Version: 2017.3 (switch to 2017.4)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

NetworkMatch.DestroyMatch

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public method DestroyMatch(netId: Networking.Types.NetworkID, requestDomain: int, callback: Networking.Match.NetworkMatch.BasicResponseDelegate): Coroutine;
public Coroutine DestroyMatch(Networking.Types.NetworkID netId, int requestDomain, Networking.Match.NetworkMatch.BasicResponseDelegate callback);

Parameters

netId The NetworkID of the match to terminate.
requestDomain The request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions.
callback The callback to be called when the request completes.

Returns

Coroutine This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend.

Description

This function is used to tell MatchMaker to destroy a match in progress, regardless of who is connected.

This function is not part of the normal MatchMaker flow and is there to allow termination of a match immediatly. For normal flow, each client disconnecting should call NetworkMatch.DropConnection with their own information; Once the last client leaves a match, the match will be immediately cleaned up.

This function is protected by the authentication token given to the client when it creates the match. Only a host (which is automatically granted admin rights) is allowed to call NetworkMatch.DestroyMatch. Anyone else will be denied access.

no example available in JavaScript
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.Networking.Match;
using UnityEngine.Networking.Types;

public class ExampleScript : MonoBehaviour { public NetworkID netId;

void Start() { NetworkManager.singleton.StartMatchMaker(); NetworkManager.singleton.matchMaker.DestroyMatch(netId, 0, OnMatchDestroy); }

public void OnMatchDestroy(bool success, string extendedInfo) { // ... } }

Did you find this page useful? Please give it a rating: