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<Type Name="GKMatch" FullName="GameKit.GKMatch">
<TypeSignature Language="C#" Value="public class GKMatch : Foundation.NSObject" />
<TypeSignature Language="ILAsm" Value=".class public auto ansi beforefieldinit GKMatch extends Foundation.NSObject" />
<TypeSignature Language="DocId" Value="T:GameKit.GKMatch" />
<TypeSignature Language="F#" Value="type GKMatch = class&#xA; inherit NSObject" />
<AssemblyInfo>
<AssemblyName>Xamarin.iOS</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Base>
<BaseTypeName>Foundation.NSObject</BaseTypeName>
</Base>
<Interfaces />
<Attributes>
<Attribute>
<AttributeName>Foundation.Register("GKMatch", true)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Unavailable(ObjCRuntime.PlatformName.WatchOS, ObjCRuntime.PlatformArchitecture.All, null)</AttributeName>
</Attribute>
</Attributes>
<Docs>
<summary>A peer-to-peer network managed by Game Center.</summary>
<remarks>
<para>Application developers should not allocate <see cref="T:GameKit.GKMatch" /> objects but instead should rely on <see cref="T:GameKit.GKMatchmaker" /> to produce them approriately.</para>
</remarks>
<related type="externalDocumentation" href="https://developer.apple.com/library/ios/documentation/GameKit/Reference/GKMatch_Ref/index.html">Apple documentation for <c>GKMatch</c></related>
</Docs>
<Members>
<Member MemberName=".ctor">
<MemberSignature Language="C#" Value="protected GKMatch (Foundation.NSObjectFlag t);" />
<MemberSignature Language="ILAsm" Value=".method familyhidebysig specialname rtspecialname instance void .ctor(class Foundation.NSObjectFlag t) cil managed" />
<MemberSignature Language="DocId" Value="M:GameKit.GKMatch.#ctor(Foundation.NSObjectFlag)" />
<MemberSignature Language="F#" Value="new GameKit.GKMatch : Foundation.NSObjectFlag -&gt; GameKit.GKMatch" Usage="new GameKit.GKMatch t" />
<MemberType>Constructor</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Advanced)</AttributeName>
</Attribute>
</Attributes>
<Parameters>
<Parameter Name="t" Type="Foundation.NSObjectFlag" />
</Parameters>
<Docs>
<param name="t">Unused sentinel value, pass NSObjectFlag.Empty.</param>
<summary>Constructor to call on derived classes to skip initialization and merely allocate the object.</summary>
<remarks>
<para>This constructor should be called by derived classes when they completely construct the object in managed code and merely want the runtime to allocate and initialize the NSObject. This is required to implement the two-step initialization process that Objective-C uses, the first step is to perform the object allocation, the second step is to initialize the object. When developers invoke the constructor that takes the NSObjectFlag.Empty they take advantage of a direct path that goes all the way up to NSObject to merely allocate the object's memory and bind the Objective-C and C# objects together. The actual initialization of the object is up to the developer.</para>
<para>This constructor is typically used by the binding generator to allocate the object, but prevent the actual initialization to take place. Once the allocation has taken place, the constructor has to initialize the object. With constructors generated by the binding generator this means that it manually invokes one of the "init" methods to initialize the object.</para>
<para>It is the developer's responsibility to completely initialize the object if they chain up using the NSObjectFlag.Empty path.</para>
<para>In general, if the developer's constructor invokes the NSObjectFlag.Empty base implementation, then it should be calling an Objective-C init method. If this is not the case, developers should instead chain to the proper constructor in their class. </para>
<para>The argument value is ignored and merely ensures that the only code that is executed is the construction phase is the basic NSObject allocation and runtime type registration. Typically the chaining would look like this:</para>
<example>
<code lang="csharp lang-csharp"><![CDATA[
//
// The NSObjectFlag merely allocates the object and registers the
// C# class with the Objective-C runtime if necessary, but no actual
// initXxx method is invoked, that is done later in the constructor
//
// This is taken from Xamarin.iOS's source code:
//
[Export ("initWithFrame:")]
public UIView (System.Drawing.RectangleF frame) : base (NSObjectFlag.Empty)
{
// Invoke the init method now.
