Merge branch 'master' into workshop

This commit is contained in:
James King 2017-09-18 12:11:38 +01:00
commit 26580df11d
26 changed files with 1321 additions and 126 deletions

6
.gitignore vendored
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@ -55,11 +55,14 @@ Facepunch.Steamworks.Test/bin/Release/Facepunch.Steamworks.Test.dll
Facepunch.Steamworks.Test/bin/Release/Microsoft.VisualStudio.QualityTools.UnitTestFramework.dll
*.user
*.cache
*.idea
*.vscode
TestResults
obj
Facepunch.Steamworks/bin/Debug/Facepunch.Steamworks.Api.dll
Facepunch.Steamworks/bin/Debug/Facepunch.Steamworks.dll
Facepunch.Steamworks/bin/Release/Facepunch.Steamworks.dll
Facepunch.Steamworks/bin
*.opendb
*.db
Facepunch.Steamworks.dll
@ -69,4 +72,5 @@ mscorlib.dll
*.nlp
packages
Generator/bin
*.XML
*.XML
.vs

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@ -0,0 +1,330 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using Facepunch.Steamworks;
using System.Text;
using Microsoft.VisualStudio.TestTools.UnitTesting;
namespace Facepunch.Steamworks.Test
{
[TestClass]
[DeploymentItem("steam_api.dll")]
[DeploymentItem("steam_api64.dll")]
[DeploymentItem("steam_appid.txt")]
public class Lobby
{
[TestMethod]
public void CreateLobby()
{
using (var client = new Facepunch.Steamworks.Client(252490))
{
Assert.IsTrue(client.IsValid);
client.Lobby.Create(Steamworks.Lobby.Type.Public, 10);
client.Lobby.OnLobbyCreated = (success) =>
{
Assert.IsTrue(success);
Assert.IsTrue(client.Lobby.IsValid);
Console.WriteLine("lobby created: " + client.Lobby.CurrentLobby);
Console.WriteLine($"Owner: {client.Lobby.Owner}");
Console.WriteLine($"Max Members: {client.Lobby.MaxMembers}");
Console.WriteLine($"Num Members: {client.Lobby.NumMembers}");
client.Lobby.Leave();
};
var sw = Stopwatch.StartNew();
while (sw.Elapsed.TotalSeconds < 3)
{
client.Update();
System.Threading.Thread.Sleep(10);
}
}
}
[TestMethod]
public void GetCreatedLobbyData()
{
using (var client = new Facepunch.Steamworks.Client(252490))
{
Assert.IsTrue(client.IsValid);
client.Lobby.Create(Steamworks.Lobby.Type.Public, 10);
client.Lobby.OnLobbyCreated = (success) =>
{
Assert.IsTrue(success);
Assert.IsTrue(client.Lobby.IsValid);
Console.WriteLine("lobby created: " + client.Lobby.CurrentLobby);
foreach (KeyValuePair<string, string> data in client.Lobby.CurrentLobbyData.GetAllData())
{
if (data.Key == "appid")
{
Assert.IsTrue(data.Value == "252490");
}
Console.WriteLine($"{data.Key} {data.Value}");
}
client.Lobby.Leave();
};
var sw = Stopwatch.StartNew();
while (sw.Elapsed.TotalSeconds < 3)
{
client.Update();
System.Threading.Thread.Sleep(10);
}
}
}
[TestMethod]
public void UpdateLobbyData()
{
using (var client = new Facepunch.Steamworks.Client(252490))
{
Assert.IsTrue(client.IsValid);
client.Lobby.Create(Steamworks.Lobby.Type.Public, 10);
client.Lobby.OnLobbyCreated = (success) =>
{
Assert.IsTrue(success);
Assert.IsTrue(client.Lobby.IsValid);
Console.WriteLine("lobby created: " + client.Lobby.CurrentLobby);
client.Lobby.Name = "My Updated Lobby Name";
client.Lobby.CurrentLobbyData.SetData("testkey", "testvalue");
client.Lobby.LobbyType = Steamworks.Lobby.Type.Private;
client.Lobby.MaxMembers = 5;
client.Lobby.Joinable = false;
foreach (KeyValuePair<string, string> data in client.Lobby.CurrentLobbyData.GetAllData())
{
if (data.Key == "appid")
{
Assert.IsTrue(data.Value == "252490");
}
if (data.Key == "testkey")
{
Assert.IsTrue(data.Value == "testvalue");
}
if (data.Key == "lobbytype")
{
Assert.IsTrue(data.Value == Steamworks.Lobby.Type.Private.ToString());
}
Console.WriteLine($"{data.Key} {data.Value}");
}
};
client.Lobby.OnLobbyDataUpdated = () =>
{
Console.WriteLine("lobby data updated");
Console.WriteLine(client.Lobby.MaxMembers);
Console.WriteLine(client.Lobby.Joinable);
};
var sw = Stopwatch.StartNew();
while (sw.Elapsed.TotalSeconds < 3)
{
client.Update();
System.Threading.Thread.Sleep(10);
}
client.Lobby.Leave();
}
}
[TestMethod]
public void RefreshLobbyList()
{
using (var client = new Facepunch.Steamworks.Client(252490))
{
Assert.IsTrue(client.IsValid);
client.Lobby.OnLobbyCreated = (success) =>
{
Assert.IsTrue(success);
Assert.IsTrue(client.Lobby.IsValid);
Console.WriteLine("lobby created: " + client.Lobby.CurrentLobby);
client.LobbyList.Refresh();
};
client.LobbyList.OnLobbiesUpdated = () =>
{
Console.WriteLine("lobbies updating");
if (client.LobbyList.Finished)
{
Console.WriteLine("lobbies finished updating");
Console.WriteLine($"found {client.LobbyList.Lobbies.Count} lobbies");
foreach (LobbyList.Lobby lobby in client.LobbyList.Lobbies)
{
Console.WriteLine($"Found Lobby: {lobby.Name}");
}
client.Lobby.Leave();
}
};
client.Lobby.Create(Steamworks.Lobby.Type.Public, 10);
var sw = Stopwatch.StartNew();
while (sw.Elapsed.TotalSeconds < 3)
{
client.Update();
System.Threading.Thread.Sleep(10);
}
}
}
[TestMethod]
public void RefreshLobbyListWithFilter()
{
using (var client = new Facepunch.Steamworks.Client(252490))
{
Assert.IsTrue(client.IsValid);
client.Lobby.OnLobbyCreated = (success) =>
{
Assert.IsTrue(success);
Assert.IsTrue(client.Lobby.IsValid);
Console.WriteLine("lobby created: " + client.Lobby.CurrentLobby);
client.Lobby.CurrentLobbyData.SetData("testkey", "testvalue");
};
client.Lobby.OnLobbyDataUpdated = () =>
{
var filter = new LobbyList.Filter();
filter.StringFilters.Add("testkey", "testvalue");
client.LobbyList.Refresh(filter);
};
client.LobbyList.OnLobbiesUpdated = () =>
{
Console.WriteLine("lobbies updating");
if (client.LobbyList.Finished)
{
Console.WriteLine("lobbies finished updating");
Console.WriteLine($"found {client.LobbyList.Lobbies.Count} lobbies");
foreach (LobbyList.Lobby lobby in client.LobbyList.Lobbies)
{
Console.WriteLine($"Found Lobby: {lobby.Name}");
}
}
};
client.Lobby.Create(Steamworks.Lobby.Type.Public, 10);
var sw = Stopwatch.StartNew();
while (sw.Elapsed.TotalSeconds < 5)
{
client.Update();
System.Threading.Thread.Sleep(10);
}
client.Lobby.Leave();
}
}
[TestMethod]
public void SendChatMessage()
{
using (var client = new Facepunch.Steamworks.Client(252490))
{
Assert.IsTrue(client.IsValid);
string testString = "Hello, World";
client.Lobby.OnLobbyCreated = (success) =>
{
Assert.IsTrue(success);
Assert.IsTrue(client.Lobby.IsValid);
Console.WriteLine("lobby created: " + client.Lobby.CurrentLobby);
client.Lobby.CurrentLobbyData.SetData("testkey", "testvalue");
client.Lobby.SendChatMessage(testString);
};
client.Lobby.OnChatMessageRecieved = (steamID, bytes, length) =>
{
string message = Encoding.UTF8.GetString(bytes, 0, length);
Console.WriteLine("message recieved");
Assert.IsTrue(message == testString);
};
client.Lobby.Create(Steamworks.Lobby.Type.Public, 10);
var sw = Stopwatch.StartNew();
while (sw.Elapsed.TotalSeconds < 5)
{
client.Update();
System.Threading.Thread.Sleep(10);
}
client.Lobby.Leave();
}
}
[TestMethod]
public void SetGetUserMetadata()
{
using (var client = new Facepunch.Steamworks.Client(252490))
{
Assert.IsTrue(client.IsValid);
client.Lobby.OnLobbyCreated = (success) =>
{
Assert.IsTrue(success);
Assert.IsTrue(client.Lobby.IsValid);
Console.WriteLine("lobby created: " + client.Lobby.CurrentLobby);
client.Lobby.SetMemberData("testkey", "testvalue");
};
client.Lobby.OnLobbyMemberDataUpdated = (steamID) =>
{
string name = client.Friends.GetName(steamID);
Console.WriteLine(name + " updated data");
Assert.IsTrue(client.Lobby.GetMemberData(steamID, "testkey") == "testvalue");
Console.WriteLine("testkey is now: " + client.Lobby.GetMemberData(steamID, "testkey"));
};
client.Lobby.Create(Steamworks.Lobby.Type.Public, 10);
var sw = Stopwatch.StartNew();
while (sw.Elapsed.TotalSeconds < 5)
{
client.Update();
System.Threading.Thread.Sleep(10);
}
client.Lobby.Leave();
}
}
}
}

