mirror of
https://github.com/Facepunch/Facepunch.Steamworks.git
synced 2024-12-25 06:05:46 +03:00
Merge pull request #56 from kkukshtel/master
Adds in Lobby functionality to library
This commit is contained in:
commit
5dcfda6c15
5
.gitignore
vendored
5
.gitignore
vendored
@ -55,11 +55,14 @@ Facepunch.Steamworks.Test/bin/Release/Facepunch.Steamworks.Test.dll
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Facepunch.Steamworks.Test/bin/Release/Microsoft.VisualStudio.QualityTools.UnitTestFramework.dll
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*.user
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*.cache
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*.idea
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*.vscode
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TestResults
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obj
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Facepunch.Steamworks/bin/Debug/Facepunch.Steamworks.Api.dll
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Facepunch.Steamworks/bin/Debug/Facepunch.Steamworks.dll
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Facepunch.Steamworks/bin/Release/Facepunch.Steamworks.dll
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Facepunch.Steamworks/bin
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*.opendb
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*.db
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Facepunch.Steamworks.dll
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@ -69,4 +72,4 @@ mscorlib.dll
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*.nlp
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packages
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Generator/bin
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*.XML
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*.XML
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|
330
Facepunch.Steamworks.Test/Client/Lobby.cs
Normal file
330
Facepunch.Steamworks.Test/Client/Lobby.cs
Normal file
@ -0,0 +1,330 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using Facepunch.Steamworks;
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using System.Text;
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using Microsoft.VisualStudio.TestTools.UnitTesting;
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namespace Facepunch.Steamworks.Test
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{
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[TestClass]
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[DeploymentItem("steam_api.dll")]
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[DeploymentItem("steam_api64.dll")]
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[DeploymentItem("steam_appid.txt")]
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public class Lobby
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{
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[TestMethod]
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public void CreateLobby()
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{
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using (var client = new Facepunch.Steamworks.Client(252490))
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{
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Assert.IsTrue(client.IsValid);
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client.Lobby.Create(Steamworks.Lobby.Type.Public, 10);
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client.Lobby.OnLobbyCreated = (success) =>
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{
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Assert.IsTrue(success);
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Assert.IsTrue(client.Lobby.IsValid);
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Console.WriteLine("lobby created: " + client.Lobby.CurrentLobby);
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Console.WriteLine($"Owner: {client.Lobby.Owner}");
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Console.WriteLine($"Max Members: {client.Lobby.MaxMembers}");
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Console.WriteLine($"Num Members: {client.Lobby.NumMembers}");
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client.Lobby.Leave();
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};
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var sw = Stopwatch.StartNew();
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while (sw.Elapsed.TotalSeconds < 3)
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{
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client.Update();
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System.Threading.Thread.Sleep(10);
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}
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}
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}
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[TestMethod]
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public void GetCreatedLobbyData()
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{
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using (var client = new Facepunch.Steamworks.Client(252490))
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{
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Assert.IsTrue(client.IsValid);
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client.Lobby.Create(Steamworks.Lobby.Type.Public, 10);
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client.Lobby.OnLobbyCreated = (success) =>
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{
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Assert.IsTrue(success);
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Assert.IsTrue(client.Lobby.IsValid);
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Console.WriteLine("lobby created: " + client.Lobby.CurrentLobby);
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foreach (KeyValuePair<string, string> data in client.Lobby.CurrentLobbyData.GetAllData())
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{
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if (data.Key == "appid")
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{
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Assert.IsTrue(data.Value == "252490");
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}
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Console.WriteLine($"{data.Key} {data.Value}");
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}
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client.Lobby.Leave();
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};
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var sw = Stopwatch.StartNew();
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while (sw.Elapsed.TotalSeconds < 3)
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{
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client.Update();
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System.Threading.Thread.Sleep(10);
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}
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}
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}
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[TestMethod]
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public void UpdateLobbyData()
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{
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using (var client = new Facepunch.Steamworks.Client(252490))
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{
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Assert.IsTrue(client.IsValid);
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client.Lobby.Create(Steamworks.Lobby.Type.Public, 10);
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client.Lobby.OnLobbyCreated = (success) =>
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{
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Assert.IsTrue(success);
