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Nakama .NET Client 3.17.0
The official Nakama and Satori .NET client.
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A socket to interact with Nakama server. More...
Public Member Functions | |
| Task | AcceptPartyMemberAsync (string partyId, IUserPresence presence) |
| Accept a party member's request to join the party. | |
| Task< IMatchmakerTicket > | AddMatchmakerAsync (string query="*", int minCount=2, int maxCount=8, Dictionary< string, string > stringProperties=null, Dictionary< string, double > numericProperties=null, int? countMultiple=null) |
| Join the matchmaker pool and search for opponents on the server. | |
| Task< IPartyMatchmakerTicket > | AddMatchmakerPartyAsync (string partyId, string query, int minCount, int maxCount, Dictionary< string, string > stringProperties=null, Dictionary< string, double > numericProperties=null, int? countMultiple=null) |
| Begin matchmaking as a party. | |
| Task | ClosePartyAsync (string partyId) |
| End a party, kicking all party members and closing it. | |
| Task | CloseAsync () |
| Close the socket connection to the server. | |
| Task | ConnectAsync (ISession session, bool appearOnline=false, int connectTimeout=Socket.DefaultConnectTimeout, string langTag="en") |
| Connect to the server. | |
| Task< IMatch > | CreateMatchAsync (string matchName=null) |
| Create a multiplayer match on the server. | |
| Task< IParty > | CreatePartyAsync (bool open, bool hidden, int maxSize, string label=null) |
| Create a party. | |
| Task< IStatus > | FollowUsersAsync (IEnumerable< IApiUser > users) |
| Subscribe to one or more users for their status updates. | |
| Task< IStatus > | FollowUsersAsync (IEnumerable< string > userIDs, IEnumerable< string > usernames=null) |
| Subscribe to one or more users for their status updates. | |
| Task< IChannel > | JoinChatAsync (string target, ChannelType type, bool persistence=false, bool hidden=false) |
| Join a chat channel on the server. | |
| Task | JoinPartyAsync (string partyId) |
| Join a party. | |
| Task< IMatch > | JoinMatchAsync (IMatchmakerMatched matched) |
| Join a multiplayer match with the matchmaker matched object. | |
| Task< IMatch > | JoinMatchAsync (string matchId, IDictionary< string, string > metadata=null) |
| Join a multiplayer match by ID. | |
| Task | LeaveChatAsync (IChannel channel) |
| Leave a chat channel on the server. | |
| Task | LeaveChatAsync (string channelId) |
| Leave a chat channel on the server. | |
| Task | LeaveMatchAsync (IMatch match) |
| Leave a multiplayer match on the server. | |
| Task | LeaveMatchAsync (string matchId) |
| Leave a multiplayer match on the server. | |
| Task | LeavePartyAsync (string partyId) |
| Leave the party. | |
| Task< IPartyJoinRequest > | ListPartyJoinRequestsAsync (string partyId) |
| Request a list of pending join requests for a party. | |
| Task | PromotePartyMemberAsync (string partyId, IUserPresence partyMember) |
| Promote a new party leader. | |
| Task< IChannelMessageAck > | RemoveChatMessageAsync (IChannel channel, string messageId) |
| Remove a chat message from a chat channel on the server. | |
| Task< IChannelMessageAck > | RemoveChatMessageAsync (string channelId, string messageId) |
| Remove a chat message from a chat channel on the server. | |
| Task | RemoveMatchmakerAsync (IMatchmakerTicket ticket) |
| Leave the matchmaker pool with the ticket. | |
| Task | RemoveMatchmakerAsync (string ticket) |
| Leave the matchmaker pool with the ticket contents. | |
| Task | RemoveMatchmakerPartyAsync (string partyId, string ticket) |
| Cancel a party matchmaking process using a ticket. | |
| Task | RemovePartyMemberAsync (string partyId, IUserPresence presence) |
| Kick a party member, or decline a request to join. | |
| Task< IApiRpc > | RpcAsync (string funcId, string payload=null) |
| Execute an RPC function to the server. | |
| Task< IApiRpc > | RpcAsync (string funcId, ArraySegment< byte > payload) |
| Execute an RPC function to the server. | |
| Task | SendMatchStateAsync (string matchId, long opCode, string state, IEnumerable< IUserPresence > presences=null) |
| Send input to a multiplayer match on the server. | |
