AccelByte.Api.Lobby.GeneratePartyCode ( ResultCallback< PartyGenerateCodeResponse > callback)
inline

Generate party code for invitation.

Parameters
callbackReturn the party code that has been generated if success

◆ GetFriendshipStatus()

void AccelByte.Api.Lobby.GetFriendshipStatus ( string userId,
ResultCallback< FriendshipStatus > callback )
inline

Send get friendship status request.

Parameters
userIdTargeted user ID.
callbackReturns a Result that contains FriendshipStatus via callback when completed.

◆ GetListOfBlockedUser()

void AccelByte.Api.Lobby.GetListOfBlockedUser ( ResultCallback< BlockedList > callback)
inline

get current logged in user's blocked list.

Parameters
callbackReturns a result via callback when complete

◆ GetListOfBlocker()

void AccelByte.Api.Lobby.GetListOfBlocker ( ResultCallback< BlockerList > callback)
inline

Get users that currently blocking the user logged in.

Parameters
callbackReturns a result via callback when complete

◆ GetNotifications()

void AccelByte.Api.Lobby.GetNotifications ( ResultCallback< GetUserNotificationsResponse > callback,
DateTime startTime = default,
DateTime endTime = default,
int offset = 0,
int limit = 25 )
inline

Get list of notifications from user from specified time.

Parameters
callbackReturns a result via callback when completed
startTimeStart time to filter notifications from
endTimeEnd time to filter notifications to
offsetOffset of result array value. Default value is 0.
limitOffset of result array value. Default value is 25.

◆ GetPartyCode()

void AccelByte.Api.Lobby.GetPartyCode ( ResultCallback< PartyGetCodeResponse > callback)
inline

Get party code.

Parameters
callbackReturn the party code that has been generated previously if success

◆ GetPartyInfo()

void AccelByte.Api.Lobby.GetPartyInfo ( ResultCallback< PartyInfo > callback)
inline

Get party information (leader, members, invitation token).

Parameters
callbackReturns a Result that contains PartyInfo via callback when completed.

◆ GetPartyStorage()

void AccelByte.Api.Lobby.GetPartyStorage ( string partyId,
ResultCallback< PartyDataUpdateNotif > callback )
inline

Get party storage by party ID.

Parameters
partyIdTargeted party ID.
callbackReturns a Result via callback when completed.

◆ GetSessionAttribute()

void AccelByte.Api.Lobby.GetSessionAttribute ( string key,
ResultCallback< GetSessionAttributeResponse > callback )
inline

Get user's lobby session attributes.

Parameters
keyAttribute key
callbackReturns a result via callback when complete

◆ GetSessionAttributeAll()

void AccelByte.Api.Lobby.GetSessionAttributeAll ( ResultCallback< GetSessionAttributeAllResponse > callback)
inline

Get all of the user's lobby session attributes.

Parameters
callbackReturns a result via callback when complete

◆ InviteToParty()

void AccelByte.Api.Lobby.InviteToParty ( string userId,
ResultCallback callback )
inline

Invite other user by userId. Only party leader (creator) can invite other user.

Parameters
userIdUser Id of a person to be invited to
callbackReturns a Result via callback when completed

◆ InviteToPartyDetailedCallback()

void AccelByte.Api.Lobby.InviteToPartyDetailedCallback ( string userId,
ResultCallback< PartyInviteResponse > callback )
inline

Invite other user by userId with detailed model in response callback?. Only party leader (creator) can invite other user.

Parameters
userIdUser Id of a person to be invited to
callbackReturns a Result that contain PartyInviteResponse via callback when completed

◆ JoinDefaultChatChannel()

void AccelByte.Api.Lobby.JoinDefaultChatChannel ( ResultCallback< ChatChannelSlug > callback)
inline

Send Join default global chat channel request.

Parameters
callbackReturns a Result that contains ChatChannelSlug via callback when completed.

◆ JoinParty()

void AccelByte.Api.Lobby.JoinParty ( string partyID,
string invitationToken,
ResultCallback< PartyInfo > callback )
inline

Join a party by invitation from party leader.

Parameters
partyIDParty ID of the party to join to
invitationTokenInvitation token to join the party
callbackReturns a Result that contains PartyInfo via callback when completed

◆ JoinPartyViaCode()

void AccelByte.Api.Lobby.JoinPartyViaCode ( string invitationPartyCode,
ResultCallback< PartyInfo > callback )
inline

Join to a party via party code.

