SkillzSyncDelegate Interface Reference

The base class for a script that responds to messages from the Skillz SDK about events related to synchronous tournaments. All of the optional methods will by default not do anything when called. These callbacks can be used to control game flow or aggresively clean up resources you no longer need. More...

Inheritance diagram for SkillzSyncDelegate:
SkillzMatchDelegate

Public Member Functions

void OnMatchCompleted ()
 This method will be triggered on all clients when one client has explicitly reported a score or aborted. More...
 
void OnDidReceiveData (byte[] value)
 When another instance of your client connected to the same match sends data using SendData, this method will be called on all other clients More...
 
void OnCurrentPlayerHasLostConnection ()
 This method will be called when the current player's connection has failed, and Skillz is attempting to reconnect. This will allow you to pause the game while waiting for the player to reconnect. More...
 
void OnCurrentPlayerHasReconnected ()
 This method will be called when the current player, who previously disconnected, has successfully reconnected within the timeout. When receiving this callback, you should sync game data between all clients, and then resume gameplay. More...
 
void OnCurrentPlayerHasLeftMatch ()
 This method will be called when the current user has left the match (due to connection failure or abort) and is unable to rejoin. At this point, Skillz will consider this player as having forfeited the match. More...
 
void OnOpponentHasLostConnection (UInt64 playerId)
 This method will be called when an opponent's connection has failed, and Skillz is attempting to reconnect. This will allow you to pause the game while waiting for the opponent to reconnect. More...
 
void OnOpponentHasReconnected (UInt64 playerId)
 This method will be called when an opponent, who previously disconnected, has successfully reconnected within the timeout. When receiving this callback, you should sync game data between all clients, and then resume gameplay. More...
 
void OnOpponentHasLeftMatch (UInt64 playerId)
 This method will be called when an opponent has left the match (due to connection failure or abort) and is unable to rejoin. At this point, Skillz will consider this player as having forfeited the match. More...
 
- Public Member Functions inherited from SkillzMatchDelegate
void OnMatchWillBegin (Match matchInfo)
 This method is called when a user starts a match from Skillz This method is required to impelement. More...
 
void OnSkillzWillExit ()
 This method is called when a user exits the Skillz experience (via Menu -> Exit) This method is optional to impelement. This method is usually used only if your game has its own Main Menu. More...
 

Detailed Description

The base class for a script that responds to messages from the Skillz SDK about events related to synchronous tournaments. All of the optional methods will by default not do anything when called. These callbacks can be used to control game flow or aggresively clean up resources you no longer need.

Member Function Documentation

void SkillzSyncDelegate.OnCurrentPlayerHasLeftMatch ( )

This method will be called when the current user has left the match (due to connection failure or abort) and is unable to rejoin. At this point, Skillz will consider this player as having forfeited the match.

Note: You should follow up by calling "AbortMatch" after cleaning up your game state, in order to pass control back to Skillz.

void SkillzSyncDelegate.OnCurrentPlayerHasLostConnection ( )

This method will be called when the current player's connection has failed, and Skillz is attempting to reconnect. This will allow you to pause the game while waiting for the player to reconnect.

void SkillzSyncDelegate.OnCurrentPlayerHasReconnected ( )

This method will be called when the current player, who previously disconnected, has successfully reconnected within the timeout. When receiving this callback, you should sync game data between all clients, and then resume gameplay.

void SkillzSyncDelegate.OnDidReceiveData ( byte[]  value)

When another instance of your client connected to the same match sends data using SendData, this method will be called on all other clients

Parameters
dataData that was sent
void SkillzSyncDelegate.OnMatchCompleted ( )

This method will be triggered on all clients when one client has explicitly reported a score or aborted.

void SkillzSyncDelegate.OnOpponentHasLeftMatch ( UInt64  playerId)

This method will be called when an opponent has left the match (due to connection failure or abort) and is unable to rejoin. At this point, Skillz will consider this player as having forfeited the match.

Note: You should follow up by gracefully ending the game, and reporting your player's score in order to pass control back to Skillz.

Parameters
playerIdID of Player that left
void SkillzSyncDelegate.OnOpponentHasLostConnection ( UInt64  playerId)

This method will be called when an opponent's connection has failed, and Skillz is attempting to reconnect. This will allow you to pause the game while waiting for the opponent to reconnect.

Parameters
playerIdID of Player that disconnected
void SkillzSyncDelegate.OnOpponentHasReconnected ( UInt64  playerId)

This method will be called when an opponent, who previously disconnected, has successfully reconnected within the timeout. When receiving this callback, you should sync game data between all clients, and then resume gameplay.

Parameters
playerIdID of Player that reconnected

The documentation for this interface was generated from the following file:
  • /Users/Shared/jenkins-slave/workspace/SDK-OLD/Cross-Platform-SDK/Cross-Platform-Unity-Package/UnityTestApps/Unity/Assets/Skillz/SkillzSyncDelegate.cs