| Task | SendMatchStateAsync (string matchId, long opCode, ArraySegment< byte > state, IEnumerable< IUserPresence > presences=null) |
| Send input to a multiplayer match on the server. | |
| Task | SendMatchStateAsync (string matchId, long opCode, byte[] state, IEnumerable< IUserPresence > presences=null) |
| Send input to a multiplayer match on the server. | |
| Task | SendPartyDataAsync (string partyId, long opCode, ArraySegment< byte > data) |
| Send data to a party. | |
| Task | SendPartyDataAsync (string partyId, long opCode, string data) |
| Send data to a party. | |
| Task | SendPartyDataAsync (string partyId, long opCode, byte[] data) |
| Send data to a party. | |
| Task | UnfollowUsersAsync (IEnumerable< IApiUser > users) |
| Unfollow one or more users from their status updates. | |
| Task | UnfollowUsersAsync (IEnumerable< string > userIDs) |
| Unfollow one or more users from their status updates. | |
| Task< IChannelMessageAck > | UpdateChatMessageAsync (IChannel channel, string messageId, string content) |
| Update a chat message on a chat channel in the server. | |
| Task< IChannelMessageAck > | UpdateChatMessageAsync (string channelId, string messageId, string content) |
| Update a chat message on a chat channel in the server. | |
| Task< IPartyUpdate > | UpdatePartyAsync (string partyId, bool open, bool hidden, string label="") |
| Update party label and optionally whether it is open or closed. | |
| Task | UpdateStatusAsync (string status) |
| Update the status for the current user online. | |
| Task< IChannelMessageAck > | WriteChatMessageAsync (IChannel channel, string content) |
| Send a chat message to a chat channel on the server. | |
| Task< IChannelMessageAck > | WriteChatMessageAsync (string channelId, string content) |
| Send a chat message to a chat channel on the server. | |
Properties | |
| bool | IsConnected [get] |
| If the socket is connected. | |
| bool | IsConnecting [get] |
| If the socket is connecting. | |
Events | |
| Action | Closed |
| Received when a socket is closed. | |
| Action | Connected |
| Received when a socket is connected. | |
| Action< IApiChannelMessage > | ReceivedChannelMessage |
| Received a chat channel message. | |
| Action< IChannelPresenceEvent > | ReceivedChannelPresence |
| Received a presence change for joins and leaves with users in a chat channel. | |
| Action< Exception > | ReceivedError |
| Received when an error occurs on the socket. | |
| Action< IMatchmakerMatched > | ReceivedMatchmakerMatched |
| Received a matchmaker matched message. | |
| Action< IMatchState > | ReceivedMatchState |
| Received a message from a multiplayer match. | |
| Action< IMatchPresenceEvent > | ReceivedMatchPresence |
| Received a presence change for joins and leaves of users in a multiplayer match. | |
| Action< IApiNotification > | ReceivedNotification |
| Received a notification for the current user. | |
| Action< IParty > | ReceivedParty |
| Received a party event. This will occur when the current user's invitation request is accepted by the party leader of a closed party. | |
| Action< IPartyClose > | ReceivedPartyClose |
| Received a party close event. | |
| Action< IPartyData > | ReceivedPartyData |
| Received custom party data. | |
| Action< IPartyJoinRequest > | ReceivedPartyJoinRequest |
| Received a request to join the party. | |
| Action< IPartyLeader > | ReceivedPartyLeader |
| Received a change in the party leader. | |
| Action< IPartyMatchmakerTicket > | ReceivedPartyMatchmakerTicket |
| Received a new matchmaker ticket for the party. | |
| Action< IPartyPresenceEvent > | ReceivedPartyPresence |
| Received a new presence event in the party. | |
| Action< IPartyUpdate > | ReceivedPartyUpdate |
| Received a party label and/or open/closed change. | |
| Action< IStatusPresenceEvent > | ReceivedStatusPresence |
| Received a presence change for when a user updated their online status. | |
| Action< IStreamPresenceEvent > | ReceivedStreamPresence |
| Received a presence change for joins and leaves on a realtime stream. | |
| Action< IStreamState > | ReceivedStreamState |
| Received a message from a realtime stream. | |
A socket to interact with Nakama server.
