java.lang.Object | ||
↳ | com.google.android.gms.common.api.GoogleApi<com.google.android.gms.games.Games.GamesOptions> | |
↳ | com.google.android.gms.games.RealTimeMultiplayerClient |
A client to interact with real time multiplayer functionality.
Nested Classes | |||||||||||
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RealTimeMultiplayerClient.ReliableMessageSentCallback | Callback used when the sending of a reliable message has completed. |
Public Methods | |||||||||||
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Returns a
Task which asynchronously creates a real-time room for the current game. | |||||||||||
Returns a
Task which asynchronously declines an invitation for a real-time room. | |||||||||||
Returns a
Task which asynchronously dismisses an invitation to a real-time room. | |||||||||||
Returns a
Task which asynchronously joins a real-time room by accepting an invitation. | |||||||||||
Returns a
Task which asynchronously leaves the specified room. | |||||||||||
Returns a
Task which asynchronously starts the message send operation to a participant
in a real-time room reliably. | |||||||||||
Returns a
Task which asynchronously starts the message send operation to a participant
in a real-time room. | |||||||||||
Returns a
Task which asynchronously starts the message send operation to one or more
participants in a real-time room. | |||||||||||
Returns a
Task which asynchronously starts the message send operation to all
participants in a real-time room, excluding the current player. |
[Expand]
Inherited Methods | |||||||||||
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Returns a Task
which asynchronously creates a real-time room for the current game. The
result is delivered by the callback onRoomCreated(int, Room)
in the RoomConfig
. The callback is called on the main thread.
The room created by this API is a resource that needs to be released by leave(RoomConfig, String)
when the caller is done with it.
Required Scopes: SCOPE_GAMES_LITE
Parameters | |
---|---|
config |
RoomConfig : The real-time room configuration.
|
Returns | |
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Task<Void> |
Returns a Task
which asynchronously declines an invitation for a real-time room.
Required Scopes: SCOPE_GAMES_LITE
Parameters | |
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invitationId |
String : The ID of the invitation to decline.
|
Returns | |
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Task<Void> |
Returns a Task
which asynchronously dismisses an invitation to a real-time room.
Dismissing an invitation will not change the state of the room for the other participants.
Required Scopes: SCOPE_GAMES_LITE
Parameters | |
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invitationId |
String : The ID of the invitation to dismiss.
|
Returns | |
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Task<Void> |
Returns a Task
which asynchronously loads 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 returned Task
can fail with a RemoteException
.
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(int, int, boolean)
with the allowAutomatch
parameter set to true
.
Required Scopes: SCOPE_GAMES_LITE
Parameters | |
---|---|
minPlayers |
int : The minimum number of players to select (not including the current player). |
maxPlayers |
int : The maximum number of players to select (not including the current player).
See create(RoomConfig)
|
Returns | |
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Task<Intent> |
Returns a Task
which asynchronously loads 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 returned Task
can fail with a RemoteException
.
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 Scopes: SCOPE_GAMES_LITE
Parameters | |
---|---|
minPlayers |
int : The minimum number of players to select (not including the current player). |
maxPlayers |
int : The maximum number of players to select (not including the current player). |
allowAutomatch |
boolean : Whether or not to display an option for selecting automatch players. See
create(RoomConfig)
|
Returns | |
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Task<Intent> |
Returns a Task
which asynchronously loads 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.
The returned Task
can fail with a RemoteException
.
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 Scopes: SCOPE_GAMES_LITE
Parameters | |
---|---|
room |
Room : The Room object to be displayed. |
minParticipantsToStart |
int : 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 | |
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Task<Intent> |
Returns a Task
which asynchronously joins a real-time room by accepting an invitation.
The result is delivered by the callback onJoinedRoom(int, Room)
in the RoomConfig
. The callback is called on the main thread.
The room created by this API is a resource that needs to be released by leave(RoomConfig, String)
when the caller is done with it.
Required Scopes: SCOPE_GAMES_LITE
Parameters | |
---|---|
config |
RoomConfig : The real-time room configuration.
|
Returns | |
---|---|
Task<Void> |
Returns a Task
which asynchronously leaves 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)
in the RoomConfig
. The
callback is called 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 this Task
is complete.