Parameters
callback

◆ KickPartyMember()

void AccelByte.Api.Lobby.KickPartyMember ( string userId,
ResultCallback callback )
inline

Kick a member out of our party. Only a party leader can kick a party member.

Parameters
userIdUser Id of the user to be kicked out of party
callbackReturns a Result via callback when completed.

◆ KickPartyMemberDetailedCallback()

void AccelByte.Api.Lobby.KickPartyMemberDetailedCallback ( string userId,
ResultCallback< KickResponse > callback )
inline

Kick a member out of our party with detailed model in response callback?. Only a party leader can kick a party member.

Parameters
userIdUser Id of the user to be kicked out of party
callbackReturns a Result that contains PartyKickResponse via callback when completed.

◆ LeaveParty()

void AccelByte.Api.Lobby.LeaveParty ( ResultCallback callback)
inline

Leave a party a current logged in user is in.

Parameters
callbackReturns a Result via callback when completed

◆ ListFriendsStatus()

void AccelByte.Api.Lobby.ListFriendsStatus ( ResultCallback< FriendsStatus > callback)
inline

Get a list of friends status (availability, activity, last seen at).

Parameters
callbackReturns a Result that contains Friends Status via callback when completed.

◆ ListIncomingFriends()

void AccelByte.Api.Lobby.ListIncomingFriends ( ResultCallback< Friends > callback)
inline

Send list of incoming friends request.

Parameters
callbackReturns a Result that contains Friends via callback when completed.

◆ ListIncomingFriendsWithTime()

void AccelByte.Api.Lobby.ListIncomingFriendsWithTime ( ResultCallback< FriendsWithTimestamp > callback)
inline

Send list of incoming friends request with added timestamp.

Parameters
callbackReturns a Result that contains FriendsWithTimestamp via callback when completed.

◆ ListOutgoingFriends()

void AccelByte.Api.Lobby.ListOutgoingFriends ( ResultCallback< Friends > callback)
inline

Send list of outgoing friends request.

Parameters
callbackReturns a Result that contains Friends via callback when completed.

◆ ListOutgoingFriendsWithTime()

void AccelByte.Api.Lobby.ListOutgoingFriendsWithTime ( ResultCallback< FriendsWithTimestamp > callback)
inline

Send list of outgoing friends request with added timestamp.

Parameters
callbackReturns a Result that contains FriendsWithTimestamp via callback when completed.

◆ LoadFriendsList()

void AccelByte.Api.Lobby.LoadFriendsList ( ResultCallback< Friends > callback)
inline

Send load friends list request.

Parameters
callbackReturns a Result that contains Friends via callback when completed.

◆ OverrideWebsocket()

void AccelByte.Api.Lobby.OverrideWebsocket ( IWebSocket inWebSocket,
int inPingDelay = 4000,
int inBackoffDelay = 1000,
int inMaxDelay = 30000,
int inTotalTimeout = 60000 )
inline

Override current websocket instance, and set new retry parameters.

Parameters
inWebSocketIWebsocket instance to use
inPingDelaydelay for each connection ping
inBackoffDelayfirst backoff delay duration for a retry connection attempt
inMaxDelaymax delay for each retry connection attempt
inTotalTimeout

◆ PromotePartyLeader()

void AccelByte.Api.Lobby.PromotePartyLeader ( string userId,
ResultCallback< PartyPromoteLeaderResponse > callback )
inline

Promote member to be a party leader.

Parameters
userIdUser ID that will be promoted as a party leader.
callbackReturns a Result via callback when completed.

◆ PullAsyncNotifications()

void AccelByte.Api.Lobby.PullAsyncNotifications ( ResultCallback callback)
inline

Ask lobby to send all pending notification to user. Listen to OnNotification.

Parameters
callbackReturns a Result via callback when completed.

◆ RejectFriend()

void AccelByte.Api.Lobby.RejectFriend ( string userId,
ResultCallback callback )
inline

Send reject friend request.

Parameters
userIdTargeted user ID.
callbackResult of the function.

◆ RejectMatch()

void AccelByte.Api.Lobby.RejectMatch ( string matchId,
ResultCallback callback )
inline

Reject match that was found.

Parameters
matchId
callback

◆ RejectPartyInvitation()

void AccelByte.Api.Lobby.RejectPartyInvitation ( string partyId,
string invitationToken,
ResultCallback< PartyRejectResponse > callback )
inline

Reject a party invitation.