| Task Nakama.ISocket.AcceptPartyMemberAsync | ( | string | partyId, |
| IUserPresence | presence ) |
Accept a party member's request to join the party.
| partyId | The party ID to accept the join request for. |
| presence | The presence to accept as a party member. |
Implemented in Nakama.Socket.
| Task< IMatchmakerTicket > Nakama.ISocket.AddMatchmakerAsync | ( | string | query = "*", |
| int | minCount = 2, | ||
| int | maxCount = 8, | ||
| Dictionary< string, string > | stringProperties = null, | ||
| Dictionary< string, double > | numericProperties = null, | ||
| int? | countMultiple = null ) |
Join the matchmaker pool and search for opponents on the server.
| query | The matchmaker query to search for opponents. |
| minCount | The minimum number of players to compete against in a match. |
| maxCount | The maximum number of players to compete against in a match. |
| stringProperties | A set of key/value properties to provide to searches. |
| numericProperties | A set of key/value numeric properties to provide to searches. |
| countMultiple | An optional integer to force the matchmaker to match in multiples of. |
Implemented in Nakama.Socket.
| Task< IPartyMatchmakerTicket > Nakama.ISocket.AddMatchmakerPartyAsync | ( | string | partyId, |
| string | query, | ||
| int | minCount, | ||
| int | maxCount, | ||
| Dictionary< string, string > | stringProperties = null, | ||
| Dictionary< string, double > | numericProperties = null, | ||
| int? | countMultiple = null ) |
Begin matchmaking as a party.
| partyId | Party ID. |
| query | Filter query used to identify suitable users. |
| minCount | Minimum total user count to match together. |
| maxCount | Maximum total user count to match together. |
| stringProperties | String properties. |
| numericProperties | Numeric properties. |
| countMultiple | An optional integer to force the matchmaker to match in multiples of. |
Implemented in Nakama.Socket.
| Task Nakama.ISocket.CloseAsync | ( | ) |
Close the socket connection to the server.
Implemented in Nakama.Socket.
| Task Nakama.ISocket.ClosePartyAsync | ( | string | partyId | ) |
End a party, kicking all party members and closing it.
| partyId | The ID of the party. |
Implemented in Nakama.Socket.
| Task Nakama.ISocket.ConnectAsync | ( | ISession | session, |
| bool | appearOnline = false, | ||
| int | connectTimeout = Socket.DefaultConnectTimeout, | ||
| string | langTag = "en" ) |
Connect to the server.
| session | The session of the user. |
| appearOnline | If the user who appear online to other users. |
| connectTimeout | The time allowed for the socket connection to be established. |
| langTag | The language tag of the user on the connected socket. |
Implemented in Nakama.Socket.
| Task< IMatch > Nakama.ISocket.CreateMatchAsync | ( | string | matchName = null | ) |
Create a multiplayer match on the server.
Implemented in Nakama.Socket.
| Task< IParty > Nakama.ISocket.CreatePartyAsync | ( | bool | open, |
| bool | hidden, | ||
| int | maxSize, | ||
| string | label = null ) |
Create a party.
| open | Whether the party will require join requests to be approved by the party leader. |
| hidden | Whether the party should be hidden from client listing. |
| maxSize | Maximum number of party members. |
| label | An optional label to set for party listing. |
Implemented in Nakama.Socket.
