Legacy Documentation: Version 4.5.0

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MasterServer.RequestHostList

static function RequestHostList(gameTypeName: string): void;
static void RequestHostList(string gameTypeName);
static def RequestHostList(gameTypeName as string) as void

Description

Request a host list from the master server.

The list is available through MasterServer.PollHostList when it has arrived.

	function Awake() {
		// Make sure list is empty and request a new list
		MasterServer.ClearHostList();
		MasterServer.RequestHostList("LarusTest");
	}

function Update() { // If any hosts were received, display game name, the clear host list again if (MasterServer.PollHostList().Length != 0) { var hostData: HostData[] = MasterServer.PollHostList(); for (var i : int = 0; i < hostData.Length; i++) Debug.Log("Game name: " + hostData[i].gameName); MasterServer.ClearHostList(); } }

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    void Awake() {
        MasterServer.ClearHostList();
        MasterServer.RequestHostList("LarusTest");
    }
    void Update() {
        if (MasterServer.PollHostList().Length != 0) {
            HostData[] hostData = MasterServer.PollHostList();
            int i = 0;
            while (i < hostData.Length) {
                Debug.Log("Game name: " + hostData[i].gameName);
                i++;
            }
            MasterServer.ClearHostList();
        }
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	def Awake() as void:
		MasterServer.ClearHostList()
		MasterServer.RequestHostList('LarusTest')

	def Update() as void:
		if MasterServer.PollHostList().Length != 0:
			hostData as (HostData) = MasterServer.PollHostList()
			i as int = 0
			while i < hostData.Length:
				Debug.Log(('Game name: ' + hostData[i].gameName))
				i++
			MasterServer.ClearHostList()