Classes

Interface

Enumerations

EventType

static

string

Event types dispatched by cast.receiver.games.GameManager.

Value

UNKNOWN

The event is undefined.

PLAYER_AVAILABLE

Fired when the game manager receives a request that changes the player state to cast.receiver.games.PlayerState.AVAILABLE.

PLAYER_READY

Fired when the game manager receives a request that changes the player state to cast.receiver.games.PlayerState.READY.

PLAYER_IDLE

Fired when the game manager receives a request that changes the player state to cast.receiver.games.PlayerState.IDLE.

PLAYER_PLAYING

Fired when the game manager receives a request that changes the player state to cast.receiver.games.PlayerState.PLAYING.

PLAYER_DROPPED

Fired when the game manager receives a request that changes the player state to cast.receiver.games.PlayerState.DROPPED.

PLAYER_QUIT

Fired when the game manager receives a request that changes the player state to cast.receiver.games.PlayerState.QUIT.

GAME_MESSAGE_RECEIVED

Fired when the game manager receives a game specific message.

GAME_LOADING

Fired when the game manager receives a request that changes gameplay state to cast.receiver.games.GameplayState.LOADING.

GAME_RUNNING

Fired when the game manager receives a request that changes gameplay state to cast.receiver.games.GameplayState.RUNNING.

GAME_PAUSED

Fired when the game manager receives a request that changes gameplay state to cast.receiver.games.GameplayState.PAUSED.

GAME_SHOWING_INFO_SCREEN

Fired when the game manager receives a request that changes gameplay state to cast.receiver.games.GameplayState.SHOWING_INFO_SCREEN.

LOBBY_OPEN

Fired when the game manager receives a request that changes lobby state to cast.receiver.games.LobbyState.OPEN.

LOBBY_CLOSED

Fired when the game manager receives a request that changes lobby state to cast.receiver.games.LobbyState.CLOSED.

PLAYER_DATA_CHANGED

Fired when the game manager receives a request that changes player data.

GAME_DATA_CHANGED

Fired when the game manager receives a request that changes game data.

GAME_STATUS_TEXT_CHANGED

Fired when the game manager receives a request that changes game status text.

GameplayState

static

number

Represents the game states during gameplay.

Value

UNKNOWN

Unknown game state.

LOADING

Game state for when the game is loading.

RUNNING

Game state for when the game is running.

PAUSED

Game state for when the game is paused.

SHOWING_INFO_SCREEN

Game state for when the game is showing an information screen.

LobbyState

static

number

Represents the game lobby states.

Value

UNKNOWN

Unknown lobby state.

OPEN

Lobby is open and accepting players to join.

CLOSED

Lobby is closed and not accepting players.

PlayerState

static

number

Represents the player states.

Value

UNKNOWN

Unknown player state.

DROPPED

The player is no longer connected to the receiver because of a network drop.

QUIT

The player has manually chosen to disconnect from the receiver.

AVAILABLE

The player is connected to the receiver and available to join a game.

READY

The player is connected to the receiver, and ready to enter the game.

IDLE

The player is connected to the receiver, in the game, and idle.

PLAYING

The player is connected to the receiver, in the game, and actively playing.

StatusCode

static

number

Represents types of status codes from processing game manager requests.

Value

SUCCESS

Status code indicating no error (success).

INVALID_REQUEST

Status code indicating the request is invalid or contains invalid parameters.

NOT_ALLOWED

Status code indicating that the request was disallowed and could not be completed.

INCORRECT_VERSION

Status code indicating the SDK version in the request does not match the version expected by the game manager.

TOO_MANY_PLAYERS

Status code indicating the number of players connected and available on the receiver is greater than the maximum number of players specified in the configuration object for the receiver game.

Properties

EventType

static

string

Event types dispatched by cast.receiver.games.GameManager.

Value

UNKNOWN

The event is undefined.

PLAYER_AVAILABLE

Fired when the game manager receives a request that changes the player state to cast.receiver.games.PlayerState.AVAILABLE.

PLAYER_READY

Fired when the game manager receives a request that changes the player state to cast.receiver.games.PlayerState.READY.

PLAYER_IDLE

Fired when the game manager receives a request that changes the player state to cast.receiver.games.PlayerState.IDLE.

PLAYER_PLAYING

Fired when the game manager receives a request that changes the player state to cast.receiver.games.PlayerState.PLAYING.

PLAYER_DROPPED

Fired when the game manager receives a request that changes the player state to cast.receiver.games.PlayerState.DROPPED.

PLAYER_QUIT

Fired when the game manager receives a request that changes the player state to cast.receiver.games.PlayerState.QUIT.

GAME_MESSAGE_RECEIVED

Fired when the game manager receives a game specific message.

GAME_LOADING

Fired when the game manager receives a request that changes gameplay state to cast.receiver.games.GameplayState.LOADING.

GAME_RUNNING

Fired when the game manager receives a request that changes gameplay state to cast.receiver.games.GameplayState.RUNNING.

GAME_PAUSED

Fired when the game manager receives a request that changes gameplay state to cast.receiver.games.GameplayState.PAUSED.

GAME_SHOWING_INFO_SCREEN

Fired when the game manager receives a request that changes gameplay state to cast.receiver.games.GameplayState.SHOWING_INFO_SCREEN.

LOBBY_OPEN

Fired when the game manager receives a request that changes lobby state to cast.receiver.games.LobbyState.OPEN.

LOBBY_CLOSED

Fired when the game manager receives a request that changes lobby state to cast.receiver.games.LobbyState.CLOSED.

PLAYER_DATA_CHANGED

Fired when the game manager receives a request that changes player data.

GAME_DATA_CHANGED

Fired when the game manager receives a request that changes game data.

GAME_STATUS_TEXT_CHANGED

Fired when the game manager receives a request that changes game status text.

GameplayState

static

number

Represents the game states during gameplay.

Value

UNKNOWN

Unknown game state.

LOADING

Game state for when the game is loading.

RUNNING

Game state for when the game is running.

PAUSED

Game state for when the game is paused.

SHOWING_INFO_SCREEN

Game state for when the game is showing an information screen.

LobbyState

static

number

Represents the game lobby states.

Value

UNKNOWN

Unknown lobby state.

OPEN

Lobby is open and accepting players to join.

CLOSED

Lobby is closed and not accepting players.

PlayerState

static

number

Represents the player states.

Value

UNKNOWN

Unknown player state.

DROPPED

The player is no longer connected to the receiver because of a network drop.

QUIT

The player has manually chosen to disconnect from the receiver.

AVAILABLE

The player is connected to the receiver and available to join a game.

READY

The player is connected to the receiver, and ready to enter the game.

IDLE

The player is connected to the receiver, in the game, and idle.

PLAYING

The player is connected to the receiver, in the game, and actively playing.

StatusCode

static

number

Represents types of status codes from processing game manager requests.

Value

SUCCESS

Status code indicating no error (success).

INVALID_REQUEST

Status code indicating the request is invalid or contains invalid parameters.

NOT_ALLOWED

Status code indicating that the request was disallowed and could not be completed.

INCORRECT_VERSION

Status code indicating the SDK version in the request does not match the version expected by the game manager.

TOO_MANY_PLAYERS

Status code indicating the number of players connected and available on the receiver is greater than the maximum number of players specified in the configuration object for the receiver game.