java.lang.Object | |
↳ | com.google.android.gms.games.multiplayer.realtime.RoomUpdateCallback |
The callback invoked when the state of the room has changed.
Public Constructors | |||||||||||
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Public Methods | |||||||||||
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Called when the client attempts to join a real-time room.
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Called when the client attempts to leaves the real-time room.
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Called when all the participants in a real-time room are fully connected.
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Called when the client attempts to create a real-time room.
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Inherited Methods | |||||||||||
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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 network
MULTIPLAYER_DISABLED
if the game does not support
multiplayer.
INTERNAL_ERROR
if an unexpected error occurred in the
service.
Parameters | |
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statusCode |
int : A status code indicating the result of the operation. |
room |
Room : The data of the room that was joined. The room can be null if the join(RoomConfig) operation failed.
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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 | |
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statusCode |
int : A status code indicating the result of the operation. |
roomId |
String : ID of the real-time room which was left.
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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 | |
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statusCode |
int |
room |
Room : The fully connected room object. The room can be null if it could not be
loaded successfully.
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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 network
MULTIPLAYER_DISABLED
if the game does not support
multiplayer.
INTERNAL_ERROR
if an unexpected error occurred in the
service.
Parameters | |
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statusCode |
int : A status code indicating the result of the operation. |
room |
Room : The room data that was created if successful. The room can be null if the
create(RoomConfig) operation failed.
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