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@ -47,7 +47,7 @@ public void InternetList()
foreach ( var server in query.Responded.Take( 20 ) )
{
Console.WriteLine( "{0} {1}", server.AddressString, server.Name );
Console.WriteLine( "{0} {1}", server.Address, server.Name );
}
query.Dispose();
@ -370,7 +370,9 @@ public void CustomList()
foreach ( var s in query.Responded )
{
Console.WriteLine( "{0} - {1}", s.AddressString, s.Name );
Console.WriteLine( "{0} - {1}", s.Address, s.Name );
Assert.IsTrue( servers.Contains( $"{s.Address}:{s.QueryPort}" ) );
}
query.Dispose();

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@ -94,6 +94,7 @@
<ItemGroup>
<Compile Include="Client\Achievements.cs" />
<Compile Include="Client\Client.cs" />
<Compile Include="Client\Lobby.cs" />
<Compile Include="Client\RichPresence.cs" />
<Compile Include="Client\Leaderboard.cs" />
<Compile Include="Client\App.cs" />
@ -107,12 +108,6 @@
<Compile Include="Server\Server.cs" />
<Compile Include="Server\Stats.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Facepunch.Steamworks\Facepunch.Steamworks.csproj">
<Project>{dc2d9fa9-f005-468f-8581-85c79f4e0034}</Project>
<Name>Facepunch.Steamworks</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<Compile Include="Client\Serverlist.cs" />
<Compile Include="Client\Stats.cs" />
@ -120,6 +115,12 @@
<ItemGroup>
<None Include="packages.config" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Facepunch.Steamworks\Facepunch.Steamworks.csproj">
<Project>{91962664-eb42-472a-94c8-c4ffeb44cc4b}</Project>
<Name>Facepunch.Steamworks</Name>
</ProjectReference>
</ItemGroup>
<Choose>
<When Condition="'$(VisualStudioVersion)' == '10.0' And '$(IsCodedUITest)' == 'True'">
<ItemGroup>

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@ -1,11 +1,9 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 15
VisualStudioVersion = 15.0.26228.4
VisualStudioVersion = 15.0.26730.12
MinimumVisualStudioVersion = 10.0.40219.1
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Facepunch.Steamworks.NetCore", "Facepunch.Steamworks\Facepunch.Steamworks.NetCore.csproj", "{91962664-EB42-472A-94C8-C4FFEB44CC4B}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Facepunch.Steamworks", "Facepunch.Steamworks\Facepunch.Steamworks.csproj", "{DC2D9FA9-F005-468F-8581-85C79F4E0034}"
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Facepunch.Steamworks", "Facepunch.Steamworks\Facepunch.Steamworks.csproj", "{91962664-EB42-472A-94C8-C4FFEB44CC4B}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Facepunch.Steamworks.Test", "Facepunch.Steamworks.Test\Facepunch.Steamworks.Test.csproj", "{3F6183AD-D966-44F2-A6EB-42E61E591B49}"
EndProject
@ -21,10 +19,6 @@ Global
{91962664-EB42-472A-94C8-C4FFEB44CC4B}.Debug|Any CPU.Build.0 = Debug|Any CPU
{91962664-EB42-472A-94C8-C4FFEB44CC4B}.Release|Any CPU.ActiveCfg = Release|Any CPU
{91962664-EB42-472A-94C8-C4FFEB44CC4B}.Release|Any CPU.Build.0 = Release|Any CPU
{DC2D9FA9-F005-468F-8581-85C79F4E0034}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{DC2D9FA9-F005-468F-8581-85C79F4E0034}.Debug|Any CPU.Build.0 = Debug|Any CPU
{DC2D9FA9-F005-468F-8581-85C79F4E0034}.Release|Any CPU.ActiveCfg = Release|Any CPU
{DC2D9FA9-F005-468F-8581-85C79F4E0034}.Release|Any CPU.Build.0 = Release|Any CPU
{3F6183AD-D966-44F2-A6EB-42E61E591B49}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{3F6183AD-D966-44F2-A6EB-42E61E591B49}.Debug|Any CPU.Build.0 = Debug|Any CPU
{3F6183AD-D966-44F2-A6EB-42E61E591B49}.Release|Any CPU.ActiveCfg = Release|Any CPU
@ -37,4 +31,7 @@ Global
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {506FC2EC-38D1-45E2-BAE8-D61584162F7D}
EndGlobalSection
EndGlobal

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@ -111,7 +111,13 @@ public void UpdateWhile( Func<bool> func )
while ( func() )
{
Update();
System.Threading.Thread.Sleep( 1 );
const int waitPeriodMillis = 1;
#if NETCORE
System.Threading.Tasks.Task.Delay( waitPeriodMillis ).Wait();
#else
System.Threading.Thread.Sleep( waitPeriodMillis );
#endif
}
}
}

