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8. Send/Receive Matchmaking Lobby Chat

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Lobby Chat Message Send API

Send a chat message to all users in the matchmaking lobby with the SDK.SendLobbyMsg method.
using Stove.PCSDK.NET.Matchmaking; string lobby = this.lobby; string message = "Chat message"; string myProfile = "http://ontove.myprofile"; SDK.SendLobbyMsg(lobby, message, myProfile);
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Chat messages are subject to bans. It sends messages filtered for nonsense words in the form "****". The last parameter (myProfile) transmits data without applying a ban. You can use it when sending JSON string / my profile URI.

Lobby Chat Message Sending/Receiving a callback

If an error occurs while the SDK.SendLobbyMsg method is running, you can check the contents in error.result (error code) StovePCMatchmakingResult.
To receive callbacks for lobby chat, you must register a delegate in advance.
It calls the OnSendLobbyMessage callback when I send a chat message to the lobby. It calls the OnRecvLobbyMessage callback when it receives another user's chat message in the lobby.
using Stove.PCSDK.NET.Matchmaking; // Register lobby chat send a delegate SDK.EventSendLobbyMessage += GameObj.OnSendLobbyMessage; // Register the lobby chat receiving delegate SDK.EventRecvLobbyMessage += GameObj.OnRecvLobbyMessage; // send chat in lobby private void OnSendLobbyMessage(StovePCMatchmakingError error, StovePCMatchmakingSendLobbyMessage sendLobbyMessage) { // process game logic if (error.result == StovePCMatchmakingResult.NO_ERROR) { } // error handling else { StringBuilder sb = new StringBuilder(); // error code sb.AppendFormat(" - fail code : {0}", error.result); // If there is a specific error sb.AppendFormat(" - fail message : {0}", error.message); Debug.Log(sb.ToString()); } } // Receive chat in lobby private void OnRecvLobbyMessage(StovePCMatchmakingError error, StovePCMatchmakingRecvLobbyMessage recvLobbyMessage) { // process game logic if (error.result == StovePCMatchmakingResult.NO_ERROR) { } // error handling else { StringBuilder sb = new StringBuilder(); // error code sb.AppendFormat(" - fail code : {0}", error.result); // If there is a specific error sb.AppendFormat(" - fail message : {0}", error.messa ge); Debug.Log(sb.ToString()); } }
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You should call the RunCallback method periodically because the lobby may receive other user messages.