Subscribe to one or more users for their status updates.
| users | The users. |
Implemented in Nakama.Socket.
| Task< IStatus > Nakama.ISocket.FollowUsersAsync | ( | IEnumerable< string > | userIDs, |
| IEnumerable< string > | usernames = null ) |
Subscribe to one or more users for their status updates.
| userIDs | The IDs of users. |
| usernames | The usernames of the users. |
Implemented in Nakama.Socket.
| Task< IChannel > Nakama.ISocket.JoinChatAsync | ( | string | target, |
| ChannelType | type, | ||
| bool | persistence = false, | ||
| bool | hidden = false ) |
Join a chat channel on the server.
| target | The target channel to join. |
| type | The type of channel to join. |
| persistence | If chat messages should be stored. |
| hidden | If the current user should be hidden on the channel. |
Implemented in Nakama.Socket.
| Task< IMatch > Nakama.ISocket.JoinMatchAsync | ( | IMatchmakerMatched | matched | ) |
Join a multiplayer match with the matchmaker matched object.
| matched | A matchmaker matched object. |
Implemented in Nakama.Socket.
| Task< IMatch > Nakama.ISocket.JoinMatchAsync | ( | string | matchId, |
| IDictionary< string, string > | metadata = null ) |
Join a multiplayer match by ID.
| matchId | The ID of the match to attempt to join. |
| metadata | An optional set of key-value metadata pairs to be passed to the match handler. |
Implemented in Nakama.Socket.
| Task Nakama.ISocket.JoinPartyAsync | ( | string | partyId | ) |
Join a party.
| partyId | Party ID |
Implemented in Nakama.Socket.
| Task Nakama.ISocket.LeaveChatAsync | ( | IChannel | channel | ) |
Leave a chat channel on the server.
| channel | The chat channel to leave. |
Implemented in Nakama.Socket.
| Task Nakama.ISocket.LeaveChatAsync | ( | string | channelId | ) |
Leave a chat channel on the server.
| channelId | The ID of the chat channel to leave. |
Implemented in Nakama.Socket.
| Task Nakama.ISocket.LeaveMatchAsync | ( | IMatch | match | ) |
Leave a multiplayer match on the server.
| match | The multiplayer match to leave. |
Implemented in Nakama.Socket.
| Task Nakama.ISocket.LeaveMatchAsync | ( | string | matchId | ) |
Leave a multiplayer match on the server.
| matchId | The multiplayer match to leave. |
Implemented in Nakama.Socket.
| Task Nakama.ISocket.LeavePartyAsync | ( | string | partyId | ) |
Leave the party.
| partyId | Party ID. |
Implemented in Nakama.Socket.
| Task< IPartyJoinRequest > Nakama.ISocket.ListPartyJoinRequestsAsync | ( | string | partyId | ) |
Request a list of pending join requests for a party.
| partyId | Party ID. |
Implemented in Nakama.Socket.
| Task Nakama.ISocket.PromotePartyMemberAsync | ( | string | partyId, |
| IUserPresence | partyMember ) |
Promote a new party leader.
| partyId | Party ID. |
| partyMember | The presence of an existing party member to promote as the new leader. |
Implemented in Nakama.Socket.
| Task< IChannelMessageAck > Nakama.ISocket.RemoveChatMessageAsync | ( | IChannel | channel, |
| string | messageId ) |
Remove a chat message from a chat channel on the server.
| channel | The chat channel with the message to remove. |
| messageId | The ID of the chat message to remove. |
Implemented in Nakama.Socket.
| Task< IChannelMessageAck > Nakama.ISocket.RemoveChatMessageAsync | ( | string | channelId, |
| string | messageId ) |
Remove a chat message from a chat channel on the server.
| channelId | The ID of the chat channel with the message to remove. |
| messageId | The ID of the chat message to remove. |
Implemented in Nakama.Socket.
| Task Nakama.ISocket.RemoveMatchmakerAsync | ( | IMatchmakerTicket | ticket | ) |
Leave the matchmaker pool with the ticket.
| ticket | The ticket returned by the matchmaker on join. |
Implemented in Nakama.Socket.
| Task Nakama.ISocket.RemoveMatchmakerAsync | ( | string | ticket | ) |
Leave the matchmaker pool with the ticket contents.
| ticket | The contents of the ticket returned by the matchmaker on join. |
Implemented in Nakama.Socket.
| Task Nakama.ISocket.RemoveMatchmakerPartyAsync | ( | string | partyId, |
| string | ticket ) |
Cancel a party matchmaking process using a ticket.
| partyId | Party ID. |
| ticket | The ticket to cancel. |
Implemented in Nakama.Socket.