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@ -55,6 +55,7 @@ public partial class Client : BaseSteamworks
public Voice Voice { get; private set; }
public ServerList ServerList { get; private set; }
public LobbyList LobbyList { get; private set; }
public App App { get; private set; }
public Achievements Achievements { get; private set; }
public Stats Stats { get; private set; }
@ -64,6 +65,11 @@ public partial class Client : BaseSteamworks
public Client( uint appId )
{
if ( Instance != null )
{
throw new System.Exception( "Only one Facepunch.Steamworks.Client can exist - dispose the old one before trying to create a new one." );
}
Instance = this;
native = new Interop.NativeInterface();
@ -88,6 +94,7 @@ public Client( uint appId )
//
Voice = new Voice( this );
ServerList = new ServerList( this );
LobbyList = new LobbyList(this);
App = new App( this );
Stats = new Stats( this );
Achievements = new Achievements( this );
@ -159,6 +166,12 @@ public override void Dispose()
ServerList = null;
}
if (LobbyList != null)
{
LobbyList.Dispose();
LobbyList = null;
}
if ( App != null )
{
App.Dispose();

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@ -0,0 +1,586 @@
using System;
using System.Collections.Generic;
using System.Text;
using SteamNative;
namespace Facepunch.Steamworks
{
public partial class Client : IDisposable
{
Lobby _lobby;
public Lobby Lobby
{
get
{
if (_lobby == null)
_lobby = new Steamworks.Lobby(this);
return _lobby;
}
}
}
public class Lobby : IDisposable
{
//The type of lobby you are creating
public enum Type : int
{
Private = SteamNative.LobbyType.Private,
FriendsOnly = SteamNative.LobbyType.FriendsOnly,
Public = SteamNative.LobbyType.Public,
Invisible = SteamNative.LobbyType.Invisible,
Error //happens if you try to get this when you aren't in a valid lobby
}
internal Client client;
public Lobby(Client c)
{
client = c;
SteamNative.LobbyDataUpdate_t.RegisterCallback(client, OnLobbyDataUpdatedAPI);
SteamNative.LobbyChatMsg_t.RegisterCallback(client, OnLobbyChatMessageRecievedAPI);
SteamNative.LobbyChatUpdate_t.RegisterCallback(client, OnLobbyStateUpdatedAPI);
SteamNative.GameLobbyJoinRequested_t.RegisterCallback(client, OnLobbyJoinRequestedAPI);
SteamNative.LobbyInvite_t.RegisterCallback(client, OnUserInvitedToLobbyAPI);
SteamNative.PersonaStateChange_t.RegisterCallback(client, OnLobbyMemberPersonaChangeAPI);
}
/// <summary>
/// The CSteamID of the lobby we're currently in.
/// </summary>
public ulong CurrentLobby { get; private set; }
/// <summary>
/// The LobbyData of the CurrentLobby. Note this is the global data for the lobby. Use SetMemberData to set specific member data.
/// </summary>
public LobbyData CurrentLobbyData { get; private set; }
/// <summary>
/// Returns true if this lobby is valid, ie, we've succesffuly created and/or joined a lobby.
/// </summary>
public bool IsValid => CurrentLobby != 0;
/// <summary>
/// Join a Lobby through its LobbyID. OnLobbyJoined is called with the result of the Join attempt.
/// </summary>
/// <param name="lobbyID">CSteamID of lobby to join</param>
public void Join(ulong lobbyID)
{
Leave();
client.native.matchmaking.JoinLobby(lobbyID, OnLobbyJoinedAPI);
}
void OnLobbyJoinedAPI(LobbyEnter_t callback, bool error)
{
if (error || (callback.EChatRoomEnterResponse != (uint)(SteamNative.ChatRoomEnterResponse.Success)))
{
if (OnLobbyJoined != null) { OnLobbyJoined(false); }
return;
}
CurrentLobby = callback.SteamIDLobby;
UpdateLobbyData();
if (OnLobbyJoined != null) { OnLobbyJoined(true); }
}
/// <summary>
/// Called when a lobby has been attempted joined. Returns true if lobby was successfuly joined, false if not.
/// </summary>
public Action<bool> OnLobbyJoined;
/// <summary>
/// Creates a lobby and returns the created lobby. You auto join the created lobby. The lobby is stored in Client.CurrentLobby if successful.
/// </summary>
/// <param name="lobbyType">The Lobby.Type of Lobby to be created</param>
/// <param name="maxMembers">The maximum amount of people you want to be able to be in this lobby, including yourself</param>
public void Create(Lobby.Type lobbyType, int maxMembers)
{
client.native.matchmaking.CreateLobby((SteamNative.LobbyType)lobbyType, maxMembers, OnLobbyCreatedAPI);
createdLobbyType = lobbyType;
}
internal Type createdLobbyType;
internal void OnLobbyCreatedAPI(LobbyCreated_t callback, bool error)
{
//from SpaceWarClient.cpp 793
if (error || (callback.Result != Result.OK))
{
if ( OnLobbyCreated != null) { OnLobbyCreated(false); }
return;
}
//set owner specific properties
Owner = client.SteamId;
CurrentLobby = callback.SteamIDLobby;
CurrentLobbyData = new LobbyData(client, CurrentLobby);
Name = client.Username + "'s Lobby";
CurrentLobbyData.SetData("appid", client.AppId.ToString());
LobbyType = createdLobbyType;
CurrentLobbyData.SetData("lobbytype", LobbyType.ToString());
Joinable = true;
if (OnLobbyCreated != null) { OnLobbyCreated(true); }
}
/// <summary>
/// Callback for when lobby is created. Parameter resolves true when the Lobby was successfully created
/// </summary>
public Action<bool> OnLobbyCreated;
/// <summary>
/// Class to hold global lobby data. This is stuff like maps/modes/etc. Data set here can be filtered by LobbyList.
/// </summary>
public class LobbyData
{
internal Client client;
internal ulong lobby;
internal Dictionary<string, string> data;
public LobbyData(Client c, ulong l)
{
client = c;
lobby = l;
data = new Dictionary<string, string>();
}
/// <summary>
/// Get the lobby value for the specific key
/// </summary>
/// <param name="k">The key to find</param>
/// <returns>The value at key</returns>
public string GetData(string k)
{
if (data.ContainsKey(k))
{
return data[k];
}
return "ERROR: key not found";
}
/// <summary>
/// Get a list of all the data in the Lobby
