public interface

RealTimeMultiplayer

com.google.android.gms.games.multiplayer.realtime.RealTimeMultiplayer

Class Overview

Entry point for real-time multiplayer functionality.

Summary

Nested Classes
interface RealTimeMultiplayer.ReliableMessageSentCallback The listener for callback that is called when a reliable message is sent successfully. 
Constants
int REAL_TIME_MESSAGE_FAILED Return value indicating immediate failure.
Public Methods
abstract void create(GoogleApiClient apiClient, RoomConfig config)
Create a real-time room for the current game.
abstract void declineInvitation(GoogleApiClient apiClient, String invitationId)
Decline an invitation for a real-time room.
abstract void dismissInvitation(GoogleApiClient apiClient, String invitationId)
Dismiss an invitation to a real-time room.
abstract Intent getSelectOpponentsIntent(GoogleApiClient apiClient, int minPlayers, int maxPlayers, boolean allowAutomatch)
Returns an intent that will let the user select opponents to send an invitation to for a real-time multiplayer match.
abstract Intent getSelectOpponentsIntent(GoogleApiClient apiClient, int minPlayers, int maxPlayers)
Returns an intent that will let the user select opponents to send an invitation to for a real-time multiplayer match.
abstract RealTimeSocket getSocketForParticipant(GoogleApiClient apiClient, String roomId, String participantId)
Returns a RealTimeSocket for carrying network traffic to the given peer.
abstract Intent getWaitingRoomIntent(GoogleApiClient apiClient, Room room, int minParticipantsToStart)
Returns an intent that will display a "waiting room" screen that shows the progress of participants joining a real-time multiplayer room.
abstract void join(GoogleApiClient apiClient, RoomConfig config)
Join a real-time room by accepting an invitation.
abstract void leave(GoogleApiClient apiClient, RoomUpdateListener listener, String roomId)
Leave the specified room.
abstract int sendReliableMessage(GoogleApiClient apiClient, RealTimeMultiplayer.ReliableMessageSentCallback listener, byte[] messageData, String roomId, String recipientParticipantId)
Send a message to a participant in a real-time room reliably.
abstract int sendUnreliableMessage(GoogleApiClient apiClient, byte[] messageData, String roomId, String recipientParticipantId)
Send a message to a participant in a real-time room.
abstract int sendUnreliableMessage(GoogleApiClient apiClient, byte[] messageData, String roomId, List<String> recipientParticipantIds)
Send a message to one or more participants in a real-time room.
abstract int sendUnreliableMessageToOthers(GoogleApiClient apiClient, byte[] messageData, String roomId)
Send a message to all participants in a real-time room, excluding the current player.

Constants

public static final int REAL_TIME_MESSAGE_FAILED

Return value indicating immediate failure. Returned by sendUnreliableMessage(GoogleApiClient, byte[], String, String) and sendReliableMessage(GoogleApiClient, ReliableMessageSentCallback, byte[], String, String) methods when the message send operation failed due to an error.

Constant Value: -1 (0xffffffff)

Public Methods

public abstract void create (GoogleApiClient apiClient, RoomConfig config)

Create a real-time room for the current game. The lifetime of the current game's connection to the room is bound to this GoogleApiClient's lifecycle. When the client disconnects, the player will leave the room and any peer-to-peer connections for this player will be torn down. The result is delivered by the callback onRoomCreated(int, Room) to the given RoomUpdateListener in the RoomConfig. The listener is called on the main thread.

 The room created by this API is a resource that needs to be released by
 leave(GoogleApiClient, RoomUpdateListener, String) when the caller is done
 with it.
 

Required API: API
Required Scopes: SCOPE_GAMES

Parameters
apiClient The GoogleApiClient to service the call.
config The real-time room configuration.

public abstract void declineInvitation (GoogleApiClient apiClient, String invitationId)

Decline an invitation for a real-time room.

Required API: API
Required Scopes: SCOPE_GAMES

Parameters
apiClient The GoogleApiClient to service the call.
invitationId The ID of the invitation to decline.

public abstract void dismissInvitation (GoogleApiClient apiClient, String invitationId)

Dismiss an invitation to a real-time room. Dismissing an invitation will not change the state of the room for the other participants.

Required API: API
Required Scopes: SCOPE_GAMES

Parameters
apiClient The GoogleApiClient to service the call.
invitationId The ID of the invitation to dismiss.

public abstract Intent getSelectOpponentsIntent (GoogleApiClient apiClient, int minPlayers, int maxPlayers, boolean allowAutomatch)

Returns an intent that will let the user select opponents to send an invitation to for a real-time multiplayer match. Note that this must be invoked with startActivityForResult(Intent, int), so that the identity of the calling package can be established.

The number of players passed in should be the desired number of additional players to select, not including the current player. So, for a game that can handle between 2 and 4 players, minPlayers would be 1 and maxPlayers would be 3.

