Table of Contents

LobbiesService

class in Coherence.Cloud
Constructors
LobbiesService
Methods
CreateLobby

Endpoint to create a Lobby directly without doing matchmaking.

CreateLobbyAsync

Endpoint to create a Lobby directly without doing matchmaking.

Dispose
DisposeAsync
FetchLobbyStats

Get stats for the usage of Lobbies for your current coherence Project.

FetchLobbyStatsAsync

Get stats for the usage of Lobbies for your current coherence Project.

FindLobbies

Find current active Lobbies that you will be able to join.

FindLobbiesAsync

Find current active Lobbies that you will be able to join.

FindOrCreateLobby

Endpoint to do matchmaking and find a suitable Lobby. If no suitable Lobby is found, one will be created using the CreateLobbyOptions.

FindOrCreateLobbyAsync

Endpoint to do matchmaking and find a suitable Lobby. If no suitable Lobby is found, one will be created using the CreateLobbyOptions.

GetActiveLobbySessionForLobbyId

Get a LobbySession instance for a Lobby that you have joined and you're a part of.

GetCreateLobbyCooldown
GetFindLobbiesCooldown
GetFindOrCreateLobbyCooldown
GetLobbySessionIds

Retrieves identifiers of all lobby sessions that this player account is currently a part of.

GetLobbySessions

Iterate all active LobbySession instances.

GetLobbySessionsAsync

Retrieves all lobby sessions that this player account is currently part of asynchronously.

JoinLobby

Join the supplied Lobby.

JoinLobbyAsync

Join the supplied Lobby.

RefreshLobbiesAsync

Refresh the current data for the lobbies with the supplied ids.

RefreshLobby

Refresh the current data for the supplied Lobby.

RefreshLobbyAsync

Refresh the current data for the supplied Lobby.

Events
OnPlaySessionStarted

Callback that will be invoked when a Lobby owner you're a part of starts a game. The Callback contains the Lobby ID and the RoomData that you can use to join the game session through CoherenceBridge.JoinRoom. If a Callback is not supplied, coherence will automatically join the specified RoomData.