/// </summary>
/// <returns>Dictionary of all the key/value pairs in the data</returns>
public Dictionary<string,string> GetAllData()
{
Dictionary<string, string> returnData = new Dictionary<string, string>();
foreach(KeyValuePair<string, string> item in data)
{
returnData.Add(item.Key, item.Value);
}
return returnData;
}
/// <summary>
/// Set the value for specified Key. Note that the keys "joinable", "appid", "name", and "lobbytype" are reserved for internal library use.
/// </summary>
/// <param name="k">The key to set the value for</param>
/// <param name="v">The value of the Key</param>
/// <returns>True if data successfully set</returns>
public bool SetData(string k, string v)
{
if (data.ContainsKey(k))
{
if (data[k] == v) { return true; }
if (client.native.matchmaking.SetLobbyData(lobby, k, v))
{
data[k] = v;
return true;
}
}
else
{
if (client.native.matchmaking.SetLobbyData(lobby, k, v))
{
data.Add(k, v);
return true;
}
}
return false;
}
/// <summary>
/// Remove the key from the LobbyData. Note that the keys "joinable", "appid", "name", and "lobbytype" are reserved for internal library use.
/// </summary>
/// <param name="k">The key to remove</param>
/// <returns>True if Key successfully removed</returns>
public bool RemoveData(string k)
{
if (data.ContainsKey(k))
{
if (client.native.matchmaking.DeleteLobbyData(lobby, k))
{
data.Remove(k);
return true;
}
}
return false;
}
}
/// <summary>
/// Sets user data for the Lobby. Things like Character, Skin, Ready, etc. Can only set your own member data
/// </summary>
public void SetMemberData(string key, string value)
{
if(CurrentLobby == 0) { return; }
client.native.matchmaking.SetLobbyMemberData(CurrentLobby, key, value);
}
/// <summary>
/// Get the per-user metadata from this lobby. Can get data from any user
/// </summary>
/// <param name="steamID">ulong SteamID of the user you want to get data from</param>
/// <param name="key">String key of the type of data you want to get</param>
/// <returns></returns>
public string GetMemberData(ulong steamID, string key)
{
if (CurrentLobby == 0) { return "ERROR: NOT IN ANY LOBBY"; }
return client.native.matchmaking.GetLobbyMemberData(CurrentLobby, steamID, key);
}
internal void OnLobbyDataUpdatedAPI(LobbyDataUpdate_t callback, bool error)
{
if(error || (callback.SteamIDLobby != CurrentLobby)) { return; }
if(callback.SteamIDLobby == CurrentLobby) //actual lobby data was updated by owner
{
UpdateLobbyData();
}
if(UserIsInCurrentLobby(callback.SteamIDMember)) //some member of this lobby updated their information
{
if (OnLobbyMemberDataUpdated != null) { OnLobbyMemberDataUpdated(callback.SteamIDMember); }
}
}
/// <summary>
/// Updates the LobbyData property to have the data for the current lobby, if any
/// </summary>
internal void UpdateLobbyData()
{
int dataCount = client.native.matchmaking.GetLobbyDataCount(CurrentLobby);
CurrentLobbyData = new LobbyData(client, CurrentLobby);
for (int i = 0; i < dataCount; i++)
{
if (client.native.matchmaking.GetLobbyDataByIndex(CurrentLobby, i, out string key, out string value))
{
CurrentLobbyData.SetData(key, value);
}
}
if(OnLobbyDataUpdated != null) { OnLobbyDataUpdated(); }
}
/// <summary>
/// Called when the lobby data itself has been updated. Called when someone has joined/left, Owner has updated data, etc.
/// </summary>
public Action OnLobbyDataUpdated;
/// <summary>
/// Called when a member of the lobby has updated either their personal Lobby metadata or someone's global steam state has changed (like a display name). Parameter is the user who changed.
/// </summary>
public Action<ulong> OnLobbyMemberDataUpdated;
public Type LobbyType
{
get
{
if (!IsValid) { return Type.Error; } //if we're currently in a valid server
//we know that we've set the lobby type via the lobbydata in the creation function
//ps this is important because steam doesn't have an easy way to get lobby type (why idk)
string lobbyType = CurrentLobbyData.GetData("lobbytype");
switch (lobbyType)
{
case "Private":
return Type.Private;
case "FriendsOnly":
return Type.FriendsOnly;
case "Invisible":
return Type.Invisible;
case "Public":
return Type.Public;
default:
return Type.Error;
}
}
set
{
if(!IsValid) { return; }
if(client.native.matchmaking.SetLobbyType(CurrentLobby, (SteamNative.LobbyType)value))
{
CurrentLobbyData.SetData("lobbytype", value.ToString());
}
}
}
private unsafe void OnLobbyChatMessageRecievedAPI(LobbyChatMsg_t callback, bool error)
{
//from Client.Networking
if(error || callback.SteamIDLobby != CurrentLobby) { return; }
byte[] ReceiveBuffer = new byte[1024];
SteamNative.CSteamID steamid = 1;
ChatEntryType chatEntryType; //not used
int readData = 0;
fixed (byte* p = ReceiveBuffer)
{
readData = client.native.matchmaking.GetLobbyChatEntry(CurrentLobby, (int)callback.ChatID, out steamid, (IntPtr)p, ReceiveBuffer.Length, out chatEntryType);
while (ReceiveBuffer.Length < readData)
{
ReceiveBuffer = new byte[readData + 1024];
readData = client.native.matchmaking.GetLobbyChatEntry(CurrentLobby, (int)callback.ChatID, out steamid, (IntPtr)p, ReceiveBuffer.Length, out chatEntryType);
}
}
if (OnChatMessageRecieved != null) { OnChatMessageRecieved(steamid, ReceiveBuffer, readData); }
}
/// <summary>
/// Callback to get chat messages. Use Encoding.UTF8.GetString to retrive the message.
/// </summary>
public Action<ulong, byte[], int> OnChatMessageRecieved;
/// <summary>
/// Broadcasts a chat message to the all the users in the lobby users in the lobby (including the local user) will receive a LobbyChatMsg_t callback.
/// </summary>
/// <returns>True if message successfully sent</returns>
public unsafe bool SendChatMessage(string message)
{
var data = Encoding.UTF8.GetBytes(message);
fixed (byte* p = data)
{
