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NetworkMatch.DestroyMatch

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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

netIdThe NetworkID of the match to terminate.
requestDomainThe 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.
callbackThe 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) { // ... } }

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