Parameters
partyIdParty ID of an incoming party invitation that will be declined.
invitationTokenInvitation token of an incoming party invitation that will be declined.
callbackReturns a Result via callback when completed.

◆ RequestDS()

void AccelByte.Api.Lobby.RequestDS ( CustomDsCreateRequest request)
inline

Request Dedicated Custom Server.

Parameters
requestSpecification
callback

◆ RequestFriend()

void AccelByte.Api.Lobby.RequestFriend ( string userId,
ResultCallback callback )
inline

Send request friend request.

Parameters
userIdTargeted user ID.
callbackReturns a Result via callback when completed.

◆ RequestFriendByPublicId()

void AccelByte.Api.Lobby.RequestFriendByPublicId ( string publicId,
ResultCallback callback )
inline

Send request friend request using other profile's public id.

Parameters
publicIdTargeted user ID.
callbackReturns a Result via callback when completed.

◆ SendChannelChat()

void AccelByte.Api.Lobby.SendChannelChat ( string chatMessage,
ResultCallback callback )
inline

Send a Chat Message to a Global Chat Channel.

Parameters
chatMessageMessage to send to the channel
callbackReturns a Result via callback when completed

◆ SendNotificationToPartyMember()

void AccelByte.Api.Lobby.SendNotificationToPartyMember ( string topic,
string payload,
ResultCallback< PartySendNotifResponse > callback )
inline

Send notification to party member.

Parameters
topicTopic The topic of the request. Can use this as ID to know how to marshal the payload
payloadPayload The Payload of the request. Can be JSON string
callbackReturns a Result that contains PartySendNotifResponse via callback when completed.

◆ SendPartyChat()

void AccelByte.Api.Lobby.SendPartyChat ( string chatMessage,
ResultCallback callback )
inline

Send chat to other party members.

Parameters
chatMessageMessage to send to party
callbackReturns a Result via callback when completed

◆ SendPersonalChat()

void AccelByte.Api.Lobby.SendPersonalChat ( string userId,
string chatMessage,
ResultCallback callback )
inline

Send personal chat to friend.

Parameters
userIdFriend user id
chatMessageMessage to send to friend
callbackReturns a Result via callback when completed

◆ SendSignalingMessage()

void AccelByte.Api.Lobby.SendSignalingMessage ( string userId,
string message )
inline

Send a signaling message to another user.

Parameters
userIdThe recipient's user ID.
messageSignaling message to be sent.

◆ SetConnectionTokenGenerator()

void AccelByte.Api.Lobby.SetConnectionTokenGenerator ( ITokenGenerator tokenGenerator)
inline

TokenGenerator is used for generate access token when connecting to lobby. If token generator is not specified, no token will be used when connecting to lobby. For entitlement token verification, use EntitlementTokenGenerator class on the parameter.

Parameters
tokenGeneratorToken generator for connecting lobby.

◆ SetPartySizeLimit()

void AccelByte.Api.Lobby.SetPartySizeLimit ( string partyId,
int limit,
ResultCallback callback )
inline

Set party member size limit.

Parameters
partyIddesignated party id
limitmember limit
callbackreturns a Result via callback when completed

◆ SetProfanityFilterLevel()

void AccelByte.Api.Lobby.SetProfanityFilterLevel ( ProfanityFilterLevel level,
ResultCallback callback )
inline

Set chat profanity filter level.

Parameters
levellevel of profanity filter to apply
callbackReturns a result via callback when complete

◆ SetRetryParameters()

void AccelByte.Api.Lobby.SetRetryParameters ( int inTotalTimeout = 60000,
int inBackoffDelay = 1000,
int inMaxDelay = 30000 )
inline

Change the delay parameters to maintain connection in the lobby before lobby connected.

Parameters
inTotalTimeoutTime limit until stop to re-attempt
inBackoffDelayInitial delay time
inMaxDelayMaximum delay time

◆ SetSessionAttribute()

void AccelByte.Api.Lobby.SetSessionAttribute ( string key,
string value,
ResultCallback callback )
inline

Set user's lobby session attributes.

Parameters
keyAttribute key
valueAttribute value
callbackReturns a result via callback when complete

◆ SetUserStatus()

void AccelByte.Api.Lobby.SetUserStatus ( UserStatus status,
string activity,
ResultCallback callback )
inline

Set current user status and activity.

Parameters
statusUser status (Online, Available, Busy, Invisible)
activityDescribe an activity of the user, could be anything.
callbackReturns a Result via callback when completed.