// pvMsgBody can be binary or text data, up to 4k
// if pvMsgBody is text, cubMsgBody should be strlen( text ) + 1, to include the null terminator
return client.native.matchmaking.SendLobbyChatMsg(CurrentLobby, (IntPtr)p, data.Length);
}
}
/// <summary>
/// Enums to catch the state of a user when their state has changed
/// </summary>
public enum MemberStateChange
{
Entered = ChatMemberStateChange.Entered,
Left = ChatMemberStateChange.Left,
Disconnected = ChatMemberStateChange.Disconnected,
Kicked = ChatMemberStateChange.Kicked,
Banned = ChatMemberStateChange.Banned,
}
internal void OnLobbyStateUpdatedAPI(LobbyChatUpdate_t callback, bool error)
{
if (error || callback.SteamIDLobby != CurrentLobby) { return; }
MemberStateChange change = (MemberStateChange)callback.GfChatMemberStateChange;
ulong initiator = callback.SteamIDMakingChange;
ulong affected = callback.SteamIDUserChanged;
if (OnLobbyStateChanged != null) { OnLobbyStateChanged(change, initiator, affected); }
}
/// <summary>
/// Called when the state of the Lobby is somehow shifted. Usually when someone joins or leaves the lobby.
/// The first ulong is the SteamID of the user that initiated the change.
/// The second ulong is the person that was affected
/// </summary>
public Action<MemberStateChange, ulong, ulong> OnLobbyStateChanged;
/// <summary>
/// The name of the lobby as a property for easy getting/setting. Note that this is setting LobbyData, which you cannot do unless you are the Owner of the lobby
/// </summary>
public string Name
{
get
{
if (!IsValid) { return ""; }
return CurrentLobbyData.GetData("name");
}
set
{
if (!IsValid) { return; }
CurrentLobbyData.SetData("name", value);
}
}
/// <summary>
/// The Owner of the current lobby. Returns 0 if you are not in a valid lobby.
/// </summary>
public ulong Owner
{
get
{
if (IsValid)
{
return client.native.matchmaking.GetLobbyOwner(CurrentLobby);
}
return 0;
}
set
{
if (Owner == value) return;
client.native.matchmaking.SetLobbyOwner(CurrentLobby, value);
}
}
/// <summary>
/// Is the Lobby joinable by other people? Defaults to true;
/// </summary>
public bool Joinable
{
get
{
if (!IsValid) { return false; }
string joinable = CurrentLobbyData.GetData("joinable");
switch (joinable)
{
case "true":
return true;
case "false":
return false;
default:
return false;
}
}
set
{
if (!IsValid) { return; }
if (client.native.matchmaking.SetLobbyJoinable(CurrentLobby, value))
{
CurrentLobbyData.SetData("joinable", value.ToString());
}
}
}
/// <summary>
/// How many people can be in the Lobby
/// </summary>
public int MaxMembers
{
get
{
if (!IsValid) { return 0; } //0 is default, but value is inited when lobby is created.
return client.native.matchmaking.GetLobbyMemberLimit(CurrentLobby);
}
set
{
if (!IsValid) { return; }
client.native.matchmaking.SetLobbyMemberLimit(CurrentLobby, value);
}
}
/// <summary>
/// How many people are currently in the Lobby
/// </summary>
public int NumMembers
{
get { return client.native.matchmaking.GetNumLobbyMembers(CurrentLobby);}
}
/// <summary>
/// Leave the CurrentLobby.
/// </summary>
public void Leave()
{
if (CurrentLobby != 0) { client.native.matchmaking.LeaveLobby(CurrentLobby); }
CurrentLobby = 0;
CurrentLobbyData = null;
}
public void Dispose()
{
client = null;
}
/// <summary>
/// Get an array of all the CSteamIDs in the CurrentLobby.
/// Note that you must be in the Lobby you are trying to request the MemberIDs from.
/// Returns an empty array if you aren't in a lobby.
/// </summary>
/// <returns>Array of member SteamIDs</returns>
public ulong[] GetMemberIDs()
{
ulong[] memIDs = new ulong[NumMembers];
for (int i = 0; i < NumMembers; i++)
{
memIDs[i] = client.native.matchmaking.GetLobbyMemberByIndex(CurrentLobby, i);
}
return memIDs;
}
/// <summary>
/// Check to see if a user is in your CurrentLobby
/// </summary>
/// <param name="steamID">SteamID of the user to check for</param>
/// <returns></returns>
public bool UserIsInCurrentLobby(ulong steamID)
{
if(CurrentLobby == 0) { return false; }
ulong[] mems = GetMemberIDs();
for (int i = 0; i < mems.Length; i++)
{
if(mems[i] == steamID)
{
return true;
}
}
return false;
}
/// <summary>
/// Invites the specified user to the CurrentLobby the user is in.
/// </summary>
/// <param name="friendID">ulong ID of person to invite</param>
public bool InviteUserToLobby(ulong friendID)
{
return client.native.matchmaking.InviteUserToLobby(CurrentLobby, friendID);
}
internal void OnUserInvitedToLobbyAPI(LobbyInvite_t callback, bool error)
{
if (error || (callback.GameID != client.AppId)) { return; }
if (OnUserInvitedToLobby != null) { OnUserInvitedToLobby(callback.SteamIDLobby, callback.SteamIDUser); }
}
/// <summary>
/// Called when a user invites the current user to a lobby. The first parameter is the lobby the user was invited to, the second is the CSteamID of the person who invited this user
/// </summary>
public Action<ulong, ulong> OnUserInvitedToLobby;
/// <summary>
/// Joins a lobby if a request was made to join the lobby through the friends list or an invite
/// </summary>
internal void OnLobbyJoinRequestedAPI(GameLobbyJoinRequested_t callback, bool error)
{
if (error) { return; }
Join(callback.SteamIDLobby);
}
/// <summary>
/// Makes sure we send an update callback if a Lobby user updates their information
/// </summary>
internal void OnLobbyMemberPersonaChangeAPI(PersonaStateChange_t callback, bool error)
{
if (error || !UserIsInCurrentLobby(callback.SteamID)) { return; }
if (OnLobbyMemberDataUpdated != null) { OnLobbyMemberDataUpdated(callback.SteamID); }
}
/*not implemented
//set the game server of the lobby
client.native.matchmaking.GetLobbyGameServer;
client.native.matchmaking.SetLobbyGameServer;
//used with game server stuff
SteamNative.LobbyGameCreated_t
*/
}
}