var initWithFrame = new Selector ("initWithFrame:").Handle;
if (IsDirectBinding)
Handle = ObjCRuntime.Messaging.IntPtr_objc_msgSend_CGRect (this.Handle, initWithFrame, frame);
else
Handle = ObjCRuntime.Messaging.IntPtr_objc_msgSendSuper_CGRect (this.SuperHandle, initWithFrame, frame);
}
]]></code>
</example>
</remarks>
</Docs>
</Member>
<Member MemberName=".ctor">
<MemberSignature Language="C#" Value="protected internal GKMatch (IntPtr handle);" />
<MemberSignature Language="ILAsm" Value=".method familyorassemblyhidebysig specialname rtspecialname instance void .ctor(native int handle) cil managed" />
<MemberSignature Language="DocId" Value="M:GameKit.GKMatch.#ctor(System.IntPtr)" />
<MemberSignature Language="F#" Value="new GameKit.GKMatch : nativeint -&gt; GameKit.GKMatch" Usage="new GameKit.GKMatch handle" />
<MemberType>Constructor</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Advanced)</AttributeName>
</Attribute>
</Attributes>
<Parameters>
<Parameter Name="handle" Type="System.IntPtr" />
</Parameters>
<Docs>
<param name="handle">Pointer (handle) to the unmanaged object.</param>
<summary>A constructor used when creating managed representations of unmanaged objects; Called by the runtime.</summary>
<remarks>
<para>This constructor is invoked by the runtime infrastructure (<see cref="M:ObjCRuntime.Runtime.GetNSObject(System.IntPtr)" />) to create a new managed representation for a pointer to an unmanaged Objective-C object. Developers should not invoke this method directly, instead they should call the GetNSObject method as it will prevent two instances of a managed object to point to the same native object.</para>
</remarks>
</Docs>
</Member>
<Member MemberName="ChooseBestHostingPlayer">
<MemberSignature Language="C#" Value="public virtual void ChooseBestHostingPlayer (Action&lt;GameKit.GKPlayer&gt; completionHandler);" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig newslot virtual instance void ChooseBestHostingPlayer(class System.Action`1&lt;class GameKit.GKPlayer&gt; completionHandler) cil managed" />
<MemberSignature Language="DocId" Value="M:GameKit.GKMatch.ChooseBestHostingPlayer(System.Action{GameKit.GKPlayer})" />
<MemberSignature Language="F#" Value="abstract member ChooseBestHostingPlayer : Action&lt;GameKit.GKPlayer&gt; -&gt; unit&#xA;override this.ChooseBestHostingPlayer : Action&lt;GameKit.GKPlayer&gt; -&gt; unit" Usage="gKMatch.ChooseBestHostingPlayer completionHandler" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>Foundation.Export("chooseBestHostingPlayerWithCompletionHandler:")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Introduced(ObjCRuntime.PlatformName.iOS, 8, 0, ObjCRuntime.PlatformArchitecture.All, null)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Introduced(ObjCRuntime.PlatformName.MacOSX, 10, 10, ObjCRuntime.PlatformArchitecture.All, null)</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>System.Void</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="completionHandler" Type="System.Action&lt;GameKit.GKPlayer&gt;">
<Attributes>
<Attribute FrameworkAlternate="xamarin-ios-sdk-12">
<AttributeName>ObjCRuntime.BlockProxy(typeof(ObjCRuntime.Trampolines/NIDActionArity1V50))</AttributeName>
</Attribute>
</Attributes>
</Parameter>
</Parameters>
<Docs>
<param name="completionHandler">To be added.</param>
<summary>To be added.</summary>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="ChooseBestHostingPlayerAsync">
<MemberSignature Language="C#" Value="public virtual System.Threading.Tasks.Task&lt;GameKit.GKPlayer&gt; ChooseBestHostingPlayerAsync ();" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig newslot virtual instance class System.Threading.Tasks.Task`1&lt;class GameKit.GKPlayer&gt; ChooseBestHostingPlayerAsync() cil managed" />
<MemberSignature Language="DocId" Value="M:GameKit.GKMatch.ChooseBestHostingPlayerAsync" />
<MemberSignature Language="F#" Value="abstract member ChooseBestHostingPlayerAsync : unit -&gt; System.Threading.Tasks.Task&lt;GameKit.GKPlayer&gt;&#xA;override this.ChooseBestHostingPlayerAsync : unit -&gt; System.Threading.Tasks.Task&lt;GameKit.GKPlayer&gt;" Usage="gKMatch.ChooseBestHostingPlayerAsync " />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyName>Xamarin.iOS</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Introduced(ObjCRuntime.PlatformName.iOS, 8, 0, ObjCRuntime.PlatformArchitecture.All, null)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Introduced(ObjCRuntime.PlatformName.MacOSX, 10, 10, ObjCRuntime.PlatformArchitecture.All, null)</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>System.Threading.Tasks.Task&lt;GameKit.GKPlayer&gt;</ReturnType>
</ReturnValue>
<Parameters />
<Docs>
<summary>To be added.</summary>
<returns>
<para class="improve-task-t-return-type-description">A task that represents the asynchronous ChooseBestHostingPlayer operation. The value of the TResult parameter is of type System.Action&lt;GameKit.GKPlayer&gt;.</para>
</returns>
<remarks>
<para copied="true">The ChooseBestHostingPlayerAsync method is suitable to be used with C# async by returning control to the caller with a Task representing the operation.</para>
<para copied="true">To be added.</para>
</remarks>
</Docs>
</Member>
<Member MemberName="ChooseBestHostPlayer">
<MemberSignature Language="C#" Value="public virtual void ChooseBestHostPlayer (Action&lt;string&gt; completionHandler);" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig newslot virtual instance void ChooseBestHostPlayer(class System.Action`1&lt;string&gt; completionHandler) cil managed" />
<MemberSignature Language="DocId" Value="M:GameKit.GKMatch.ChooseBestHostPlayer(System.Action{System.String})" />
