class APhotonLBClient

#include <PhotonLBClient.h>

class APhotonLBClient:
    public AActor,
    public BaseView
{
public:
    // fields

    FString serverAddress;
    FString AppID;
    FString appVersion;

    // methods

    virtual void initPlayers();
    void removePlayer(int32 playerNr);
    void setupScene(int32 gridSize);

    virtual void updateState(
        int state,
        const ExitGames::Common::JString& stateStr,
        const ExitGames::Common::JString& joinedRoomName
        );

    void updateState(
        int32 state,
        const FString& stateStr,
        const FString& joinedRoomName
        );

    virtual void addPlayer(
        int playerNr,
        const ExitGames::Common::JString& playerName,
        bool local
        );

    void addPlayer(int32 playerNr, const FString& playerName, bool local);
    virtual void updateRoomList(const ExitGames::Common::JVector<ExitGames::Common::JString>& roomNames);
    void updateRoomList(const TArray<FString>& roomNames);
    LoadBalancingListener* GetLoadBalancingListener();
    void Connect();
    void CreateRoom();
    void Leave();
    void JoinRoom(FString gameId);
    TArray<FRoomInfo> GetRoomList();
    void SetLocalPlayerPos(int32 x, int32 y);
    void SetAutomove(bool automove);
    void SetUseGroups(bool useGroups);
    bool IsInLobby();
    bool IsInRoom();
};

Inherited Members

public:
    // methods

    virtual void updateState(
        int state,
        const ExitGames::Common::JString& stateStr,
        const ExitGames::Common::JString& joinedRoomName
        ) = 0;

    virtual void initPlayers(void);

    virtual void addPlayer(
        int playerNr,
        const ExitGames::Common::JString& playerName,
        bool local
        ) = 0;

    virtual void removePlayer(int playerNr) = 0;
    virtual void updateRoomList(const ExitGames::Common::JVector<ExitGames::Common::JString>& roomNames) = 0;