View File

@ -0,0 +1,33 @@
using System;
using System.Collections.Generic;
using System.Text;
namespace Facepunch.Steamworks
{
public partial class LobbyList
{
public class Lobby
{
internal Client Client;
public string Name { get; private set; }
public ulong LobbyID { get; private set; }
public ulong Owner { get; private set; }
public int MemberLimit{ get; private set; }
public int NumMembers{ get; private set; }
internal static Lobby FromSteam(Client client, ulong lobby)
{
return new Lobby()
{
Client = client,
LobbyID = lobby,
Name = client.native.matchmaking.GetLobbyData(lobby, "name"),
MemberLimit = client.native.matchmaking.GetLobbyMemberLimit(lobby),
Owner = client.native.matchmaking.GetLobbyOwner(lobby),
NumMembers = client.native.matchmaking.GetNumLobbyMembers(lobby)
};
}
}
}
}

View File

@ -0,0 +1,183 @@
using System;
using System.Collections.Generic;
using System.Text;
using SteamNative;
namespace Facepunch.Steamworks
{
public partial class LobbyList : IDisposable
{
internal Client client;
//The list of retrieved lobbies
public List<Lobby> Lobbies { get; private set; }
//True when all the possible lobbies have had their data updated
//if the number of lobbies is now equal to the initial request number, we've found all lobbies
public bool Finished { get; private set; }
//The number of possible lobbies we can get data from
internal List<ulong> requests;
internal LobbyList(Client client)
{
this.client = client;
Lobbies = new List<Lobby>();
requests = new List<ulong>();
}
/// <summary>
/// Refresh the List of Lobbies. If no filter is passed in, a default one is created that filters based on AppId ("appid").
/// </summary>
/// <param name="filter"></param>
public void Refresh ( Filter filter = null)
{
//init out values
Lobbies.Clear();
requests.Clear();
Finished = false;
if (filter == null)
{
filter = new Filter();
filter.StringFilters.Add("appid", client.AppId.ToString());
}
client.native.matchmaking.AddRequestLobbyListDistanceFilter((SteamNative.LobbyDistanceFilter)filter.DistanceFilter);
if (filter.SlotsAvailable != null)
{
client.native.matchmaking.AddRequestLobbyListFilterSlotsAvailable((int)filter.SlotsAvailable);
}
if (filter.MaxResults != null)
{
client.native.matchmaking.AddRequestLobbyListResultCountFilter((int)filter.MaxResults);
}
foreach (KeyValuePair<string, string> fil in filter.StringFilters)
{
client.native.matchmaking.AddRequestLobbyListStringFilter(fil.Key, fil.Value, SteamNative.LobbyComparison.Equal);
}
foreach (KeyValuePair<string, int> fil in filter.NearFilters)
{
client.native.matchmaking.AddRequestLobbyListNearValueFilter(fil.Key, fil.Value);
}
//foreach (KeyValuePair<string, KeyValuePair<Filter.Comparison, int>> fil in filter.NumericalFilters)
//{
// client.native.matchmaking.AddRequestLobbyListNumericalFilter(fil.Key, fil.Value.Value, (SteamNative.LobbyComparison)fil.Value.Key);
//}
// this will never return lobbies that are full (via the actual api)
client.native.matchmaking.RequestLobbyList(OnLobbyList);
}
void OnLobbyList(LobbyMatchList_t callback, bool error)
{
if (error) return;
//how many lobbies matched
uint lobbiesMatching = callback.LobbiesMatching;
// lobbies are returned in order of closeness to the user, so add them to the list in that order
for (int i = 0; i < lobbiesMatching; i++)
{
//add the lobby to the list of requests
ulong lobby = client.native.matchmaking.GetLobbyByIndex(i);
requests.Add(lobby);
//cast to a LobbyList.Lobby
Lobby newLobby = Lobby.FromSteam(client, lobby);
if (newLobby.Name != "")
{
//if the lobby is valid add it to the valid return lobbies
Lobbies.Add(newLobby);
checkFinished();
}
else
{
//else we need to get the info for the missing lobby
client.native.matchmaking.RequestLobbyData(lobby);
SteamNative.LobbyDataUpdate_t.RegisterCallback(client, OnLobbyDataUpdated);
}
}
checkFinished();
if (OnLobbiesUpdated != null) { OnLobbiesUpdated(); }
}
void checkFinished()
{
if (Lobbies.Count == requests.Count)
{
Finished = true;
return;
}
Finished = false;
}
void OnLobbyDataUpdated(LobbyDataUpdate_t callback, bool error)
{
if (callback.Success == 1) //1 if success, 0 if failure
{
//find the lobby that has been updated
Lobby lobby = Lobbies.Find(x => x.LobbyID == callback.SteamIDLobby);
//if this lobby isn't yet in the list of lobbies, we know that we should add it
if (lobby == null)
{
Lobbies.Add(lobby);
checkFinished();
}
//otherwise lobby data in general was updated and you should listen to see what changed
if (OnLobbiesUpdated != null) { OnLobbiesUpdated(); }
}
}
public Action OnLobbiesUpdated;
public void Dispose()
{
client = null;
}
public class Filter
{
// Filters that match actual metadata keys exactly
public Dictionary<string, string> StringFilters = new Dictionary<string, string>();
// Filters that are of string key and int value for that key to be close to
public Dictionary<string, int> NearFilters = new Dictionary<string, int>();
//Filters that are of string key and int value, with a comparison filter to say how we should relate to the value
//public Dictionary<string, KeyValuePair<Comparison, int>> NumericalFilters = new Dictionary<string, KeyValuePair<Comparison, int>>();
public Distance DistanceFilter = Distance.Worldwide;
public int? SlotsAvailable { get; set; }
public int? MaxResults { get; set; }
public enum Distance : int
{
Close = SteamNative.LobbyDistanceFilter.Close,
Default = SteamNative.LobbyDistanceFilter.Default,
Far = SteamNative.LobbyDistanceFilter.Far,
Worldwide = SteamNative.LobbyDistanceFilter.Worldwide
}
public enum Comparison : int
{
EqualToOrLessThan = SteamNative.LobbyComparison.EqualToOrLessThan,
LessThan = SteamNative.LobbyComparison.LessThan,
Equal = SteamNative.LobbyComparison.Equal,
GreaterThan = SteamNative.LobbyComparison.GreaterThan,
EqualToOrGreaterThan = SteamNative.LobbyComparison.EqualToOrGreaterThan,
NotEqual = SteamNative.LobbyComparison.NotEqual
}
}
}
}

View File

@ -91,6 +91,8 @@ internal bool Update( SteamNative.SteamMatchmakingServers servers, Action<SteamN
}
public Action OnUpdate;
public Action<Server> OnServerResponded;
public Action OnFinished;
/// <summary>
/// A list of servers that responded. If you're only interested in servers that responded since you
@ -181,6 +183,8 @@ private void Update()
{
Finished = true;
client.OnUpdate -= Update;
OnFinished?.Invoke();
}
}
@ -191,7 +195,10 @@ private void OnServer( SteamNative.gameserveritem_t info )
if ( Filter != null && !Filter.Test( info ) )
return;
Responded.Add( Server.FromSteam( client, info ) );
var s = Server.FromSteam( client, info );
Responded.Add( s );
OnServerResponded?.Invoke( s );
}
else
{

View File

@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Runtime.InteropServices;
using System.Text;
@ -25,7 +26,7 @@ public class Server
public int Version { get; set; }
public string[] Tags { get; set; }
public ulong SteamId { get; set; }
public uint Address { get; set; }
public IPAddress Address { get; set; }
public int ConnectionPort { get; set; }
public int QueryPort { get; set; }
@ -42,27 +43,13 @@ public bool Favourite
internal Client Client;
public string AddressString
{
get
{
return string.Format( "{0}.{1}.{2}.{3}", ( Address >> 24 ) & 0xFFul, ( Address >> 16 ) & 0xFFul, ( Address >> 8 ) & 0xFFul, Address & 0xFFul );
}
}
public string ConnectionAddress
{
get
{
return string.Format( "{0}.{1}.{2}.{3}:{4}", ( Address >> 24 ) & 0xFFul, ( Address >> 16 ) & 0xFFul, ( Address >> 8 ) & 0xFFul, Address & 0xFFul, ConnectionPort );
}
}
internal static Server FromSteam( Client client, SteamNative.gameserveritem_t item )
{
return new Server()
{
Client = client,
Address = item.NetAdr.IP,
Address = Utility.Int32ToIp( item.NetAdr.IP ),
ConnectionPort = item.NetAdr.ConnectionPort,
QueryPort = item.NetAdr.QueryPort,
Name = item.ServerName,
@ -133,7 +120,7 @@ internal void OnServerRulesReceiveFinished( bool Success )
/// </summary>
public void AddToHistory()
{
Client.native.matchmaking.AddFavoriteGame( AppId, Address, (ushort)ConnectionPort, (ushort)QueryPort, k_unFavoriteFlagHistory, (uint)Utility.Epoch.Current );
Client.native.matchmaking.AddFavoriteGame( AppId, Utility.IpToInt32( Address ), (ushort)ConnectionPort, (ushort)QueryPort, k_unFavoriteFlagHistory, (uint)Utility.Epoch.Current );
Client.ServerList.UpdateFavouriteList();
}
@ -142,7 +129,7 @@ public void AddToHistory()
/// </summary>
public void RemoveFromHistory()
{
Client.native.matchmaking.RemoveFavoriteGame( AppId, Address, (ushort)ConnectionPort, (ushort)QueryPort, k_unFavoriteFlagHistory );
Client.native.matchmaking.RemoveFavoriteGame( AppId, Utility.IpToInt32( Address ), (ushort)ConnectionPort, (ushort)QueryPort, k_unFavoriteFlagHistory );
Client.ServerList.UpdateFavouriteList();
}
@ -151,7 +138,7 @@ public void RemoveFromHistory()
/// </summary>
public void AddToFavourites()
{
Client.native.matchmaking.AddFavoriteGame( AppId, Address, (ushort)ConnectionPort, (ushort)QueryPort, k_unFavoriteFlagFavorite, (uint)Utility.Epoch.Current );
Client.native.matchmaking.AddFavoriteGame( AppId, Utility.IpToInt32( Address ), (ushort)ConnectionPort, (ushort)QueryPort, k_unFavoriteFlagFavorite, (uint)Utility.Epoch.Current );
Client.ServerList.UpdateFavouriteList();
}
@ -160,7 +147,7 @@ public void AddToFavourites()
/// </summary>
public void RemoveFromFavourites()
{
Client.native.matchmaking.RemoveFavoriteGame( AppId, Address, (ushort)ConnectionPort, (ushort)QueryPort, k_unFavoriteFlagFavorite );
Client.native.matchmaking.RemoveFavoriteGame( AppId, Utility.IpToInt32( Address ), (ushort)ConnectionPort, (ushort)QueryPort, k_unFavoriteFlagFavorite );
Client.ServerList.UpdateFavouriteList();
}
}