<MemberSignature Language="F#" Value="abstract member ChooseBestHostPlayer : Action&lt;string&gt; -&gt; unit&#xA;override this.ChooseBestHostPlayer : Action&lt;string&gt; -&gt; unit" Usage="gKMatch.ChooseBestHostPlayer completionHandler" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>Foundation.Export("chooseBestHostPlayerWithCompletionHandler:")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Deprecated(ObjCRuntime.PlatformName.iOS, 8, 0, ObjCRuntime.PlatformArchitecture.None, "Use 'ChooseBestHostingPlayer' instead.")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Deprecated(ObjCRuntime.PlatformName.MacOSX, 10, 10, ObjCRuntime.PlatformArchitecture.None, "Use 'ChooseBestHostingPlayer' instead.")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Introduced(ObjCRuntime.PlatformName.iOS, 6, 0, ObjCRuntime.PlatformArchitecture.All, null)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Introduced(ObjCRuntime.PlatformName.MacOSX, 10, 9, ObjCRuntime.PlatformArchitecture.All, null)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Unavailable(ObjCRuntime.PlatformName.TvOS, ObjCRuntime.PlatformArchitecture.All, null)</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>System.Void</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="completionHandler" Type="System.Action&lt;System.String&gt;">
<Attributes>
<Attribute FrameworkAlternate="xamarin-ios-sdk-12">
<AttributeName>ObjCRuntime.BlockProxy(typeof(ObjCRuntime.Trampolines/NIDActionArity1V49))</AttributeName>
</Attribute>
</Attributes>
</Parameter>
</Parameters>
<Docs>
<param name="completionHandler">To be added.</param>
<summary>Developers should not use this deprecated method. Developers should use 'ChooseBestHostingPlayer' instead.</summary>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="ChooseBestHostPlayerAsync">
<MemberSignature Language="C#" Value="public virtual System.Threading.Tasks.Task&lt;string&gt; ChooseBestHostPlayerAsync ();" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig newslot virtual instance class System.Threading.Tasks.Task`1&lt;string&gt; ChooseBestHostPlayerAsync() cil managed" />
<MemberSignature Language="DocId" Value="M:GameKit.GKMatch.ChooseBestHostPlayerAsync" />
<MemberSignature Language="F#" Value="abstract member ChooseBestHostPlayerAsync : unit -&gt; System.Threading.Tasks.Task&lt;string&gt;&#xA;override this.ChooseBestHostPlayerAsync : unit -&gt; System.Threading.Tasks.Task&lt;string&gt;" Usage="gKMatch.ChooseBestHostPlayerAsync " />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Deprecated(ObjCRuntime.PlatformName.iOS, 8, 0, ObjCRuntime.PlatformArchitecture.None, "Use 'ChooseBestHostingPlayer' instead.")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Deprecated(ObjCRuntime.PlatformName.MacOSX, 10, 10, ObjCRuntime.PlatformArchitecture.None, "Use 'ChooseBestHostingPlayer' instead.")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Introduced(ObjCRuntime.PlatformName.iOS, 6, 0, ObjCRuntime.PlatformArchitecture.All, null)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Introduced(ObjCRuntime.PlatformName.MacOSX, 10, 9, ObjCRuntime.PlatformArchitecture.All, null)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Unavailable(ObjCRuntime.PlatformName.TvOS, ObjCRuntime.PlatformArchitecture.All, null)</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>System.Threading.Tasks.Task&lt;System.String&gt;</ReturnType>
</ReturnValue>
<Parameters />
<Docs>
<summary>Developers should not use this deprecated method. Developers should use 'ChooseBestHostingPlayer' instead.</summary>
<returns>
<para class="improve-task-t-return-type-description">A task that represents the asynchronous ChooseBestHostPlayer operation. The value of the TResult parameter is of type System.Action&lt;System.String&gt;.</para>
</returns>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="ClassHandle">
<MemberSignature Language="C#" Value="public override IntPtr ClassHandle { get; }" />
<MemberSignature Language="ILAsm" Value=".property instance native int ClassHandle" />
<MemberSignature Language="DocId" Value="P:GameKit.GKMatch.ClassHandle" />
<MemberSignature Language="F#" Value="member this.ClassHandle : nativeint" Usage="GameKit.GKMatch.ClassHandle" />
<MemberType>Property</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>System.IntPtr</ReturnType>
</ReturnValue>
<Docs>
<summary>The handle for this class.</summary>
<value>The pointer to the Objective-C class.</value>
<remarks>Each Xamarin.iOS class mirrors an unmanaged Objective-C class. This value contains the pointer to the Objective-C class, it is similar to calling objc_getClass with the object name.</remarks>
</Docs>
</Member>
<Member MemberName="ConnectionFailed">
<MemberSignature Language="C#" Value="public event EventHandler&lt;GameKit.GKPlayerErrorEventArgs&gt; ConnectionFailed;" />
<MemberSignature Language="ILAsm" Value=".event class System.EventHandler`1&lt;class GameKit.GKPlayerErrorEventArgs&gt; ConnectionFailed" />
<MemberSignature Language="DocId" Value="E:GameKit.GKMatch.ConnectionFailed" />
<MemberSignature Language="F#" Value="member this.ConnectionFailed : EventHandler&lt;GameKit.GKPlayerErrorEventArgs&gt; " Usage="member this.ConnectionFailed : System.EventHandler&lt;GameKit.GKPlayerErrorEventArgs&gt; " />
<MemberType>Event</MemberType>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute FrameworkAlternate="xamarin-mac-sdk-14">
<AttributeName>System.Obsolete("It will never be called.", false)</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>System.EventHandler&lt;GameKit.GKPlayerErrorEventArgs&gt;</ReturnType>
</ReturnValue>
<Docs>
<summary>To be added.</summary>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="DataReceived">
<MemberSignature Language="C#" Value="public event EventHandler&lt;GameKit.GKDataEventArgs&gt; DataReceived;" />
<MemberSignature Language="ILAsm" Value=".event class System.EventHandler`1&lt;class GameKit.GKDataEventArgs&gt; DataReceived" />
<MemberSignature Language="DocId" Value="E:GameKit.GKMatch.DataReceived" />
<MemberSignature Language="F#" Value="member this.DataReceived : EventHandler&lt;GameKit.GKDataEventArgs&gt; " Usage="member this.DataReceived : System.EventHandler&lt;GameKit.GKDataEventArgs&gt; " />
