diff --git a/Facepunch.Steamworks/Structs/Lobby.cs b/Facepunch.Steamworks/Structs/Lobby.cs
index b944499..506fc6c 100644
--- a/Facepunch.Steamworks/Structs/Lobby.cs
+++ b/Facepunch.Steamworks/Structs/Lobby.cs
@@ -140,17 +140,23 @@ namespace Steamworks.Data
///
/// Sends bytes the the chat room
- /// this isn't exposed because there's no way to read raw bytes atm,
- /// and I figure people can send json if they want something more advanced
///
- internal unsafe bool SendChatBytes( byte[] data )
+ public unsafe bool SendChatBytes( byte[] data )
{
fixed ( byte* ptr = data )
{
- return SteamMatchmaking.Internal.SendLobbyChatMsg( Id, (IntPtr)ptr, data.Length );
+ return SendChatBytesUnsafe( ptr, data.Length );
}
}
+ ///
+ /// Sends bytes the the chat room from a unsafe buffer
+ ///
+ public unsafe bool SendChatBytesUnsafe( byte* ptr, int length )
+ {
+ return SteamMatchmaking.Internal.SendLobbyChatMsg( Id, (IntPtr)ptr, length );
+ }
+
///
/// Refreshes metadata for a lobby you're not necessarily in right now
/// you never do this for lobbies you're a member of, only if your
@@ -202,7 +208,7 @@ namespace Steamworks.Data
///
/// [SteamID variant]
- /// Allows the owner to set the game server associated with the lobby. Triggers the
+ /// Allows the owner to set the game server associated with the lobby. Triggers the
/// Steammatchmaking.OnLobbyGameCreated event.
///
public void SetGameServer( SteamId steamServer )
@@ -215,7 +221,7 @@ namespace Steamworks.Data
///
/// [IP/Port variant]
- /// Allows the owner to set the game server associated with the lobby. Triggers the
+ /// Allows the owner to set the game server associated with the lobby. Triggers the
/// Steammatchmaking.OnLobbyGameCreated event.
///
public void SetGameServer( string ip, ushort port )
@@ -227,7 +233,7 @@ namespace Steamworks.Data
}
///
- /// Gets the details of the lobby's game server, if set. Returns true if the lobby is
+ /// Gets the details of the lobby's game server, if set. Returns true if the lobby is
/// valid and has a server set, otherwise returns false.
///
public bool GetGameServer( ref uint ip, ref ushort port, ref SteamId serverId )
@@ -249,4 +255,4 @@ namespace Steamworks.Data
///
public bool IsOwnedBy( SteamId k ) => Owner.Id == k;
}
-}
\ No newline at end of file
+}