◆ StartMatchmaking() [1/12]

void AccelByte.Api.Lobby.StartMatchmaking ( string gameMode,
MatchmakingOptionalParam param,
ResultCallback< MatchmakingCode > callback )
inline

Send matchmaking start request.

Parameters
gameMode
callback
param

◆ StartMatchmaking() [2/12]

void AccelByte.Api.Lobby.StartMatchmaking ( string gameMode,
ResultCallback< MatchmakingCode > callback )
inline

Send matchmaking start request.

Parameters
gameModeTarget matchmaking game mode
callbackResult of the function with a start matchmaking status code.

◆ StartMatchmaking() [3/12]

void AccelByte.Api.Lobby.StartMatchmaking ( string gameMode,
string clientVersion,
Dictionary< string, int > latencies,
Dictionary< string, object > partyAttributes,
ResultCallback< MatchmakingCode > callback )
inline

Send matchmaking start request.

Parameters
gameModeTarget matchmaking game mode
clientVersionGame client version to ensure match with the same version
latenciesServer latencies based on regions
partyAttributesMatchmaker will match party with the same party attributes
callbackResult of the function with a start matchmaking status code.

◆ StartMatchmaking() [4/12]

void AccelByte.Api.Lobby.StartMatchmaking ( string gameMode,
string clientVersion,
Dictionary< string, int > latencies,
Dictionary< string, object > partyAttributes,
string[] tempPartyUserIds,
ResultCallback< MatchmakingCode > callback )
inline

Send matchmaking start request.

Parameters
gameModeTarget matchmaking game mode
clientVersionGame client version to ensure match with the same version
latenciesServer latencies based on regions
partyAttributesMatchmaker will match party with the same party attributes
tempPartyUserIdsUserIDs to form a temporary party with (include user who started the matchmaking). Temporary party will disband when matchmaking finishes.
callbackResult of the function with a start matchmaking status code.

◆ StartMatchmaking() [5/12]

void AccelByte.Api.Lobby.StartMatchmaking ( string gameMode,
string clientVersion,
Dictionary< string, int > latencies,
Dictionary< string, object > partyAttributes,
string[] tempPartyUserIds,
string[] extraAttributes,
ResultCallback< MatchmakingCode > callback )
inline

Send matchmaking start request.

Parameters
gameModeTarget matchmaking game mode
clientVersionGame client version to ensure match with the same version
latenciesServer latencies based on regions
partyAttributesMatchmaker will match party with the same party attributes
tempPartyUserIdsUserIDs to form a temporary party with (include user who started the matchmaking). Temporary party will disband when matchmaking finishes.
extraAttributesCustom attributes defined in game mode's matching/flexing rule
callbackResult of the function with a start matchmaking status code.

◆ StartMatchmaking() [6/12]

void AccelByte.Api.Lobby.StartMatchmaking ( string gameMode,
string clientVersion,
Dictionary< string, int > latencies,
ResultCallback< MatchmakingCode > callback )
inline

Send matchmaking start request.

Parameters
gameModeTarget matchmaking game mode
clientVersionGame client version to ensure match with the same version
latenciesServer latencies based on regions
callbackResult of the function with a start matchmaking status code.

◆ StartMatchmaking() [7/12]

void AccelByte.Api.Lobby.StartMatchmaking ( string gameMode,
string serverName,
ResultCallback< MatchmakingCode > callback )
inline

Send matchmaking start request.

Parameters
gameModeTarget matchmaking game mode
serverNameServer name to do match in Local DS
callbackResult of the function with a start matchmaking status code.

◆ StartMatchmaking() [8/12]

void AccelByte.Api.Lobby.StartMatchmaking ( string gameMode,
string serverName,
string clientVersion,
Dictionary< string, int > latencies,
Dictionary< string, object > partyAttributes,
string[] tempPartyUserIds,
string[] extraAttributes,
ResultCallback< MatchmakingCode > callback )
inline

Send matchmaking start request.

Parameters
gameModeTarget matchmaking game mode
serverNameServer name to do match in Local DS
clientVersionGame client version to ensure match with the same version
latencies

Preferred latencies

Parameters
partyAttributesMatchmaker will match party with the same party attributes
tempPartyUserIdsUserIDs to form a temporary party with (include user who started the matchmaking). Temporary party will disband when matchmaking finishes.
extraAttributesCustom attributes defined in game mode's matching/flexing rule
callbackResult of the function with a start matchmaking status code.