<MemberType>Event</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>System.EventHandler&lt;GameKit.GKDataEventArgs&gt;</ReturnType>
</ReturnValue>
<Docs>
<summary>Event raised by the object.</summary>
<remarks>If developers do not assign a value to this event, this will reset the value for the WeakDelegate property to an internal handler that maps delegates to events.</remarks>
</Docs>
</Member>
<Member MemberName="DataReceivedForRecipient">
<MemberSignature Language="C#" Value="public event EventHandler&lt;GameKit.GKDataReceivedForRecipientEventArgs&gt; DataReceivedForRecipient;" />
<MemberSignature Language="ILAsm" Value=".event class System.EventHandler`1&lt;class GameKit.GKDataReceivedForRecipientEventArgs&gt; DataReceivedForRecipient" />
<MemberSignature Language="DocId" Value="E:GameKit.GKMatch.DataReceivedForRecipient" />
<MemberSignature Language="F#" Value="member this.DataReceivedForRecipient : EventHandler&lt;GameKit.GKDataReceivedForRecipientEventArgs&gt; " Usage="member this.DataReceivedForRecipient : System.EventHandler&lt;GameKit.GKDataReceivedForRecipientEventArgs&gt; " />
<MemberType>Event</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>System.EventHandler&lt;GameKit.GKDataReceivedForRecipientEventArgs&gt;</ReturnType>
</ReturnValue>
<Docs>
<summary>Event raised by the object.</summary>
<remarks>If developers do not assign a value to this event, this will reset the value for the WeakDelegate property to an internal handler that maps delegates to events.</remarks>
</Docs>
</Member>
<Member MemberName="DataReceivedFromPlayer">
<MemberSignature Language="C#" Value="public event EventHandler&lt;GameKit.GKMatchReceivedDataFromRemotePlayerEventArgs&gt; DataReceivedFromPlayer;" />
<MemberSignature Language="ILAsm" Value=".event class System.EventHandler`1&lt;class GameKit.GKMatchReceivedDataFromRemotePlayerEventArgs&gt; DataReceivedFromPlayer" />
<MemberSignature Language="DocId" Value="E:GameKit.GKMatch.DataReceivedFromPlayer" />
<MemberSignature Language="F#" Value="member this.DataReceivedFromPlayer : EventHandler&lt;GameKit.GKMatchReceivedDataFromRemotePlayerEventArgs&gt; " Usage="member this.DataReceivedFromPlayer : System.EventHandler&lt;GameKit.GKMatchReceivedDataFromRemotePlayerEventArgs&gt; " />
<MemberType>Event</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>System.EventHandler&lt;GameKit.GKMatchReceivedDataFromRemotePlayerEventArgs&gt;</ReturnType>
</ReturnValue>
<Docs>
<summary>Event raised by the object.</summary>
<remarks>If developers do not assign a value to this event, this will reset the value for the WeakDelegate property to an internal handler that maps delegates to events.</remarks>
</Docs>
</Member>
<Member MemberName="Delegate">
<MemberSignature Language="C#" Value="public GameKit.IGKMatchDelegate Delegate { get; set; }" />
<MemberSignature Language="ILAsm" Value=".property instance class GameKit.IGKMatchDelegate Delegate" />
<MemberSignature Language="DocId" Value="P:GameKit.GKMatch.Delegate" />
<MemberSignature Language="F#" Value="member this.Delegate : GameKit.IGKMatchDelegate with get, set" Usage="GameKit.GKMatch.Delegate" />
<MemberType>Property</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>GameKit.IGKMatchDelegate</ReturnType>
</ReturnValue>
<Docs>
<summary>An instance of the GameKit.IGKMatchDelegate model class which acts as the class delegate.</summary>
<value>The instance of the GameKit.IGKMatchDelegate model class</value>
<remarks>
<para>The delegate instance assigned to this object will be used to handle events or provide data on demand to this class.</para>
<para>When setting the Delegate or WeakDelegate values events will be delivered to the specified instance instead of being delivered to the C#-style events</para>
<para>This is the strongly typed version of the object, developers should use the WeakDelegate property instead if they want to merely assign a class derived from NSObject that has been decorated with [Export] attributes.</para>
</remarks>
</Docs>
</Member>
<Member MemberName="Disconnect">
<MemberSignature Language="C#" Value="public virtual void Disconnect ();" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig newslot virtual instance void Disconnect() cil managed" />
<MemberSignature Language="DocId" Value="M:GameKit.GKMatch.Disconnect" />
<MemberSignature Language="F#" Value="abstract member Disconnect : unit -&gt; unit&#xA;override this.Disconnect : unit -&gt; unit" Usage="gKMatch.Disconnect " />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>Foundation.Export("disconnect")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>System.Void</ReturnType>
</ReturnValue>
<Parameters />
<Docs>
<summary>To be added.</summary>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="Dispose">
<MemberSignature Language="C#" Value="protected override void Dispose (bool disposing);" />
<MemberSignature Language="ILAsm" Value=".method familyhidebysig virtual instance void Dispose(bool disposing) cil managed" />
<MemberSignature Language="DocId" Value="M:GameKit.GKMatch.Dispose(System.Boolean)" />
<MemberSignature Language="F#" Value="override this.Dispose : bool -&gt; unit" Usage="gKMatch.Dispose disposing" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>System.Void</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="disposing" Type="System.Boolean" />
</Parameters>
<Docs>
<param name="disposing">
<para>If set to <see langword="true" />, the method is invoked directly and will dispose manage and unmanaged resources; If set to <see langword="false" /> the method is being called by the garbage collector finalizer and should only release unmanaged resources.</para>
</param>
<summary>Releases the resources used by the GKMatch object.</summary>
<remarks>
<para>This Dispose method releases the resources used by the GKMatch class.</para>
