This interface is deprecated.
Use RealTimeMultiplayerClient
instead
Entry point for real-time multiplayer functionality.
Nested Class Summary
interface | RealTimeMultiplayer.ReliableMessageSentCallback | This interface is deprecated. Use
RealTimeMultiplayerClient.ReliableMessageSentCallback instead
|
Constant Summary
int | REAL_TIME_MESSAGE_FAILED | Return value indicating immediate failure. |
Public Method Summary
abstract void | |
abstract void |
declineInvitation(GoogleApiClient
apiClient, String
invitationId)
Decline an invitation for a real-time room.
|
abstract void |
dismissInvitation(GoogleApiClient
apiClient, String
invitationId)
Dismiss an invitation to a real-time room.
|
abstract Intent |
getSelectOpponentsIntent(GoogleApiClient
apiClient, int minPlayers, int maxPlayers, boolean allowAutomatch)
Returns an intent that will let the user select opponents to send an invitation
to for a real-time multiplayer match.
|
abstract Intent |
getSelectOpponentsIntent(GoogleApiClient
apiClient, int minPlayers, int maxPlayers)
Returns an intent that will let the user select opponents to send an invitation
to for a real-time multiplayer match.
|
abstract Intent |
getWaitingRoomIntent(GoogleApiClient
apiClient, Room
room, int minParticipantsToStart)
Returns an intent that will display a "waiting room" screen that shows the
progress of participants joining a real-time multiplayer room.
|
abstract void |
join(GoogleApiClient
apiClient,
RoomConfig config)
Join a real-time room by accepting an invitation.
|
abstract void |
leave(GoogleApiClient
apiClient,
RoomUpdateListener listener, String roomId)
Leave the specified room.
|
abstract int |
sendReliableMessage(GoogleApiClient
apiClient,
RealTimeMultiplayer.ReliableMessageSentCallback listener, byte[] messageData,
String
roomId, String
recipientParticipantId)
Send a message to a participant in a real-time room reliably.
|
abstract int |
sendUnreliableMessage(GoogleApiClient
apiClient, byte[] messageData, String roomId,
String
recipientParticipantId)
Send a message to a participant in a real-time room.
|
abstract int |
sendUnreliableMessage(GoogleApiClient
apiClient, byte[] messageData, String roomId,
List<String>
recipientParticipantIds)
Send a message to one or more participants in a real-time room.
|
abstract int |
sendUnreliableMessageToOthers(GoogleApiClient
apiClient, byte[] messageData, String roomId)
Send a message to all participants in a real-time room, excluding the current
player.
|
Constants
public static final int REAL_TIME_MESSAGE_FAILED
Return value indicating immediate failure. Returned by
sendReliableMessage(GoogleApiClient, RealTimeMultiplayer.ReliableMessageSentCallback,
byte[], String, String)
,
sendUnreliableMessage(GoogleApiClient, byte[], String, String)
or
sendUnreliableMessageToOthers(GoogleApiClient, byte[], String)
methods when
the message send operation failed due to an error.
Public Methods
public abstract void create (GoogleApiClient apiClient, RoomConfig config)
Create a real-time room for the current game. The lifetime of the current game's
connection to the room is bound to this GoogleApiClient
's
lifecycle. When the client disconnects, the player will leave the room and any
peer-to-peer connections for this player will be torn down. The result is delivered by
the callback
onRoomCreated(int, Room)
to the given RoomUpdateListener in the
RoomConfig
.
The listener is called on the main thread.
leave(GoogleApiClient, RoomUpdateListener, String)
when the caller is done
with it.
Required API: API
Required Scopes: SCOPE_GAMES
Parameters
apiClient | The GoogleApiClient
to service the call. |
---|---|
config | The real-time room configuration. |
public abstract void declineInvitation (GoogleApiClient apiClient, String invitationId)
Decline an invitation for a real-time room.
Required API: API
Required Scopes: SCOPE_GAMES
Parameters
apiClient | The GoogleApiClient
to service the call. |
---|---|
invitationId | The ID of the invitation to decline. |
public abstract void dismissInvitation (GoogleApiClient apiClient, String invitationId)
Dismiss an invitation to a real-time room. Dismissing an invitation will not change the state of the room for the other participants.
Required API: API
Required Scopes: SCOPE_GAMES
Parameters
apiClient | The GoogleApiClient
to service the call. |
---|---|
invitationId | The ID of the invitation to dismiss. |
public abstract Intent getSelectOpponentsIntent (GoogleApiClient apiClient, int minPlayers, int maxPlayers, boolean allowAutomatch)
Returns an intent that will let the user select opponents to send an invitation to
for a real-time multiplayer match. Note that this must be invoked with
startActivityForResult(Intent, int)
, so that the identity of the calling
package can be established.
The number of players passed in should be the desired number of additional players
to select, not including the current player. So, for a game that can handle between 2
and 4 players, minPlayers
would be 1 and maxPlayers
would be
3.
Players may be preselected by specifying a list of player IDs in the EXTRA_PLAYER_IDS
extra on the returned intent.