Players may be preselected by specifying a list of player IDs in the EXTRA_PLAYER_IDS extra on the returned intent.

If the user canceled, the result will be RESULT_CANCELED. If the user selected players, the result will be RESULT_OK, and the data intent will contain the selected player IDs in EXTRA_PLAYER_IDS and the minimum and maximum numbers of additional auto-match players in EXTRA_MIN_AUTOMATCH_PLAYERS and EXTRA_MAX_AUTOMATCH_PLAYERS respectively. The player IDs in EXTRA_PLAYER_IDS will include only the other players selected, not the current player.

If the allowAutomatch parameter is set to false, the UI will not display an option for selecting automatch players. Set this to false if your game does not support automatching.

Required API: API
Required Scopes: SCOPE_GAMES

Parameters
apiClient The GoogleApiClient to service the call.
minPlayers The minimum number of players to select (not including the current player).
maxPlayers The maximum number of players to select (not including the current player).
allowAutomatch Whether or not to display an option for selecting automatch players.
Returns
  • An Intent that can be started to display the player selector.

public abstract Intent getSelectOpponentsIntent (GoogleApiClient apiClient, int minPlayers, int maxPlayers)

Returns an intent that will let the user select opponents to send an invitation to for a real-time multiplayer match. Note that this must be invoked with startActivityForResult(Intent, int), so that the identity of the calling package can be established.

The number of players passed in should be the desired number of additional players to select, not including the current player. So, for a game that can handle between 2 and 4 players, minPlayers would be 1 and maxPlayers would be 3.

Players may be preselected by specifying a list of player IDs in the EXTRA_PLAYER_IDS extra on the returned intent.

If the user canceled, the result will be RESULT_CANCELED. If the user selected players, the result will be RESULT_OK, and the data intent will contain the selected player IDs in EXTRA_PLAYER_IDS and the minimum and maximum numbers of additional auto-match players in EXTRA_MIN_AUTOMATCH_PLAYERS and EXTRA_MAX_AUTOMATCH_PLAYERS respectively. The player IDs in EXTRA_PLAYER_IDS will include only the other players selected, not the current player.

This method is the equivalent of calling getSelectOpponentsIntent(GoogleApiClient, int, int, boolean) with the allowAutomatch parameter set to true.

Required API: API
Required Scopes: SCOPE_GAMES

Parameters
apiClient The GoogleApiClient to service the call.
minPlayers The minimum number of players to select (not including the current player).
maxPlayers The maximum number of players to select (not including the current player).
Returns
  • An Intent that can be started to display the player selector.

public abstract RealTimeSocket getSocketForParticipant (GoogleApiClient apiClient, String roomId, String participantId)

Returns a RealTimeSocket for carrying network traffic to the given peer. Creates a new socket if one does not exist (or if an existing socket gets disconnected). Requires an active real-time room and players being available. Throws an IllegalArgumentException if participantId is not a valid participant or belongs to the current player.

This method preserves datagram boundaries with the write() and read() calls and guarantees in-order arrival of packets. Required API: API
Required Scopes: SCOPE_GAMES

Parameters
apiClient The GoogleApiClient to service the call.
roomId ID of the room for which the socket is being bound.
participantId The ID of the participant to whom this socket is bound
Returns
  • An instance of a LocalSocket, or null on error.

public abstract Intent getWaitingRoomIntent (GoogleApiClient apiClient, Room room, int minParticipantsToStart)

Returns an intent that will display a "waiting room" screen that shows the progress of participants joining a real-time multiplayer room. Note that this must be invoked with startActivityForResult(Intent, int), so that the identity of the calling package can be established.

If the necessary number of peers have connected and it's now OK to start the game, or if the user explicitly asked to start the game now, the activity result will be RESULT_OK. If the user bailed out of the waiting room screen without taking any action, the result will be RESULT_CANCELED. If the user explicitly chose to leave the room, the result will be RESULT_LEFT_ROOM. If the room no longer exists or is otherwise invalid the result will be RESULT_INVALID_ROOM.

Regardless of what the result code was, the waiting room activity will return a data intent containing a Room object in EXTRA_ROOM that represents the current state of the Room that you originally passed as a parameter here. Note that the returned room may be null if the room no longer exists.

If desired, the waiting room can allow the user to start playing the game even before the room is fully connected. This is controlled by the minParticipantsToStart parameter: if at least that many participants (including the current player) are connected to the room, a "Start playing" menu item will become enabled in the waiting room UI. Setting minParticipantsToStart to 0 means that "Start playing" will always be available, and a value of MAX_VALUE will disable the item completely. Note: if you do allow the user to start early, you'll need to handle that situation by explicitly telling the other connected peers that the game is now starting; see the developer documentation for more details.