View File

@ -248,7 +248,7 @@ public Request Local( Filter filter = null )
internal bool IsFavourite( Server server )
{
ulong encoded = server.Address;
ulong encoded = Utility.IpToInt32( server.Address );
encoded = encoded << 32;
encoded = encoded | (uint)server.ConnectionPort;
@ -257,7 +257,7 @@ internal bool IsFavourite( Server server )
internal bool IsHistory( Server server )
{
ulong encoded = server.Address;
ulong encoded = Utility.IpToInt32( server.Address );
encoded = encoded << 32;
encoded = encoded | (uint)server.ConnectionPort;

View File

@ -1,30 +0,0 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard1.6</TargetFramework>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<GenerateDocumentationFile>true</GenerateDocumentationFile>
<AssemblyName>Facepunch.Steamworks</AssemblyName>
<PackageId>Facepunch.Steamworks</PackageId>
<NetStandardImplicitPackageVersion>1.6.0</NetStandardImplicitPackageVersion>
<PackageTargetFallback>$(PackageTargetFallback);dnxcore50</PackageTargetFallback>
<RootNamespace>Facepunch.Steamworks</RootNamespace>
<Description />
<GeneratePackageOnBuild>False</GeneratePackageOnBuild>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
<DefineConstants>TRACE;DEBUG;NETSTANDARD1_6;NETCORE</DefineConstants>
<NoWarn>1701;1702;1705;618;1591</NoWarn>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
<DefineConstants>TRACE;RELEASE;NETSTANDARD1_6;NETCORE</DefineConstants>
<NoWarn>1701;1702;1705;618;1591</NoWarn>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="System.Threading.Thread" Version="4.3.0" />
</ItemGroup>
</Project>

View File

@ -1,23 +1,40 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net3.5</TargetFramework>
<TargetFrameworks>netstandard2.0;net45;net35;net40</TargetFrameworks>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<GenerateDocumentationFile>true</GenerateDocumentationFile>
<AssemblyName>Facepunch.Steamworks</AssemblyName>
<PackageId>Facepunch.Steamworks</PackageId>
<PackageTargetFallback>$(PackageTargetFallback);dnxcore50</PackageTargetFallback>
<RootNamespace>Facepunch.Steamworks</RootNamespace>
<GenerateDocumentationFile>true</GenerateDocumentationFile>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
<DefineConstants>TRACE;DEBUG;NETSTANDARD1_6;NETCORE</DefineConstants>
<DefineConstants>TRACE;DEBUG</DefineConstants>
<NoWarn>1701;1702;1705;618;1591</NoWarn>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
<DefineConstants>TRACE;RELEASE;NETSTANDARD1_6;NETCORE</DefineConstants>
<DefineConstants>TRACE;RELEASE</DefineConstants>
<NoWarn>1701;1702;1705;618;1591</NoWarn>
</PropertyGroup>
<PropertyGroup Condition=" '$(TargetFramework)' == 'netstandard2.0' ">
<DefineConstants>$(DefineConstants);NETCORE</DefineConstants>
</PropertyGroup>
<ItemGroup>
<Compile Remove="*AssemblyInfo.cs"/>
</ItemGroup>
<PropertyGroup>
<FrameworkPathOverride Condition="'$(TargetFramework)' == 'net35'">C:\Program Files (x86)\Reference Assemblies\Microsoft\Framework\.NETFramework\v3.5\Profile\Client</FrameworkPathOverride>
</PropertyGroup>
<PropertyGroup>
<FrameworkPathOverride Condition="'$(TargetFramework)' == 'net40'">C:\Program Files (x86)\Reference Assemblies\Microsoft\Framework\.NETFramework\v4.0\Profile\Client</FrameworkPathOverride>
</PropertyGroup>
</Project>

View File

@ -25,6 +25,7 @@ public class Editor
public ItemType? Type { get; set; }
public string Error { get; internal set; } = null;
public string ChangeNote { get; set; } = "";
public uint WorkshopUploadAppId { get; set; }
public enum VisibilityType : int
{
@ -113,8 +114,7 @@ private void StartCreatingItem()
if ( !Type.HasValue )
throw new System.Exception( "Editor.Type must be set when creating a new item!" );
System.Diagnostics.Debug.WriteLine( "StartCreatingItem()" );
CreateItem = workshop.ugc.CreateItem( workshop.steamworks.AppId, (SteamNative.WorkshopFileType)(uint)Type, OnItemCreated );
CreateItem = workshop.ugc.CreateItem( WorkshopUploadAppId, (SteamNative.WorkshopFileType)(uint)Type, OnItemCreated );
}
private void OnItemCreated( SteamNative.CreateItemResult_t obj, bool Failed )
@ -140,7 +140,7 @@ private void OnItemCreated( SteamNative.CreateItemResult_t obj, bool Failed )
private void PublishChanges()
{
UpdateHandle = workshop.ugc.StartItemUpdate( workshop.steamworks.AppId, Id );
UpdateHandle = workshop.ugc.StartItemUpdate(WorkshopUploadAppId, Id );
if ( Title != null )
workshop.ugc.SetItemTitle( UpdateHandle, Title );

View File

@ -267,7 +267,12 @@ public void Block()
while ( IsRunning )
{
System.Threading.Thread.Sleep( 10 );
const int waitPeriodMillis = 10;
#if NETCORE
System.Threading.Tasks.Task.Delay( waitPeriodMillis ).Wait();
#else
System.Threading.Thread.Sleep( waitPeriodMillis );
#endif
workshop.steamworks.Update();
}
}

View File

@ -151,9 +151,20 @@ public Query CreateQuery()
/// </summary>
public Editor CreateItem( ItemType type )
{
return new Editor() { workshop = this, Type = type };
return CreateItem(this.steamworks.AppId, type);
}
/// <summary>
/// Create a new Editor object with the intention of creating a new item.
/// Your item won't actually be created until you call Publish() on the object.
/// Your item will be published to the provided appId.
/// </summary>
/// <remarks>You need to add app publish permissions for cross app uploading to work.</remarks>
public Editor CreateItem( uint workshopUploadAppId, ItemType type )
{
return new Editor() { workshop = this, WorkshopUploadAppId = workshopUploadAppId, Type = type };
}
/// <summary>
/// Returns a class representing this ItemId. We don't query
/// item name, description etc. We don't verify that item exists.

