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Small README update and adjusts doc tags for Lobby functions.
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@ -49,6 +49,9 @@ public Lobby(Client c)
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/// </summary>
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/// </summary>
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public ulong CurrentLobby { get; private set; }
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public ulong CurrentLobby { get; private set; }
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/// <summary>
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/// The LobbyData of the CurrentLobby. Note this is the global data for the lobby. Use SetMemberData to set specific member data.
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/// </summary>
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public LobbyData CurrentLobbyData { get; private set; }
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public LobbyData CurrentLobbyData { get; private set; }
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/// <summary>
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/// <summary>
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@ -139,6 +142,11 @@ public LobbyData(Client c, ulong l)
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data = new Dictionary<string, string>();
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data = new Dictionary<string, string>();
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}
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}
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/// <summary>
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/// Get the lobby value for the specific key
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/// </summary>
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/// <param name="k">The key to find</param>
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/// <returns>The value at key</returns>
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public string GetData(string k)
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public string GetData(string k)
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{
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{
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if (data.ContainsKey(k))
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if (data.ContainsKey(k))
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@ -149,16 +157,26 @@ public string GetData(string k)
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return "ERROR: key not found";
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return "ERROR: key not found";
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}
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}
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public List<KeyValuePair<string,string>> GetAllData()
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/// <summary>
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/// Get a list of all the data in the Lobby
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/// </summary>
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/// <returns>Dictionary of all the key/value pairs in the data</returns>
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public Dictionary<string,string> GetAllData()
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{
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{
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List<KeyValuePair<string, string>> returnData = new List<KeyValuePair<string, string>>();
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Dictionary<string, string> returnData = new Dictionary<string, string>();
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foreach(KeyValuePair<string, string> item in data)
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foreach(KeyValuePair<string, string> item in data)
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{
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{
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returnData.Add(new KeyValuePair<string, string>(item.Key, item.Value));
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returnData.Add(item.Key, item.Value);
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}
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}
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return returnData;
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return returnData;
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}
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}
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/// <summary>
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/// Set the value for specified Key. Note that the keys "joinable", "appid", "name", and "lobbytype" are reserved for internal library use.
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/// </summary>
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/// <param name="k">The key to set the value for</param>
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/// <param name="v">The value of the Key</param>
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/// <returns>True if data successfully set</returns>
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public bool SetData(string k, string v)
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public bool SetData(string k, string v)
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{
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{
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if (data.ContainsKey(k))
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if (data.ContainsKey(k))
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@ -182,6 +200,11 @@ public bool SetData(string k, string v)
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return false;
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return false;
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}
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}
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/// <summary>
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/// Remove the key from the LobbyData. Note that the keys "joinable", "appid", "name", and "lobbytype" are reserved for internal library use.
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/// </summary>
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/// <param name="k">The key to remove</param>
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/// <returns>True if Key successfully removed</returns>
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public bool RemoveData(string k)
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public bool RemoveData(string k)
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{
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{
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if (data.ContainsKey(k))
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if (data.ContainsKey(k))
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@ -339,6 +362,9 @@ public unsafe bool SendChatMessage(string message)
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}
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}
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}
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}
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/// <summary>
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/// Enums to catch the state of a user when their state has changed
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/// </summary>
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public enum MemberStateChange
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public enum MemberStateChange
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{
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{
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Entered = ChatMemberStateChange.Entered,
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Entered = ChatMemberStateChange.Entered,
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@ -490,6 +516,11 @@ public ulong[] GetMemberIDs()
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return memIDs;
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return memIDs;
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}
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}
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/// <summary>
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/// Check to see if a user is in your CurrentLobby
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/// </summary>
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/// <param name="steamID">SteamID of the user to check for</param>
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/// <returns></returns>
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public bool UserIsInCurrentLobby(ulong steamID)
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public bool UserIsInCurrentLobby(ulong steamID)
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{
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{
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if(CurrentLobby == 0) { return false; }
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if(CurrentLobby == 0) { return false; }
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@ -527,7 +558,7 @@ internal void OnUserInvitedToLobbyAPI(LobbyInvite_t callback, bool error)
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public Action<ulong, ulong> OnUserInvitedToLobby;
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public Action<ulong, ulong> OnUserInvitedToLobby;
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/// <summary>
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/// <summary>
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/// Joins a lobby is a request was made to join the lobby through the friends list or an invite
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/// Joins a lobby if a request was made to join the lobby through the friends list or an invite
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/// </summary>
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/// </summary>
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internal void OnLobbyJoinRequestedAPI(GameLobbyJoinRequested_t callback, bool error)
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internal void OnLobbyJoinRequestedAPI(GameLobbyJoinRequested_t callback, bool error)
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{
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{
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@ -41,7 +41,7 @@ You can view examples of everything in the Facepunch.Steamworks.Test project.
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## Client
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## Client
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Compile and add the library to your project. To create a client you can do this.
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Compile the Facepunch.Steamworks project and add the library to your Unity project. To create a client you can do this.
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```csharp
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```csharp
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var client = new Facepunch.Steamworks.Client( 252490 );
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var client = new Facepunch.Steamworks.Client( 252490 );
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@ -72,7 +72,6 @@ This will register a secure server for game 252490, any ip, port 28015. Again, m
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To create a Lobby do this.
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To create a Lobby do this.
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```csharp
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```csharp
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var client = new Facepunch.Steamworks.Client( 252490 );
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client.Lobby.Create(Steamworks.Lobby.Type.Public, 10);
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client.Lobby.Create(Steamworks.Lobby.Type.Public, 10);
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```
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```
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@ -94,6 +93,8 @@ client.LobbyList.OnLobbiesUpdated = () =>
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client.Lobby.Join(LobbyList.Lobbies[0]);
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client.Lobby.Join(LobbyList.Lobbies[0]);
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```
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```
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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.
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# Unity
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# Unity
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