PlayResolver

The PlayResolver encapsulates all the internals to fetch and join both Rooms and Worlds.

using Coherence.Runtime;

// ensure connection to the play services backend
async Task<bool> PlayResolver.EnsurePlayConnection();

Rooms API

Detailed usage can be found under chapter Rooms.

// Returns true if there is a valid local server running.
// Returns "local" as the region if local server is running.
async Task<(bool, string)> FetchLocalRegions()

// Returns all the regions where rooms are enabled in the portal.
async Task<IReadOnlyList<string>> FetchRegions()

// Fetch a list of rooms currently active in the given region.
// Optionally, filter by tags provided when creating the room.
async Task<IReadOnlyList<RoomData>> FetchRooms(string region, string[] tags = null)

// Create a new room in the region. 
async Task<RoomData> CreateRoom(string region, RoomCreationOptions options = null)

// Convert RoomData to EndpointData, to call IClient.Connect(endpoint) directly.
// The second return value is false if the room data is invalid. 
(EndpointData, bool) GetRoomEndpointData(RoomData room)

Example usage for Rooms API:

using UnityEngine;
using Coherence.Runtime;
using Coherence.Toolkit;

public class CreatorAndJoiner : MonoBehaviour
{
    private CoherenceMonoBridge bridge;

    private async void Start()
    {
        if (!MonoBridgeStore.TryGetBridge(gameObject.scene, out bridge))
        {
            return; 
        }
        
        // XXX: try-catch everything
        var regions = await PlayResolver.FetchRegions();
        var rooms = await PlayResolver.FetchRooms(regions[0]);

        
        if (rooms.Count == 0)
        {
            var room = await PlayResolver.CreateRoom(regions[0]);
            bridge.JoinRoom(room);
        }
        else
        {
            bridge.JoinRoom(rooms[0]);  
        }
    }
}

Worlds API

Detailed usage can be found under chapter Worlds.

// Returns true if a local worlds replication server is running.
async Task<bool> EnsureLocalServer()

// Fetches the connection data for local replication server.
async Task<WorldData> FetchLocalWorld()

// Fetches a list of worlds from the portal.
async Task<IReadOnlyList<WorldData>> FetchWorlds()

// Convert WorldData into EndpointData, to call IClient.Connect(endpoint) directly.
// The second return value is false if the world data is invalid. 
(EndpointData, bool) GetWorldEndpoint(WorldData world)

Example usage for Worlds API:

using UnityEngine;
using Coherence.Runtime;
using Coherence.Toolkit;

public class WorldJoiner : MonoBehaviour
{
    private async void Start()
    {
        if (!MonoBridgeStore.TryGetBridge(gameObject.scene, out var bridge))
        {
            return; 
        }
        
        // XXX: try-catch everything
        var worlds = await PlayResolver.FetchWorlds();
        if (worlds.Count > 0)
        {
            bridge.JoinWorld(worlds[0]);
        }
    }
}

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