MasterServer.ClearHostList Manual     Reference     Scripting  
Scripting > Runtime Classes > MasterServer
MasterServer.ClearHostList

static function ClearHostList () : void

Description

Clear the host list which was received by MasterServer.PollHostList.

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

JavaScripts
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 example : 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

class example(MonoBehaviour):

def Awake():
MasterServer.ClearHostList()
MasterServer.RequestHostList('MyUniqueGameType')

def Update():
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()