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MasterServer.ClearHostList

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public static function ClearHostList(): void;
public static void ClearHostList();
public static def ClearHostList() as void

Description

PollHostList関数に格納されている情報をすべて削除します。

Useful if you want to update the list and want to make sure you don't use the older data.

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

	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("MyUniqueGameType");
    }
    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('MyUniqueGameType')

	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()