If the user canceled, the result will be RESULT_CANCELED
.
If the user selected players, the result will be RESULT_OK
,
and the data intent will contain the selected player IDs in EXTRA_PLAYER_IDS
and the minimum and maximum numbers of additional auto-match players in
EXTRA_MIN_AUTOMATCH_PLAYERS
and
EXTRA_MAX_AUTOMATCH_PLAYERS
respectively. The player IDs in EXTRA_PLAYER_IDS
will include only the other players selected, not the current player.
If the allowAutomatch
parameter is set to false
, the UI
will not display an option for selecting automatch players. Set this to
false
if your game does not support automatching.
Required API: API
Required Scopes: SCOPE_GAMES
Parameters
apiClient | The GoogleApiClient
to service the call. |
---|---|
minPlayers | The minimum number of players to select (not including the current player). |
maxPlayers | The maximum number of players to select (not including the current player). |
allowAutomatch | Whether or not to display an option for selecting automatch players. |
Returns
- An
Intent
that can be started to display the player selector.
public abstract Intent getSelectOpponentsIntent (GoogleApiClient apiClient, int minPlayers, int maxPlayers)
Returns an intent that will let the user select opponents to send an invitation to
for a real-time multiplayer match. Note that this must be invoked with
startActivityForResult(Intent, int)
, so that the identity of the calling
package can be established.
The number of players passed in should be the desired number of additional players
to select, not including the current player. So, for a game that can handle between 2
and 4 players, minPlayers
would be 1 and maxPlayers
would be
3.
Players may be preselected by specifying a list of player IDs in the EXTRA_PLAYER_IDS
extra on the returned intent.
If the user canceled, the result will be RESULT_CANCELED
.
If the user selected players, the result will be RESULT_OK
,
and the data intent will contain the selected player IDs in EXTRA_PLAYER_IDS
and the minimum and maximum numbers of additional auto-match players in
EXTRA_MIN_AUTOMATCH_PLAYERS
and
EXTRA_MAX_AUTOMATCH_PLAYERS
respectively. The player IDs in EXTRA_PLAYER_IDS
will include only the other players selected, not the current player.
This method is the equivalent of calling
getSelectOpponentsIntent(GoogleApiClient, int, int, boolean)
with the
allowAutomatch
parameter set to true
.
Required API: API
Required Scopes: SCOPE_GAMES
Parameters
apiClient | The GoogleApiClient
to service the call. |
---|---|
minPlayers | The minimum number of players to select (not including the current player). |
maxPlayers | The maximum number of players to select (not including the current player). |
Returns
- An
Intent
that can be started to display the player selector.
public abstract Intent getWaitingRoomIntent (GoogleApiClient apiClient, Room room, int minParticipantsToStart)
Returns an intent that will display a "waiting room" screen that shows the progress
of participants joining a real-time multiplayer room. Note that this must be invoked
with
startActivityForResult(Intent, int)
, so that the identity of the calling
package can be established.
If the necessary number of peers have connected and it's now OK to start the game,
or if the user explicitly asked to start the game now, the activity result will be
RESULT_OK
.
If the user bailed out of the waiting room screen without taking any action, the result
will be RESULT_CANCELED
.
If the user explicitly chose to leave the room, the result will be
RESULT_LEFT_ROOM
. If the room no longer exists or is otherwise invalid the
result will be
RESULT_INVALID_ROOM
.
Regardless of what the result code was, the waiting room activity will return a data
intent containing a Room
object in
EXTRA_ROOM
that represents the current state of the Room that you originally
passed as a parameter here. Note that the returned room may be null if the room no
longer exists.
If desired, the waiting room can allow the user to start playing the game even
before the room is fully connected. This is controlled by the
minParticipantsToStart
parameter: if at least that many participants
(including the current player) are connected to the room, a "Start playing" menu item
will become enabled in the waiting room UI. Setting minParticipantsToStart
to 0 means that "Start playing" will always be available, and a value of MAX_VALUE
will disable the item completely. Note: if you do allow the user to start early, you'll
need to handle that situation by explicitly telling the other connected peers that the
game is now starting; see the developer documentation for more details.
Finally, note that the waiting room itself will never explicitly take any action to
change the state of the room or its participants. So if the activity result is
RESULT_LEFT_ROOM
, it's the caller's responsibility to actually leave the
room. Or if the result is RESULT_CANCELED
,
it's the responsibility of the caller to double-check the current state of the Room and
decide whether to start the game, keep waiting, or do something else. But note that
while the waiting room is active, the state of the Room will change as
participants accept or decline invitations, and the number of participants may even
change as auto-match players get added.