<para>This method is called by both the Dispose() method and the object finalizer (Finalize). When invoked by the Dispose method, the parameter disposing <paramref name="disposing" /> is set to <see langword="true" /> and any managed object references that this object holds are also disposed or released; when invoked by the object finalizer, on the finalizer thread the value is set to <see langword="false" />. </para>
<para>Calling the Dispose method when the application is finished using the GKMatch ensures that all external resources used by this managed object are released as soon as possible. Once developers have invoked the Dispose method, the object is no longer useful and developers should no longer make any calls to it.</para>
<para> For more information on how to override this method and on the Dispose/IDisposable pattern, read the ``Implementing a Dispose Method'' document at https://msdn.microsoft.com/en-us/library/fs2xkftw.aspx</para>
</remarks>
</Docs>
</Member>
<Member MemberName="ExpectedPlayerCount">
<MemberSignature Language="C#" Value="public virtual nint ExpectedPlayerCount { get; }" />
<MemberSignature Language="ILAsm" Value=".property instance valuetype System.nint ExpectedPlayerCount" />
<MemberSignature Language="DocId" Value="P:GameKit.GKMatch.ExpectedPlayerCount" />
<MemberSignature Language="F#" Value="member this.ExpectedPlayerCount : nint" Usage="GameKit.GKMatch.ExpectedPlayerCount" />
<MemberType>Property</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>get: Foundation.Export("expectedPlayerCount")</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>System.nint</ReturnType>
</ReturnValue>
<Docs>
<summary>To be added.</summary>
<value>To be added.</value>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="Failed">
<MemberSignature Language="C#" Value="public event EventHandler&lt;GameKit.GKErrorEventArgs&gt; Failed;" />
<MemberSignature Language="ILAsm" Value=".event class System.EventHandler`1&lt;class GameKit.GKErrorEventArgs&gt; Failed" />
<MemberSignature Language="DocId" Value="E:GameKit.GKMatch.Failed" />
<MemberSignature Language="F#" Value="member this.Failed : EventHandler&lt;GameKit.GKErrorEventArgs&gt; " Usage="member this.Failed : System.EventHandler&lt;GameKit.GKErrorEventArgs&gt; " />
<MemberType>Event</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>System.EventHandler&lt;GameKit.GKErrorEventArgs&gt;</ReturnType>
</ReturnValue>
<Docs>
<summary>Event raised by the object.</summary>
<remarks>If developers do not assign a value to this event, this will reset the value for the WeakDelegate property to an internal handler that maps delegates to events.</remarks>
</Docs>
</Member>
<Member MemberName="Players">
<MemberSignature Language="C#" Value="public virtual GameKit.GKPlayer[] Players { get; }" />
<MemberSignature Language="ILAsm" Value=".property instance class GameKit.GKPlayer[] Players" />
<MemberSignature Language="DocId" Value="P:GameKit.GKMatch.Players" />
<MemberSignature Language="F#" Value="member this.Players : GameKit.GKPlayer[]" Usage="GameKit.GKMatch.Players" />
<MemberType>Property</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Introduced(ObjCRuntime.PlatformName.iOS, 8, 0, ObjCRuntime.PlatformArchitecture.All, null)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Introduced(ObjCRuntime.PlatformName.MacOSX, 10, 10, ObjCRuntime.PlatformArchitecture.All, null)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>get: Foundation.Export("players")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>get: ObjCRuntime.Introduced(ObjCRuntime.PlatformName.iOS, 8, 0, ObjCRuntime.PlatformArchitecture.All, null)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>get: ObjCRuntime.Introduced(ObjCRuntime.PlatformName.MacOSX, 10, 10, ObjCRuntime.PlatformArchitecture.All, null)</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>GameKit.GKPlayer[]</ReturnType>
</ReturnValue>
<Docs>
<summary>To be added.</summary>
<value>To be added.</value>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="PlayersIDs">
<MemberSignature Language="C#" Value="public virtual string[] PlayersIDs { get; }" />
<MemberSignature Language="ILAsm" Value=".property instance string[] PlayersIDs" />
<MemberSignature Language="DocId" Value="P:GameKit.GKMatch.PlayersIDs" />
<MemberSignature Language="F#" Value="member this.PlayersIDs : string[]" Usage="GameKit.GKMatch.PlayersIDs" />
<MemberType>Property</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Deprecated(ObjCRuntime.PlatformName.iOS, 8, 0, ObjCRuntime.PlatformArchitecture.None, "Use 'Players' instead.")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Deprecated(ObjCRuntime.PlatformName.MacOSX, 10, 10, ObjCRuntime.PlatformArchitecture.None, "Use 'Players' instead.")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Unavailable(ObjCRuntime.PlatformName.TvOS, ObjCRuntime.PlatformArchitecture.All, null)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>get: Foundation.Export("playerIDs")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>get: ObjCRuntime.Deprecated(ObjCRuntime.PlatformName.iOS, 8, 0, ObjCRuntime.PlatformArchitecture.None, "Use 'Players' instead.")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>get: ObjCRuntime.Deprecated(ObjCRuntime.PlatformName.MacOSX, 10, 10, ObjCRuntime.PlatformArchitecture.None, "Use 'Players' instead.")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>get: ObjCRuntime.Unavailable(ObjCRuntime.PlatformName.TvOS, ObjCRuntime.PlatformArchitecture.All, null)</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>System.String[]</ReturnType>
</ReturnValue>
<Docs>
<summary>To be added.</summary>
<value>To be added.</value>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="Rematch">