◆ StartMatchmaking() [9/12]

void AccelByte.Api.Lobby.StartMatchmaking ( string gameMode,
string serverName,
string clientVersion,
Dictionary< string, object > partyAttributes,
ResultCallback< MatchmakingCode > callback )
inline

Send matchmaking start request.

Parameters
gameModeTarget matchmaking game mode
serverNameServer name to do match in Local DS
clientVersionGame client version to ensure match with the same version
partyAttributesParty attributes the matchmaker will do string equality check to matchmake with other party's party attribute
callbackResult of the function with a start matchmaking status code.

◆ StartMatchmaking() [10/12]

void AccelByte.Api.Lobby.StartMatchmaking ( string gameMode,
string serverName,
string clientVersion,
Dictionary< string, object > partyAttributes,
string[] tempPartyUserIds,
ResultCallback< MatchmakingCode > callback )
inline

Send matchmaking start request.

Parameters
gameModeTarget matchmaking game mode
serverNameServer name to do match in Local DS
clientVersionGame client version to ensure match with the same version
partyAttributesMatchmaker will match party with the same party attributes
tempPartyUserIdsUserIDs to form a temporary party with (include user who started the matchmaking). Temporary party will disband when matchmaking finishes.
callbackResult of the function with a start matchmaking status code.

◆ StartMatchmaking() [11/12]

void AccelByte.Api.Lobby.StartMatchmaking ( string gameMode,
string serverName,
string clientVersion,
Dictionary< string, object > partyAttributes,
string[] tempPartyUserIds,
string[] extraAttributes,
ResultCallback< MatchmakingCode > callback )
inline

Send matchmaking start request.

Parameters
gameModeTarget matchmaking game mode
serverNameServer name to do match in Local DS
clientVersionGame client version to ensure match with the same version
partyAttributesMatchmaker will match party with the same party attributes
tempPartyUserIdsUserIDs to form a temporary party with (include user who started the matchmaking). Temporary party will disband when matchmaking finishes.
extraAttributesCustom attributes defined in game mode's matching/flexing rule
callbackResult of the function with a start matchmaking status code.

◆ StartMatchmaking() [12/12]

void AccelByte.Api.Lobby.StartMatchmaking ( string gameMode,
string serverName,
string clientVersion,
ResultCallback< MatchmakingCode > callback )
inline

Send matchmaking start request.

Parameters
gameModeTarget matchmaking game mode
serverNameServer name to do match in Local DS
clientVersionGame client version to ensure match with the same version
callbackResult of the function with a start matchmaking status code.

◆ SyncThirdPartyFriends()

void AccelByte.Api.Lobby.SyncThirdPartyFriends ( SyncThirdPartyFriendsRequest request,
ResultCallback< SyncThirdPartyFriendsResponse[]> callback )
inline

Sync platform specific friend list to AccelByte friend list. This will automatically add platform specific friend list to AccelByte friend list if the friends already linked their account to AccelByte service.

Parameters
requestThe request containing details of platform information.
callbackReturns a Result that contain response details.

◆ UnblockPlayer()

void AccelByte.Api.Lobby.UnblockPlayer ( string userId,
ResultCallback< UnblockPlayerResponse > callback )
inline

Unblock the specified player and allow it to some action against current user again.

Allow each other to:

  • add friend
  • direct chat
  • invite to party
  • invite to group
  • matchmaking result as one alliance

Additional limitation:

  • unblocked player can access blocker/current user's UserProfile.
Parameters
userIdUnblocked user's user ID
callbackReturns a result via callback when completed

◆ Unfriend()

void AccelByte.Api.Lobby.Unfriend ( string userId,
ResultCallback callback )
inline

Send unfriend request.

Parameters
userIdTargeted user ID.
callbackReturns a Result via callback when completed.

◆ WritePartyStorage()

void AccelByte.Api.Lobby.WritePartyStorage ( string partyId,
ResultCallback< PartyDataUpdateNotif > callback,
Func< Dictionary< string, object >, Dictionary< string, object > > payloadModifier,
int retryAttempt = 1 )
inline

Write party storage data to the targeted party ID. Beware: Object will not be write immediately, please take care of the original object until it written.

Parameters
partyIdTargeted party ID.
callbackReturns a Result via callback when completed.
payloadModifierFunction to modify the latest party data with your customized modifier.
retryAttemptthe number of retry to do when there is an error in writing to party storage (likely due to write conflicts).