Required API: API
Required Scopes: SCOPE_GAMES
See
create(GoogleApiClient, RoomConfig)
,
leave(GoogleApiClient, RoomUpdateListener, String)
Parameters
apiClient | The GoogleApiClient
to service the call. |
---|---|
room | The Room
object to be displayed. |
minParticipantsToStart | the minimum number of participants that must be connected to the room (including the current player) for the "Start playing" menu item to become enabled. |
Returns
- An
Intent
that can be started to display the waiting room screen.
public abstract void join (GoogleApiClient apiClient, RoomConfig config)
Join a real-time room by accepting an invitation. The lifetime of the current game's
connection to the room is bound to this GoogleApiClient
's
lifecycle. When the client disconnects, the player will leave the room and any
peer-to-peer connections for this player will be torn down. The result is delivered by
the callback
onJoinedRoom(int, Room)
to the given RoomUpdateListener in the
RoomConfig
. The listener is called on the main thread.
leave(GoogleApiClient, RoomUpdateListener, String)
when the caller is done
with it.
Required API: API
Required Scopes: SCOPE_GAMES
Parameters
apiClient | The GoogleApiClient
to service the call. |
---|---|
config | The real-time room configuration. |
public abstract void leave (GoogleApiClient apiClient, RoomUpdateListener listener, String roomId)
Leave the specified room. This will disconnect the player from the room, but allow
other players to continue playing the game. The result is delivered by the callback
onLeftRoom(int, String)
to the given listener on the main thread.
After this method is called, you cannot perform any further actions on the room. You
can create or join another room only after
onLeftRoom(int, String)
is received.
Required API: API
Required Scopes: SCOPE_GAMES
Parameters
apiClient | The GoogleApiClient
to service the call. |
---|---|
listener | The listener that is notified after the room has been left. The listener is called on the main thread. |
roomId | ID of the room to leave. |
public abstract int sendReliableMessage (GoogleApiClient apiClient, RealTimeMultiplayer.ReliableMessageSentCallback listener, byte[] messageData, String roomId, String recipientParticipantId)
Send a message to a participant in a real-time room reliably. The caller will
receive a callback to report the status of the send message operation. Throws an
IllegalArgumentException
if recipientParticipantId is not a valid participant or belongs to the current player.
The maximum message size supported is
MAX_RELIABLE_MESSAGE_LEN
bytes.
Required API: API
Required Scopes: SCOPE_GAMES
Parameters
apiClient | The GoogleApiClient
to service the call. |
---|---|
listener | The listener that is notified when the message has been sent. |
messageData | The message to be sent. Should be at most
MAX_RELIABLE_MESSAGE_LEN bytes. |
roomId | ID of the room for which the message is being sent. |
recipientParticipantId | The participant ID to send the message to. |
Returns
- The token for the message sent, which is returned in callback
onRealTimeMessageSent(int, int, String)
, orREAL_TIME_MESSAGE_FAILED
if the message failed to send.
public abstract int sendUnreliableMessage (GoogleApiClient apiClient, byte[] messageData, String roomId, String recipientParticipantId)
Send a message to a participant in a real-time room. The message delivery is not
reliable and will not report status after completion. Throws an IllegalArgumentException
if recipientParticipantId is not a valid participant or belongs to the current player.
The maximum message size supported is
MAX_UNRELIABLE_MESSAGE_LEN
bytes.
Required API: API
Required Scopes: SCOPE_GAMES
Parameters
apiClient | The GoogleApiClient
to service the call. |
---|---|
messageData | The message to be sent. Should be at most
MAX_UNRELIABLE_MESSAGE_LEN bytes. |
roomId | ID of the room for which the message is being sent. |
recipientParticipantId | The participant ID to send the message to. |
Returns
STATUS_OK
on a successful attempt,REAL_TIME_MESSAGE_FAILED
if the message failed to send.
public abstract int sendUnreliableMessage (GoogleApiClient apiClient, byte[] messageData, String roomId, List<String> recipientParticipantIds)
Send a message to one or more participants in a real-time room. The message delivery
is not reliable and will not report status after completion. Throws an IllegalArgumentException
if any participants in recipientParticipantIds are not valid or belong to the current
player. The maximum message size supported is
MAX_UNRELIABLE_MESSAGE_LEN
bytes.
Required API: API
Required Scopes: SCOPE_GAMES
Parameters
apiClient | The GoogleApiClient
to service the call. |
---|---|
messageData | The message to be sent. Should be at most
MAX_UNRELIABLE_MESSAGE_LEN bytes. |
roomId | ID of the room for which the message is being sent. |
recipientParticipantIds | One or more participant IDs to send the message to. |
Returns
STATUS_OK
on a successful attempt,REAL_TIME_MESSAGE_FAILED
if the message failed to send.
public abstract int sendUnreliableMessageToOthers (GoogleApiClient apiClient, byte[] messageData, String roomId)
Send a message to all participants in a real-time room, excluding the current
player. The message delivery is not reliable and will not report status after
completion. The maximum message size supported is
MAX_UNRELIABLE_MESSAGE_LEN
bytes.
Required API: API
Required Scopes: SCOPE_GAMES
Parameters
apiClient | The GoogleApiClient
to service the call. |
---|---|
messageData | The message to be sent. Should be at most
MAX_UNRELIABLE_MESSAGE_LEN bytes. |
roomId | ID of the room for which the message is being sent. |
Returns
STATUS_OK
on a successful attempt,REAL_TIME_MESSAGE_FAILED
if the message failed to send.