| Task Nakama.ISocket.RemovePartyMemberAsync | ( | string | partyId, |
| IUserPresence | presence ) |
Kick a party member, or decline a request to join.
| partyId | Party ID to remove/reject from. |
| presence | The presence to remove or reject. |
Implemented in Nakama.Socket.
| Task< IApiRpc > Nakama.ISocket.RpcAsync | ( | string | funcId, |
| ArraySegment< byte > | payload ) |
Execute an RPC function to the server.
| funcId | The ID of the function to execute. |
| payload | An (optional) payload sent to the server from the byte buffer. |
Implemented in Nakama.Socket.
| Task< IApiRpc > Nakama.ISocket.RpcAsync | ( | string | funcId, |
| string | payload = null ) |
Execute an RPC function to the server.
| funcId | The ID of the function to execute. |
| payload | An (optional) payload to send to the server. |
Implemented in Nakama.Socket.
| Task Nakama.ISocket.SendMatchStateAsync | ( | string | matchId, |
| long | opCode, | ||
| ArraySegment< byte > | state, | ||
| IEnumerable< IUserPresence > | presences = null ) |
Send input to a multiplayer match on the server.
| matchId | The ID of the match. |
| opCode | An operation code for the input. |
| state | The input data to send from the byte buffer. |
| presences | The presences in the match who should receive the input. |
Implemented in Nakama.Socket.
| Task Nakama.ISocket.SendMatchStateAsync | ( | string | matchId, |
| long | opCode, | ||
| byte[] | state, | ||
| IEnumerable< IUserPresence > | presences = null ) |
Send input to a multiplayer match on the server.
///
When no presences are supplied the new match state will be sent to all presences.
| matchId | The ID of the match. |
| opCode | An operation code for the input. |
| state | The input data to send. |
| presences | The presences in the match who should receive the input. |
Implemented in Nakama.Socket.
| Task Nakama.ISocket.SendMatchStateAsync | ( | string | matchId, |
| long | opCode, | ||
| string | state, | ||
| IEnumerable< IUserPresence > | presences = null ) |
Send input to a multiplayer match on the server.
///
When no presences are supplied the new match state will be sent to all presences.
| matchId | The ID of the match. |
| opCode | An operation code for the input. |
| state | The input data to send. |
| presences | The presences in the match who should receive the input. |
Implemented in Nakama.Socket.
| Task Nakama.ISocket.SendPartyDataAsync | ( | string | partyId, |
| long | opCode, | ||
| ArraySegment< byte > | data ) |
Send data to a party.
| partyId | Party ID to send to. |
| opCode | Op code value. |
| data | The input data to send from the byte buffer, if any. |
Implemented in Nakama.Socket.
| Task Nakama.ISocket.SendPartyDataAsync | ( | string | partyId, |
| long | opCode, | ||
| byte[] | data ) |
Send data to a party.
| partyId | Party ID to send to. |
| opCode | Op code value. |
| data | Data payload, if any. |
Implemented in Nakama.Socket.
| Task Nakama.ISocket.SendPartyDataAsync | ( | string | partyId, |
| long | opCode, | ||
| string | data ) |
Send data to a party.
| partyId | Party ID to send to. |
| opCode | Op code value. |
| data | Data payload, if any. |
Implemented in Nakama.Socket.
| Task Nakama.ISocket.UnfollowUsersAsync | ( | IEnumerable< IApiUser > | users | ) |
Unfollow one or more users from their status updates.
| users | The users to unfollow. |
Implemented in Nakama.Socket.
| Task Nakama.ISocket.UnfollowUsersAsync | ( | IEnumerable< string > | userIDs | ) |
Unfollow one or more users from their status updates.
| userIDs | The IDs of the users to unfollow. |
Implemented in Nakama.Socket.
| Task< IChannelMessageAck > Nakama.ISocket.UpdateChatMessageAsync | ( | IChannel | channel, |
| string | messageId, | ||
| string | content ) |
Update a chat message on a chat channel in the server.
| channel | The chat channel with the message to update. |
| messageId | The ID of the message to update. |
| content | The new contents of the chat message. |
Implemented in Nakama.Socket.
