Handle join if full
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Ive come across a problem when I join a game with one of my clients and the game gets full.
my rooms have a max player count of 2. server + 1 client.
it will take some ms for the photon to update the roomList with this information and some users might be able to join an room for that time. How do I handle this kind of problem? They dont accually come in to that room but i want an extra chech when the "join" button is pressed to see if i REALLY can join a game.
I hope you understand what I mean.
// Robbin
my rooms have a max player count of 2. server + 1 client.
it will take some ms for the photon to update the roomList with this information and some users might be able to join an room for that time. How do I handle this kind of problem? They dont accually come in to that room but i want an extra chech when the "join" button is pressed to see if i REALLY can join a game.
I hope you understand what I mean.
// Robbin
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Comments
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PUN has a callback you can implement for this case: OnPhotonJoinRoomFailed.
It's "Called if a JoinRoom() call failed. Most likely because the room does not exist or the room is full."
This and others could be found in the Enums file in the enum PhotonNetworkingMessage.
Only 2 players will be really able to join a room. You can use JoinRandomRoom instead of lobby-based room listing and not join the lobby. In best case close a room once it's full (set PhotonNetwork.room.open and .room.visible to false).0