Class SFS2X.Requests.System.JoinRoomRequest
Joins the current user in a Room.
Constructor Attributes | Constructor Name and Description |
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SFS2X.Requests.System.JoinRoomRequest(room, password, roomIdToLeave, asSpect)
Creates a new JoinRoomRequest instance.
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Class Detail
This request joins the current user in a Room. If the operation is successful, the current user receives a roomJoin event; otherwise the roomJoinError event is fired. This usually happens when the Room is full, or the password is wrong in case of password protected Rooms.
Depending on the Room configuration defined upon its creation (see the RoomSettings.events setting), when the current user joins it, the following events might be fired: userEnterRoom, dispatched to the other users inside the Room to warn them that a new user has arrived; userCountChange, dispatched to all clients which subscribed the Group to which the Room belongs, to update the count of users inside the Room.
The following example makes the user join an existing Room:
function someMethod() { sfs.addEventListener(SFS2X.SFSEvent.ROOM_JOIN, onRoomJoined, this); sfs.addEventListener(SFS2X.SFSEvent.ROOM_JOIN_ERROR, onRoomJoinError, this); // Join a Room called "Lobby" sfs.send(new SFS2X.Requests.System.JoinRoomRequest("Lobby")); } function onRoomJoined(evtParams) { console.log("Room joined successfully: " + evtParams.room); } function onRoomJoinError(evtParams) { console.log("Room joining failed: " + evtParams.errorMessage); }
- Parameters:
- {*} room
- The id or the name of the Room to be joined.
- {String} password Optional
- The password of the Room, in case it is password protected.
- {Number} roomIdToLeave Optional, Default: the last joined Room
- The id of a previously joined Room that the user should leave when joining the new Room. By default, the last joined Room is left; if a negative number is passed, no previous Room is left.
- {Boolean} asSpect Optional, Default: false
true
to join the Room as a spectator (in Game Rooms only).