| Task< IChannelMessageAck > Nakama.ISocket.UpdateChatMessageAsync | ( | string | channelId, |
| string | messageId, | ||
| string | content ) |
Update a chat message on a chat channel in the server.
| channelId | The ID of the chat channel with the message to update. |
| messageId | The ID of the message to update. |
| content | The new contents of the chat message. |
Implemented in Nakama.Socket.
| Task< IPartyUpdate > Nakama.ISocket.UpdatePartyAsync | ( | string | partyId, |
| bool | open, | ||
| bool | hidden, | ||
| string | label = "" ) |
Update party label and optionally whether it is open or closed.
| partyId | The Party ID. |
| open | Whether the party is open or closed. |
| hidden | Whether the party should be hidden from client listing. |
| label | The new custom label to set to the party. |
Implemented in Nakama.Socket.
| Task Nakama.ISocket.UpdateStatusAsync | ( | string | status | ) |
Update the status for the current user online.
| status | The new status for the user. |
Implemented in Nakama.Socket.
| Task< IChannelMessageAck > Nakama.ISocket.WriteChatMessageAsync | ( | IChannel | channel, |
| string | content ) |
Send a chat message to a chat channel on the server.
| channel | The chat channel to send onto. |
| content | The contents of the message to send. |
Implemented in Nakama.Socket.
| Task< IChannelMessageAck > Nakama.ISocket.WriteChatMessageAsync | ( | string | channelId, |
| string | content ) |
Send a chat message to a chat channel on the server.
| channelId | The ID of the chat channel to send onto. |
| content | The contents of the message to send. |
Implemented in Nakama.Socket.
|
get |
If the socket is connected.
Implemented in Nakama.Socket.
|
get |
If the socket is connecting.
Implemented in Nakama.Socket.
| Action Nakama.ISocket.Closed |
Received when a socket is closed.
| Action Nakama.ISocket.Connected |
Received when a socket is connected.
| Action<IApiChannelMessage> Nakama.ISocket.ReceivedChannelMessage |
Received a chat channel message.
| Action<IChannelPresenceEvent> Nakama.ISocket.ReceivedChannelPresence |
Received a presence change for joins and leaves with users in a chat channel.
| Action<Exception> Nakama.ISocket.ReceivedError |
Received when an error occurs on the socket.
| Action<IMatchmakerMatched> Nakama.ISocket.ReceivedMatchmakerMatched |
Received a matchmaker matched message.
| Action<IMatchPresenceEvent> Nakama.ISocket.ReceivedMatchPresence |
Received a presence change for joins and leaves of users in a multiplayer match.
| Action<IMatchState> Nakama.ISocket.ReceivedMatchState |
Received a message from a multiplayer match.
| Action<IApiNotification> Nakama.ISocket.ReceivedNotification |
Received a notification for the current user.
| Action<IParty> Nakama.ISocket.ReceivedParty |
Received a party event. This will occur when the current user's invitation request is accepted by the party leader of a closed party.
| Action<IPartyClose> Nakama.ISocket.ReceivedPartyClose |
Received a party close event.
| Action<IPartyData> Nakama.ISocket.ReceivedPartyData |
Received custom party data.
| Action<IPartyJoinRequest> Nakama.ISocket.ReceivedPartyJoinRequest |
Received a request to join the party.
| Action<IPartyLeader> Nakama.ISocket.ReceivedPartyLeader |
Received a change in the party leader.
| Action<IPartyMatchmakerTicket> Nakama.ISocket.ReceivedPartyMatchmakerTicket |
Received a new matchmaker ticket for the party.
| Action<IPartyPresenceEvent> Nakama.ISocket.ReceivedPartyPresence |
Received a new presence event in the party.
| Action<IPartyUpdate> Nakama.ISocket.ReceivedPartyUpdate |
Received a party label and/or open/closed change.
| Action<IStatusPresenceEvent> Nakama.ISocket.ReceivedStatusPresence |
Received a presence change for when a user updated their online status.
| Action<IStreamPresenceEvent> Nakama.ISocket.ReceivedStreamPresence |
Received a presence change for joins and leaves on a realtime stream.
| Action<IStreamState> Nakama.ISocket.ReceivedStreamState |
Received a message from a realtime stream.