View File

@ -39,22 +39,34 @@ internal bool InitClient( BaseSteamworks steamworks )
api = new SteamNative.SteamApi();
if ( !api.SteamAPI_Init() )
{
Console.Error.WriteLine( "InitClient: SteamAPI_Init returned false" );
return false;
}
hUser = api.SteamAPI_GetHSteamUser();
hPipe = api.SteamAPI_GetHSteamPipe();
if ( hPipe == 0 )
{
Console.Error.WriteLine( "InitClient: hPipe == 0" );
return false;
}
FillInterfaces( steamworks, hUser, hPipe );
if ( !user.IsValid )
{
Console.Error.WriteLine( "InitClient: ISteamUser is null" );
return false;
}
// Ensure that the user has logged into Steam. This will always return true if the game is launched
// from Steam, but if Steam is at the login prompt when you run your game it will return false.
if ( !user.BLoggedOn() )
{
Console.Error.WriteLine( "InitClient: Not Logged On" );
return false;
}
return true;
}
@ -67,13 +79,17 @@ internal bool InitServer( BaseSteamworks steamworks, uint IpAddress /*uint32*/,
if ( !api.SteamInternal_GameServer_Init( IpAddress, usPort, GamePort, QueryPort, eServerMode, pchVersionString ) )
{
Console.Error.WriteLine( "InitServer: GameServer_Init returned false" );
return false;
}
hUser = api.SteamGameServer_GetHSteamUser();
hPipe = api.SteamGameServer_GetHSteamPipe();
if ( hPipe == 0 )
{
Console.Error.WriteLine( "InitServer: hPipe == 0" );
return false;
}
FillInterfaces( steamworks, hPipe, hUser );
@ -116,27 +132,6 @@ public void FillInterfaces( BaseSteamworks steamworks, int hpipe, int huser )
public void Dispose()
{
if ( client != null )
{
if ( hPipe != 0 )
{
if ( hUser != 0 )
{
client.ReleaseUser( hPipe, hUser );
hUser = 0;
}
client.BReleaseSteamPipe( hPipe );
hPipe = 0;
}
if ( !client.BShutdownIfAllPipesClosed() )
Console.WriteLine( "BShutdownIfAllPipesClosed returned false" );
client.Dispose();
client = null;
}
if ( user != null )
{
user.Dispose();
@ -186,12 +181,7 @@ public void Dispose()
}
if ( gameServer != null )
{
//
// Calling this can cause the process to hang
//
//gameServer.LogOff();
{
gameServer.Dispose();
gameServer = null;
}
@ -232,6 +222,12 @@ public void Dispose()
applist = null;
}
if ( client != null )
{
client.Dispose();
client = null;
}
if ( api != null )
{
if ( isServer )
@ -239,6 +235,16 @@ public void Dispose()
else
api.SteamAPI_Shutdown();
//
// The functions above destroy the pipeline handles
// and all of the classes. Trying to call a steam function
// at this point will result in a crash - because any
// pointers we stored are not invalid.
//
hPipe = 0;
hUser = 0;
api.Dispose();
api = null;
}

View File

@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Runtime.InteropServices;
using System.Text;
@ -20,7 +21,7 @@ class ServerRules : IDisposable
// The server that called us
private ServerList.Server Server;
public ServerRules( ServerList.Server server, uint address, int queryPort )
public ServerRules( ServerList.Server server, IPAddress address, int queryPort )
{
Server = server;
@ -32,7 +33,7 @@ public ServerRules( ServerList.Server server, uint address, int queryPort )
//
// Ask Steam to get the server rules, respond to our fake vtable
//
Server.Client.native.servers.ServerRules( address, (ushort)queryPort, GetPtr() );
Server.Client.native.servers.ServerRules( Utility.IpToInt32( address ), (ushort)queryPort, GetPtr() );
}
public void Dispose()

View File

@ -26,6 +26,11 @@ public partial class Server : BaseSteamworks
/// </summary>
public Server( uint appId, ServerInit init )
{
if ( Instance != null )
{
throw new System.Exception( "Only one Facepunch.Steamworks.Server can exist - dispose the old one before trying to create a new one." );
}
Instance = this;
native = new Interop.NativeInterface();

View File

@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Text;
namespace Facepunch.Steamworks
@ -15,6 +16,17 @@ static internal uint SwapBytes( uint x )
( ( x & 0xff000000 ) >> 24 );
}
static internal uint IpToInt32( this IPAddress ipAddress )
{
return BitConverter.ToUInt32( ipAddress.GetAddressBytes().Reverse().ToArray(), 0 );
}
static internal IPAddress Int32ToIp( uint ipAddress )
{
return new IPAddress( BitConverter.GetBytes( ipAddress ).Reverse().ToArray() );
}
static internal int NextPowerOf2( int x )
{
var po2 = 1;

15
Jenkinsfile vendored
View File

@ -4,22 +4,13 @@ node ( 'vs2017' )
checkout scm
stage 'Restore'
bat 'nuget restore Facepunch.Steamworks.sln'
bat "dotnet restore Facepunch.Steamworks/Facepunch.Steamworks.csproj"
stage 'Build Release'
bat "\"${tool 'MSBuild'}\" Facepunch.Steamworks/Facepunch.Steamworks.csproj /p:Configuration=Release /p:ProductVersion=1.0.0.${env.BUILD_NUMBER}"
bat "dotnet build Facepunch.Steamworks/Facepunch.Steamworks.csproj --configuration Release"
stage 'Build Debug'
bat "\"${tool 'MSBuild'}\" Facepunch.Steamworks/Facepunch.Steamworks.csproj /p:Configuration=Debug /p:ProductVersion=1.0.0.${env.BUILD_NUMBER}"
stage 'Build Release NetCore'
bat "dotnet restore Facepunch.Steamworks/Facepunch.Steamworks.NetCore.csproj"
stage 'Build Release NetCore'
bat "dotnet build Facepunch.Steamworks/Facepunch.Steamworks.NetCore.csproj --configuration Release"
stage 'Build Debug NetCore'
bat "dotnet build Facepunch.Steamworks/Facepunch.Steamworks.NetCore.csproj --configuration Debug"
bat "dotnet build Facepunch.Steamworks/Facepunch.Steamworks.csproj --configuration Debug"
stage 'Archive'
archiveArtifacts artifacts: 'Facepunch.Steamworks/bin/**/*'

View File

@ -41,7 +41,7 @@ You can view examples of everything in the Facepunch.Steamworks.Test project.
## Client
Compile and add the library to your project. To create a client you can do this.
Compile the Facepunch.Steamworks project and add the library to your Unity project. To create a client you can do this.
```csharp
var client = new Facepunch.Steamworks.Client( 252490 );
@ -68,6 +68,34 @@ var server = new Facepunch.Steamworks.Server( 252490, 0, 28015, true, "MyGame453
This will register a secure server for game 252490, any ip, port 28015. Again, more usage in the Facepunch.Steamworks.Test project.
## Lobby
To create a Lobby do this.
```csharp
client.Lobby.Create(Steamworks.Lobby.Type.Public, 10);
```
Created lobbies are auto-joined, but if you want to find a friend's lobby, you'd call
```csharp
client.LobbyList.Refresh();
//wait for the callback
client.LobbyList.OnLobbiesUpdated = () =>
{
if (client.LobbyList.Finished)
{
foreach (LobbyList.Lobby lobby in client.LobbyList.Lobbies)
{
Console.WriteLine($"Found Lobby: {lobby.Name}");
}
}
};
//join a lobby you found
client.Lobby.Join(LobbyList.Lobbies[0]);
```
Your can find more examples of Lobby functionality in the Lobby.cs file in the test project. Sending chat messages, assinging lobby data and member data, etc.
# Unity
Yeah this works under Unity. That's half the point of it.