The callback invoked when the state of the room has changed.
Public Constructor Summary
Public Method Summary
abstract void | |
abstract void |
onLeftRoom(int statusCode, String roomId)
Called when the client attempts to leaves the real-time room.
|
abstract void |
onRoomConnected(int statusCode, Room
room)
Called when all the participants in a real-time room are fully connected.
|
abstract void |
onRoomCreated(int statusCode, Room
room)
Called when the client attempts to create a real-time room.
|
Inherited Method Summary
Public Constructors
public RoomUpdateCallback ()
Public Methods
public abstract void onJoinedRoom (int statusCode, Room room)
Called when the client attempts to join a real-time room. The real-time room can be
joined by calling the
join(RoomConfig)
operation. Possible status codes include:
OK
if data was successfully loaded and is up-to-date.CLIENT_RECONNECT_REQUIRED
if the client needs to reconnect to the service to access this data.REAL_TIME_CONNECTION_FAILED
if the client failed to connect to the networkMULTIPLAYER_DISABLED
if the game does not support multiplayer.INTERNAL_ERROR
if an unexpected error occurred in the service.
Parameters
statusCode | A status code indicating the result of the operation. |
---|---|
room | The data of the room that was joined. The room can be null if the
join(RoomConfig) operation failed. |
public abstract void onLeftRoom (int statusCode, String roomId)
Called when the client attempts to leaves the real-time room. Possible status codes include:
OK
if operation was successfully completed.INTERNAL_ERROR
if an unexpected error occurred in the service.
Parameters
statusCode | A status code indicating the result of the operation. |
---|---|
roomId | ID of the real-time room which was left. |
public abstract void onRoomConnected (int statusCode, Room room)
Called when all the participants in a real-time room are fully connected. This gets called once all invitations are accepted and any necessary automatching has been completed. Possible status codes include:
OK
if data was successfully loaded and is up-to-date.CLIENT_RECONNECT_REQUIRED
if the client needs to reconnect to the service to access this data.INTERNAL_ERROR
if an unexpected error occurred in the service.
Parameters
statusCode | |
---|---|
room | The fully connected room object. The room can be null if it could
not be loaded successfully. |
public abstract void onRoomCreated (int statusCode, Room room)
Called when the client attempts to create a real-time room. The real-time room can
be created by calling the
create(RoomConfig)
operation. Possible status codes include:
OK
if data was successfully loaded and is up-to-date.CLIENT_RECONNECT_REQUIRED
if the client needs to reconnect to the service to access this data.REAL_TIME_CONNECTION_FAILED
if the client failed to connect to the networkMULTIPLAYER_DISABLED
if the game does not support multiplayer.INTERNAL_ERROR
if an unexpected error occurred in the service.
Parameters
statusCode | A status code indicating the result of the operation. |
---|---|
room | The room data that was created if successful. The room can be null
if the
create(RoomConfig) operation failed. |