<MemberSignature Language="C#" Value="public virtual void Rematch (Action&lt;GameKit.GKMatch,Foundation.NSError&gt; completionHandler);" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig newslot virtual instance void Rematch(class System.Action`2&lt;class GameKit.GKMatch, class Foundation.NSError&gt; completionHandler) cil managed" />
<MemberSignature Language="DocId" Value="M:GameKit.GKMatch.Rematch(System.Action{GameKit.GKMatch,Foundation.NSError})" />
<MemberSignature Language="F#" Value="abstract member Rematch : Action&lt;GameKit.GKMatch, Foundation.NSError&gt; -&gt; unit&#xA;override this.Rematch : Action&lt;GameKit.GKMatch, Foundation.NSError&gt; -&gt; unit" Usage="gKMatch.Rematch completionHandler" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>Foundation.Export("rematchWithCompletionHandler:")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Introduced(ObjCRuntime.PlatformName.iOS, 6, 0, ObjCRuntime.PlatformArchitecture.All, null)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Introduced(ObjCRuntime.PlatformName.MacOSX, 10, 9, ObjCRuntime.PlatformArchitecture.All, null)</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>System.Void</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="completionHandler" Type="System.Action&lt;GameKit.GKMatch,Foundation.NSError&gt;">
<Attributes>
<Attribute FrameworkAlternate="xamarin-ios-sdk-12">
<AttributeName>ObjCRuntime.BlockProxy(typeof(ObjCRuntime.Trampolines/NIDActionArity2V56))</AttributeName>
</Attribute>
</Attributes>
</Parameter>
</Parameters>
<Docs>
<param name="completionHandler">
<para>To be added.</para>
<para tool="nullallowed">This parameter can be <see langword="null" />.</para>
</param>
<summary>To be added.</summary>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="RematchAsync">
<MemberSignature Language="C#" Value="public virtual System.Threading.Tasks.Task&lt;GameKit.GKMatch&gt; RematchAsync ();" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig newslot virtual instance class System.Threading.Tasks.Task`1&lt;class GameKit.GKMatch&gt; RematchAsync() cil managed" />
<MemberSignature Language="DocId" Value="M:GameKit.GKMatch.RematchAsync" />
<MemberSignature Language="F#" Value="abstract member RematchAsync : unit -&gt; System.Threading.Tasks.Task&lt;GameKit.GKMatch&gt;&#xA;override this.RematchAsync : unit -&gt; System.Threading.Tasks.Task&lt;GameKit.GKMatch&gt;" Usage="gKMatch.RematchAsync " />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Introduced(ObjCRuntime.PlatformName.iOS, 6, 0, ObjCRuntime.PlatformArchitecture.All, null)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Introduced(ObjCRuntime.PlatformName.MacOSX, 10, 9, ObjCRuntime.PlatformArchitecture.All, null)</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>System.Threading.Tasks.Task&lt;GameKit.GKMatch&gt;</ReturnType>
</ReturnValue>
<Parameters />
<Docs>
<summary>To be added.</summary>
<returns>
<para class="improve-task-t-return-type-description">A task that represents the asynchronous Rematch operation. The value of the TResult parameter is of type System.Action&lt;GameKit.GKMatch,Foundation.NSError&gt;.</para>
</returns>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="SendData">
<MemberSignature Language="C#" Value="public virtual bool SendData (Foundation.NSData data, GameKit.GKPlayer[] players, GameKit.GKMatchSendDataMode mode, out Foundation.NSError error);" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig newslot virtual instance bool SendData(class Foundation.NSData data, class GameKit.GKPlayer[] players, valuetype GameKit.GKMatchSendDataMode mode, [out] class Foundation.NSError&amp; error) cil managed" />
<MemberSignature Language="DocId" Value="M:GameKit.GKMatch.SendData(Foundation.NSData,GameKit.GKPlayer[],GameKit.GKMatchSendDataMode,Foundation.NSError@)" />
<MemberSignature Language="F#" Value="abstract member SendData : Foundation.NSData * GameKit.GKPlayer[] * GameKit.GKMatchSendDataMode * -&gt; bool&#xA;override this.SendData : Foundation.NSData * GameKit.GKPlayer[] * GameKit.GKMatchSendDataMode * -&gt; bool" Usage="gKMatch.SendData (data, players, mode, error)" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>Foundation.Export("sendData:toPlayers:dataMode:error:")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Introduced(ObjCRuntime.PlatformName.iOS, 8, 0, ObjCRuntime.PlatformArchitecture.All, null)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Introduced(ObjCRuntime.PlatformName.MacOSX, 10, 10, ObjCRuntime.PlatformArchitecture.All, null)</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>System.Boolean</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="data" Type="Foundation.NSData" />
<Parameter Name="players" Type="GameKit.GKPlayer[]" />
<Parameter Name="mode" Type="GameKit.GKMatchSendDataMode" />
<Parameter Name="error" Type="Foundation.NSError" RefType="out" />
</Parameters>
<Docs>
<param name="data">To be added.</param>
<param name="players">To be added.</param>
<param name="mode">To be added.</param>
<param name="error">To be added.</param>
<summary>To be added.</summary>
<returns>To be added.</returns>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="SendData">
<MemberSignature Language="C#" Value="public virtual bool SendData (Foundation.NSData data, string[] players, GameKit.GKMatchSendDataMode mode, Foundation.NSError error);" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig newslot virtual instance bool SendData(class Foundation.NSData data, string[] players, valuetype GameKit.GKMatchSendDataMode mode, class Foundation.NSError error) cil managed" />
<MemberSignature Language="DocId" Value="M:GameKit.GKMatch.SendData(Foundation.NSData,System.String[],GameKit.GKMatchSendDataMode,Foundation.NSError)" />
<MemberSignature Language="F#" Value="abstract member SendData : Foundation.NSData * string[] * GameKit.GKMatchSendDataMode * Foundation.NSError -&gt; bool&#xA;override this.SendData : Foundation.NSData * string[] * GameKit.GKMatchSendDataMode * Foundation.NSError -&gt; bool" Usage="gKMatch.SendData (data, players, mode, error)" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>System.Boolean</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="data" Type="Foundation.NSData" />