Required Scopes: SCOPE_GAMES_LITE
Parameters | |
---|---|
config |
RoomConfig : The real-time room configuration. |
roomId |
String : ID of the room to leave.
|
Returns | |
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Task<Void> |
Returns a Task
which asynchronously starts the message send operation to a participant
in a real-time room reliably. A successful Task
will return the message token generated
for the pending message, and the caller will receive a RealTimeMultiplayerClient.ReliableMessageSentCallback
callback to report the status of the send message operation.
If the Task
fails, the callback will not be called.
The returned Task
will fail with an IllegalArgumentException
if recipientParticipantId
is not a valid participant or belongs to the current player, or with an
ApiException
with REAL_TIME_MESSAGE_SEND_FAILED
status code if an error occurs before
generating a message token.
The maximum message size supported is MAX_RELIABLE_MESSAGE_LEN
bytes.
Required Scopes: SCOPE_GAMES_LITE
Parameters | |
---|---|
messageData |
byte : The message to be sent. Should be at most com.google.android.gms.games.multiplayer.Multiplayer#MAX_RELIABLE_MESSAGE_LEN bytes. |
roomId |
String : ID of the room for which the message is being sent. |
recipientParticipantId |
String : The participant ID to send the message to. |
callback |
RealTimeMultiplayerClient.ReliableMessageSentCallback : The callback that is notified when the message has been sent.
|
Returns | |
---|---|
Task<Integer> |
Returns a Task
which asynchronously starts the message send operation to a participant
in a real-time room. The message delivery is not reliable and will not report status after
completion.
The returned Task
will fail with an IllegalArgumentException
if recipientParticipantId
is not a valid participant or belongs to the current player, or with an
ApiException
with REAL_TIME_MESSAGE_SEND_FAILED
status code if the message size exceeds
the MAX_UNRELIABLE_MESSAGE_LEN
.
The message is not sent if the Task
is failed.
The maximum message size supported is com.google.android.gms.games.multiplayer.Multiplayer#MAX_UNRELIABLE_MESSAGE_LEN
bytes.
Required Scopes: SCOPE_GAMES_LITE
Parameters | |
---|---|
messageData |
byte : The message to be sent. Should be at most com.google.android.gms.games.multiplayer.Multiplayer#MAX_UNRELIABLE_MESSAGE_LEN bytes. |
roomId |
String : ID of the room for which the message is being sent. |
recipientParticipantId |
String : The participant ID to send the message to.
|
Returns | |
---|---|
Task<Void> |
Returns a Task
which asynchronously starts the message send operation to one or more
participants in a real-time room. The message delivery is not reliable and will not report
status after completion.
The returned Task
will fail with an IllegalArgumentException
if any
participants in recipientParticipantIds are not valid or belong to the current player, or with
an ApiException
with REAL_TIME_MESSAGE_SEND_FAILED
status code if the message size exceeds
the MAX_UNRELIABLE_MESSAGE_LEN
.
The message is not sent if the Task
is failed.
The maximum message size supported is com.google.android.gms.games.multiplayer.Multiplayer#MAX_UNRELIABLE_MESSAGE_LEN
bytes.
Required Scopes: SCOPE_GAMES_LITE
Parameters | |
---|---|
messageData |
byte : The message to be sent. Should be at most com.google.android.gms.games.multiplayer.Multiplayer#MAX_UNRELIABLE_MESSAGE_LEN bytes. |
roomId |
String : ID of the room for which the message is being sent. |
recipientParticipantIds |
List : One or more participant IDs to send the message to.
|
Returns | |
---|---|
Task<Void> |
Returns a Task
which asynchronously starts the message send operation 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 returned Task
will fail with an ApiException
with REAL_TIME_MESSAGE_SEND_FAILED
status code if the message size exceeds
the MAX_UNRELIABLE_MESSAGE_LEN
.
The message is not sent if the Task
is failed.
The maximum message size supported is Multiplayer#MAX_UNRELIABLE_MESSAGE_LEN
bytes.
Required Scopes: SCOPE_GAMES_LITE
Parameters | |
---|---|
messageData |
byte : The message to be sent. Should be at most Multiplayer#MAX_UNRELIABLE_MESSAGE_LEN bytes. |
roomId |
String : ID of the room for which the message is being sent.
|
Returns | |
---|---|
Task<Void> |