diff --git a/Facepunch.Steamworks/Client/Lobby.cs b/Facepunch.Steamworks/Client/Lobby.cs
index fb11536..1d20130 100644
--- a/Facepunch.Steamworks/Client/Lobby.cs
+++ b/Facepunch.Steamworks/Client/Lobby.cs
@@ -49,6 +49,9 @@ namespace Facepunch.Steamworks
///
public ulong CurrentLobby { get; private set; }
+ ///
+ /// The LobbyData of the CurrentLobby. Note this is the global data for the lobby. Use SetMemberData to set specific member data.
+ ///
public LobbyData CurrentLobbyData { get; private set; }
///
@@ -139,6 +142,11 @@ namespace Facepunch.Steamworks
data = new Dictionary();
}
+ ///
+ /// Get the lobby value for the specific key
+ ///
+ /// The key to find
+ /// The value at key
public string GetData(string k)
{
if (data.ContainsKey(k))
@@ -149,16 +157,26 @@ namespace Facepunch.Steamworks
return "ERROR: key not found";
}
- public List> GetAllData()
+ ///
+ /// Get a list of all the data in the Lobby
+ ///
+ /// Dictionary of all the key/value pairs in the data
+ public Dictionary GetAllData()
{
- List> returnData = new List>();
+ Dictionary returnData = new Dictionary();
foreach(KeyValuePair item in data)
{
- returnData.Add(new KeyValuePair(item.Key, item.Value));
+ returnData.Add(item.Key, item.Value);
}
return returnData;
}
+ ///
+ /// Set the value for specified Key. Note that the keys "joinable", "appid", "name", and "lobbytype" are reserved for internal library use.
+ ///
+ /// The key to set the value for
+ /// The value of the Key
+ /// True if data successfully set
public bool SetData(string k, string v)
{
if (data.ContainsKey(k))
@@ -182,6 +200,11 @@ namespace Facepunch.Steamworks
return false;
}
+ ///
+ /// Remove the key from the LobbyData. Note that the keys "joinable", "appid", "name", and "lobbytype" are reserved for internal library use.
+ ///
+ /// The key to remove
+ /// True if Key successfully removed
public bool RemoveData(string k)
{
if (data.ContainsKey(k))
@@ -339,6 +362,9 @@ namespace Facepunch.Steamworks
}
}
+ ///
+ /// Enums to catch the state of a user when their state has changed
+ ///
public enum MemberStateChange
{
Entered = ChatMemberStateChange.Entered,
@@ -490,6 +516,11 @@ namespace Facepunch.Steamworks
return memIDs;
}
+ ///
+ /// Check to see if a user is in your CurrentLobby
+ ///
+ /// SteamID of the user to check for
+ ///
public bool UserIsInCurrentLobby(ulong steamID)
{
if(CurrentLobby == 0) { return false; }
@@ -527,7 +558,7 @@ namespace Facepunch.Steamworks
public Action OnUserInvitedToLobby;
///
- /// Joins a lobby is a request was made to join the lobby through the friends list or an invite
+ /// Joins a lobby if a request was made to join the lobby through the friends list or an invite
///
internal void OnLobbyJoinRequestedAPI(GameLobbyJoinRequested_t callback, bool error)
{
diff --git a/README.md b/README.md
index 8b170ac..30d4f9e 100644
--- a/README.md
+++ b/README.md
@@ -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 );
@@ -72,7 +72,6 @@ This will register a secure server for game 252490, any ip, port 28015. Again, m
To create a Lobby do this.
```csharp
-var client = new Facepunch.Steamworks.Client( 252490 );
client.Lobby.Create(Steamworks.Lobby.Type.Public, 10);
```
@@ -94,6 +93,8 @@ client.LobbyList.OnLobbiesUpdated = () =>
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