<Parameter Name="players" Type="System.String[]" />
<Parameter Name="mode" Type="GameKit.GKMatchSendDataMode" />
<Parameter Name="error" Type="Foundation.NSError" />
</Parameters>
<Docs>
<param name="data">To be added.</param>
<param name="players">To be added.</param>
<param name="mode">To be added.</param>
<param name="error">To be added.</param>
<summary>To be added.</summary>
<returns>To be added.</returns>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="SendData">
<MemberSignature Language="C#" Value="public virtual bool SendData (Foundation.NSData data, string[] players, GameKit.GKMatchSendDataMode mode, out Foundation.NSError error);" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig newslot virtual instance bool SendData(class Foundation.NSData data, string[] players, valuetype GameKit.GKMatchSendDataMode mode, [out] class Foundation.NSError&amp; error) cil managed" />
<MemberSignature Language="DocId" Value="M:GameKit.GKMatch.SendData(Foundation.NSData,System.String[],GameKit.GKMatchSendDataMode,Foundation.NSError@)" />
<MemberSignature Language="F#" Value="abstract member SendData : Foundation.NSData * string[] * GameKit.GKMatchSendDataMode * -&gt; bool&#xA;override this.SendData : Foundation.NSData * string[] * GameKit.GKMatchSendDataMode * -&gt; bool" Usage="gKMatch.SendData (data, players, mode, error)" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>Foundation.Export("sendData:toPlayers:withDataMode:error:")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Deprecated(ObjCRuntime.PlatformName.iOS, 8, 0, ObjCRuntime.PlatformArchitecture.None, "Use 'SendDataToAllPlayers (NSData, GKPlayer[] players, GKMatchSendDataMode mode, NSError error)' instead.")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Deprecated(ObjCRuntime.PlatformName.MacOSX, 10, 10, ObjCRuntime.PlatformArchitecture.None, "Use 'SendDataToAllPlayers (NSData, GKPlayer[] players, GKMatchSendDataMode mode, NSError error)' instead.")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.Unavailable(ObjCRuntime.PlatformName.TvOS, ObjCRuntime.PlatformArchitecture.All, null)</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>System.Boolean</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="data" Type="Foundation.NSData" />
<Parameter Name="players" Type="System.String[]" />
<Parameter Name="mode" Type="GameKit.GKMatchSendDataMode" />
<Parameter Name="error" Type="Foundation.NSError" RefType="out" />
</Parameters>
<Docs>
<param name="data">To be added.</param>
<param name="players">To be added.</param>
<param name="mode">To be added.</param>
<param name="error">To be added.</param>
<summary>To be added.</summary>
<returns>To be added.</returns>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="SendDataToAllPlayers">
<MemberSignature Language="C#" Value="public virtual bool SendDataToAllPlayers (Foundation.NSData data, GameKit.GKMatchSendDataMode mode, out Foundation.NSError error);" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig newslot virtual instance bool SendDataToAllPlayers(class Foundation.NSData data, valuetype GameKit.GKMatchSendDataMode mode, [out] class Foundation.NSError&amp; error) cil managed" />
<MemberSignature Language="DocId" Value="M:GameKit.GKMatch.SendDataToAllPlayers(Foundation.NSData,GameKit.GKMatchSendDataMode,Foundation.NSError@)" />
<MemberSignature Language="F#" Value="abstract member SendDataToAllPlayers : Foundation.NSData * GameKit.GKMatchSendDataMode * -&gt; bool&#xA;override this.SendDataToAllPlayers : Foundation.NSData * GameKit.GKMatchSendDataMode * -&gt; bool" Usage="gKMatch.SendDataToAllPlayers (data, mode, error)" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>Foundation.Export("sendDataToAllPlayers:withDataMode:error:")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>System.Boolean</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="data" Type="Foundation.NSData" />
<Parameter Name="mode" Type="GameKit.GKMatchSendDataMode" />
<Parameter Name="error" Type="Foundation.NSError" RefType="out" />
</Parameters>
<Docs>
<param name="data">To be added.</param>
<param name="mode">To be added.</param>
<param name="error">To be added.</param>
<summary>To be added.</summary>
<returns>To be added.</returns>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="ShouldReinviteDisconnectedPlayer">
<MemberSignature Language="C#" Value="public GameKit.GKMatchReinvitationForDisconnectedPlayer ShouldReinviteDisconnectedPlayer { get; set; }" />
<MemberSignature Language="ILAsm" Value=".property instance class GameKit.GKMatchReinvitationForDisconnectedPlayer ShouldReinviteDisconnectedPlayer" />
<MemberSignature Language="DocId" Value="P:GameKit.GKMatch.ShouldReinviteDisconnectedPlayer" />
<MemberSignature Language="F#" Value="member this.ShouldReinviteDisconnectedPlayer : GameKit.GKMatchReinvitationForDisconnectedPlayer with get, set" Usage="GameKit.GKMatch.ShouldReinviteDisconnectedPlayer" />
<MemberType>Property</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>GameKit.GKMatchReinvitationForDisconnectedPlayer</ReturnType>
</ReturnValue>
<Docs>
<summary>Delegate invoked by the object to get a value.</summary>
<value>To be added.</value>
<remarks>Developers assign a function, delegate or anonymous method to this property to return a value to the object. If developers assign a value to this property, it this will reset the value for the WeakDelegate property to an internal handler that maps delegates to events.</remarks>
</Docs>
</Member>
<Member MemberName="ShouldReinvitePlayer">
<MemberSignature Language="C#" Value="public GameKit.GKMatchReinvitation ShouldReinvitePlayer { get; set; }" />
<MemberSignature Language="ILAsm" Value=".property instance class GameKit.GKMatchReinvitation ShouldReinvitePlayer" />
