Joining an Existing Room¶
Joining a room enters the player into a specific environment alongside other players. Once a room is joined, most of Strix’s functionality is unlocked and the player can begin playing with other players.
There are multiple functions that can be called to join a player to a room; however all require a room already exists on a Room Server. See Creating a New Room for more info.
These functions take different arguments, but all require the player that is joining to define their member properties. See Room Members for more info.
Note
Create functions automatically join the player to the room they created.
Join Functions¶
Strix provides the Join Room, Join Random Room, Join Node Room, and Join Random Node Room functions for joining existing rooms.
Room Server Functions¶
Join Room requires the room ID for the room that the player wishes to join, the password to the room (ignored if the room is not password protected) and the map of member properties for the new player.
Join Random Room cannot connect to password protected servers and forgoes the password argument. It connects to a random room on the Room Server, but this can be restricted by providing a Strix condition to narrow the search.
Both Join Room and Join Random Room operate on a currently connected Room Server, designated by the channel ID argument.
Master Server Functions¶
Join Node Room does not take a room ID, but instead an FStrixNodeRoomInfo struct returned by a previous Search result.
Join Random Node Room cannot connect to password protected servers and forgoes the password argument. It connects to a random room on the cluster, but this can be restricted by providing a Strix condition to narrow the search.
Both Join Node Room and Join Random Node Room operate on the Master Server. However, like the other functions, they will connect to a Room Server and to a given room on that server. The channel ID given to these functions will designate this new connection.
Member Properties¶
Joining a room requires that players identify themselves with member properties.
Required Member Properties:
Name |
Type |
Description |
SDK Variable Name |
name |
String |
The name of the room member |
Strix Room Member Name |
Pausing Network Objects¶
Pausing is covered later in the documentation in Pausing. However please note joining rooms allows the player to enter rooms with all network objects paused initially through setting the pauseNetworkObjects argument to true.
Synchronization¶
After joining, synchronization will begin. See the Gameplay Synchronization section to learn more.