Finally, note that the waiting room itself will never explicitly take any action to change the state of the room or its participants. So if the activity result is RESULT_LEFT_ROOM, it's the caller's responsibility to actually leave the room. Or if the result is RESULT_CANCELED, it's the responsibility of the caller to double-check the current state of the Room and decide whether to start the game, keep waiting, or do something else. But note that while the waiting room is active, the state of the Room will change as participants accept or decline invitations, and the number of participants may even change as auto-match players get added.

Required API: API
Required Scopes: SCOPE_GAMES

Parameters
apiClient The GoogleApiClient to service the call.
room The Room object to be displayed.
minParticipantsToStart the minimum number of participants that must be connected to the room (including the current player) for the "Start playing" menu item to become enabled.
Returns
  • An Intent that can be started to display the waiting room screen.

public abstract void join (GoogleApiClient apiClient, RoomConfig config)

Join a real-time room by accepting an invitation. The lifetime of the current game's connection to the room is bound to this GoogleApiClient's lifecycle. When the client disconnects, the player will leave the room and any peer-to-peer connections for this player will be torn down. The result is delivered by the callback onJoinedRoom(int, Room) to the given RoomUpdateListener in the RoomConfig. The listener is called on the main thread.

 The room created by this API is a resource that needs to be released by
 leave(GoogleApiClient, RoomUpdateListener, String) when the caller is done
 with it.
 

Required API: API
Required Scopes: SCOPE_GAMES

Parameters
apiClient The GoogleApiClient to service the call.
config The real-time room configuration.

public abstract void leave (GoogleApiClient apiClient, RoomUpdateListener listener, String roomId)

Leave the specified room. This will disconnect the player from the room, but allow other players to continue playing the game. The result is delivered by the callback onLeftRoom(int, String) to the given listener on the main thread.

After this method is called, you cannot perform any further actions on the room. You can create or join another room only after onLeftRoom(int, String) is received.

Required API: API
Required Scopes: SCOPE_GAMES

Parameters
apiClient The GoogleApiClient to service the call.
listener The listener that is notified after the room has been left. The listener is called on the main thread.
roomId ID of the room to leave.

public abstract int sendReliableMessage (GoogleApiClient apiClient, RealTimeMultiplayer.ReliableMessageSentCallback listener, byte[] messageData, String roomId, String recipientParticipantId)

Send a message to a participant in a real-time room reliably. The caller will receive a callback to report the status of the send message operation. Throws an IllegalArgumentException if recipientParticipantId is not a valid participant or belongs to the current player. The maximum message size supported is MAX_RELIABLE_MESSAGE_LEN bytes.

Required API: API
Required Scopes: SCOPE_GAMES

Parameters
apiClient The GoogleApiClient to service the call.
listener The listener that is notified when the message has been sent.
messageData The message to be sent. Should be at most MAX_RELIABLE_MESSAGE_LEN bytes.
roomId ID of the room for which the message is being sent.
recipientParticipantId The participant ID to send the message to.
Returns

public abstract int sendUnreliableMessage (GoogleApiClient apiClient, byte[] messageData, String roomId, String recipientParticipantId)

Send a message to a participant in a real-time room. The message delivery is not reliable and will not report status after completion. Throws an IllegalArgumentException if recipientParticipantId is not a valid participant or belongs to the current player. The maximum message size supported is MAX_UNRELIABLE_MESSAGE_LEN bytes.

Required API: API
Required Scopes: SCOPE_GAMES

Parameters
apiClient The GoogleApiClient to service the call.
messageData The message to be sent. Should be at most MAX_UNRELIABLE_MESSAGE_LEN bytes.
roomId ID of the room for which the message is being sent.
recipientParticipantId The participant ID to send the message to.
Returns

public abstract int sendUnreliableMessage (GoogleApiClient apiClient, byte[] messageData, String roomId, List<String> recipientParticipantIds)

Send a message to one or more participants in a real-time room. The message delivery is not reliable and will not report status after completion. Throws an IllegalArgumentException if any participants in recipientParticipantIds are not valid or belong to the current player. The maximum message size supported is MAX_UNRELIABLE_MESSAGE_LEN bytes.

Required API: API
Required Scopes: SCOPE_GAMES

Parameters
apiClient The GoogleApiClient to service the call.
messageData The message to be sent. Should be at most MAX_UNRELIABLE_MESSAGE_LEN bytes.
roomId ID of the room for which the message is being sent.
recipientParticipantIds One or more participant IDs to send the message to.
Returns

public abstract int sendUnreliableMessageToOthers (GoogleApiClient apiClient, byte[] messageData, String roomId)

Send a message to all participants in a real-time room, excluding the current player. The message delivery is not reliable and will not report status after completion. The maximum message size supported is MAX_UNRELIABLE_MESSAGE_LEN bytes.

Required API: API
Required Scopes: SCOPE_GAMES

Parameters
apiClient The GoogleApiClient to service the call.
messageData The message to be sent. Should be at most MAX_UNRELIABLE_MESSAGE_LEN bytes.
roomId ID of the room for which the message is being sent.
Returns