<MemberSignature Language="DocId" Value="P:GameKit.GKMatch.ShouldReinvitePlayer" />
<MemberSignature Language="F#" Value="member this.ShouldReinvitePlayer : GameKit.GKMatchReinvitation with get, set" Usage="GameKit.GKMatch.ShouldReinvitePlayer" />
<MemberType>Property</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>GameKit.GKMatchReinvitation</ReturnType>
</ReturnValue>
<Docs>
<summary>Delegate invoked by the object to get a value.</summary>
<value>To be added.</value>
<remarks>Developers assign a function, delegate or anonymous method to this property to return a value to the object. If developers assign a value to this property, it this will reset the value for the WeakDelegate property to an internal handler that maps delegates to events.</remarks>
</Docs>
</Member>
<Member MemberName="StateChanged">
<MemberSignature Language="C#" Value="public event EventHandler&lt;GameKit.GKStateEventArgs&gt; StateChanged;" />
<MemberSignature Language="ILAsm" Value=".event class System.EventHandler`1&lt;class GameKit.GKStateEventArgs&gt; StateChanged" />
<MemberSignature Language="DocId" Value="E:GameKit.GKMatch.StateChanged" />
<MemberSignature Language="F#" Value="member this.StateChanged : EventHandler&lt;GameKit.GKStateEventArgs&gt; " Usage="member this.StateChanged : System.EventHandler&lt;GameKit.GKStateEventArgs&gt; " />
<MemberType>Event</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>System.EventHandler&lt;GameKit.GKStateEventArgs&gt;</ReturnType>
</ReturnValue>
<Docs>
<summary>Event raised by the object.</summary>
<remarks>If developers do not assign a value to this event, this will reset the value for the WeakDelegate property to an internal handler that maps delegates to events.</remarks>
</Docs>
</Member>
<Member MemberName="StateChangedForPlayer">
<MemberSignature Language="C#" Value="public event EventHandler&lt;GameKit.GKMatchConnectionChangedEventArgs&gt; StateChangedForPlayer;" />
<MemberSignature Language="ILAsm" Value=".event class System.EventHandler`1&lt;class GameKit.GKMatchConnectionChangedEventArgs&gt; StateChangedForPlayer" />
<MemberSignature Language="DocId" Value="E:GameKit.GKMatch.StateChangedForPlayer" />
<MemberSignature Language="F#" Value="member this.StateChangedForPlayer : EventHandler&lt;GameKit.GKMatchConnectionChangedEventArgs&gt; " Usage="member this.StateChangedForPlayer : System.EventHandler&lt;GameKit.GKMatchConnectionChangedEventArgs&gt; " />
<MemberType>Event</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>System.EventHandler&lt;GameKit.GKMatchConnectionChangedEventArgs&gt;</ReturnType>
</ReturnValue>
<Docs>
<summary>Event raised by the object.</summary>
<remarks>If developers do not assign a value to this event, this will reset the value for the WeakDelegate property to an internal handler that maps delegates to events.</remarks>
</Docs>
</Member>
<Member MemberName="VoiceChatWithName">
<MemberSignature Language="C#" Value="public virtual GameKit.GKVoiceChat VoiceChatWithName (string name);" />
<MemberSignature Language="ILAsm" Value=".method public hidebysig newslot virtual instance class GameKit.GKVoiceChat VoiceChatWithName(string name) cil managed" />
<MemberSignature Language="DocId" Value="M:GameKit.GKMatch.VoiceChatWithName(System.String)" />
<MemberSignature Language="F#" Value="abstract member VoiceChatWithName : string -&gt; GameKit.GKVoiceChat&#xA;override this.VoiceChatWithName : string -&gt; GameKit.GKVoiceChat" Usage="gKMatch.VoiceChatWithName name" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>Foundation.Export("voiceChatWithName:")</AttributeName>
</Attribute>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>GameKit.GKVoiceChat</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="name" Type="System.String" />
</Parameters>
<Docs>
<param name="name">To be added.</param>
<summary>To be added.</summary>
<returns>To be added.</returns>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="WeakDelegate">
<MemberSignature Language="C#" Value="public virtual Foundation.NSObject WeakDelegate { get; set; }" />
<MemberSignature Language="ILAsm" Value=".property instance class Foundation.NSObject WeakDelegate" />
<MemberSignature Language="DocId" Value="P:GameKit.GKMatch.WeakDelegate" />
<MemberSignature Language="F#" Value="member this.WeakDelegate : Foundation.NSObject with get, set" Usage="GameKit.GKMatch.WeakDelegate" />
<MemberType>Property</MemberType>
<AssemblyInfo>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
<AssemblyName>Xamarin.iOS</AssemblyName>
</AssemblyInfo>
<AssemblyInfo>
<AssemblyName>Xamarin.Mac</AssemblyName>
<AssemblyVersion>0.0.0.0</AssemblyVersion>
</AssemblyInfo>
<Attributes>
<Attribute>
<AttributeName>ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>get: Foundation.Export("delegate", ObjCRuntime.ArgumentSemantic.UnsafeUnretained)</AttributeName>
</Attribute>
<Attribute>
<AttributeName>set: Foundation.Export("setDelegate:", ObjCRuntime.ArgumentSemantic.UnsafeUnretained)</AttributeName>
</Attribute>
</Attributes>
<ReturnValue>
<ReturnType>Foundation.NSObject</ReturnType>
</ReturnValue>
<Docs>
<summary>An object that can respond to the delegate protocol for this type</summary>
<value>The instance that will respond to events and data requests.</value>
<remarks>
<para>The delegate instance assigned to this object will be used to handle events or provide data on demand to this class.</para>
<para>When setting the Delegate or WeakDelegate values events will be delivered to the specified instance instead of being delivered to the C#-style events</para>
<para> Methods must be decorated with the [Export ("selectorName")] attribute to respond to each method from the protocol. Alternatively use the Delegate method which is strongly typed and does not require the [Export] attributes on methods.</para>
</remarks>
</Docs>
</Member>
</Members>
</Type>
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