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Assert.IsTrue(client.Lobby.IsValid);
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Console.WriteLine("lobby created: " + client.Lobby.CurrentLobby);
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client.Lobby.Name = "My Updated Lobby Name";
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client.Lobby.CurrentLobbyData.SetData("testkey", "testvalue");
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client.Lobby.LobbyType = Steamworks.Lobby.Type.Private;
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client.Lobby.MaxMembers = 5;
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client.Lobby.Joinable = false;
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foreach (KeyValuePair<string, string> data in client.Lobby.CurrentLobbyData.GetAllData())
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{
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if (data.Key == "appid")
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{
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Assert.IsTrue(data.Value == "252490");
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}
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if (data.Key == "testkey")
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{
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Assert.IsTrue(data.Value == "testvalue");
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}
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if (data.Key == "lobbytype")
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{
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Assert.IsTrue(data.Value == Steamworks.Lobby.Type.Private.ToString());
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}
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Console.WriteLine($"{data.Key} {data.Value}");
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}
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};
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client.Lobby.OnLobbyDataUpdated = () =>
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{
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Console.WriteLine("lobby data updated");
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Console.WriteLine(client.Lobby.MaxMembers);
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Console.WriteLine(client.Lobby.Joinable);
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};
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var sw = Stopwatch.StartNew();
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while (sw.Elapsed.TotalSeconds < 3)
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{
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client.Update();
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System.Threading.Thread.Sleep(10);
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}
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client.Lobby.Leave();
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}
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}
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[TestMethod]
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public void RefreshLobbyList()
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{
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using (var client = new Facepunch.Steamworks.Client(252490))
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{
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Assert.IsTrue(client.IsValid);
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client.Lobby.OnLobbyCreated = (success) =>
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{
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Assert.IsTrue(success);
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Assert.IsTrue(client.Lobby.IsValid);
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Console.WriteLine("lobby created: " + client.Lobby.CurrentLobby);
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client.LobbyList.Refresh();
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};
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client.LobbyList.OnLobbiesUpdated = () =>
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{
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Console.WriteLine("lobbies updating");
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if (client.LobbyList.Finished)
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{
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Console.WriteLine("lobbies finished updating");
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Console.WriteLine($"found {client.LobbyList.Lobbies.Count} lobbies");
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foreach (LobbyList.Lobby lobby in client.LobbyList.Lobbies)
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{
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Console.WriteLine($"Found Lobby: {lobby.Name}");
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}
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client.Lobby.Leave();
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}
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};
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client.Lobby.Create(Steamworks.Lobby.Type.Public, 10);
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var sw = Stopwatch.StartNew();
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while (sw.Elapsed.TotalSeconds < 3)
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{
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client.Update();
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System.Threading.Thread.Sleep(10);
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}
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}
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}
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[TestMethod]
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public void RefreshLobbyListWithFilter()
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{
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using (var client = new Facepunch.Steamworks.Client(252490))
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{
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Assert.IsTrue(client.IsValid);
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client.Lobby.OnLobbyCreated = (success) =>
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{
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Assert.IsTrue(success);
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Assert.IsTrue(client.Lobby.IsValid);
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Console.WriteLine("lobby created: " + client.Lobby.CurrentLobby);
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client.Lobby.CurrentLobbyData.SetData("testkey", "testvalue");
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};
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client.Lobby.OnLobbyDataUpdated = () =>
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{
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var filter = new LobbyList.Filter();
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filter.StringFilters.Add("testkey", "testvalue");
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client.LobbyList.Refresh(filter);
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};
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client.LobbyList.OnLobbiesUpdated = () =>
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{
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Console.WriteLine("lobbies updating");
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if (client.LobbyList.Finished)
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{
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Console.WriteLine("lobbies finished updating");
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Console.WriteLine($"found {client.LobbyList.Lobbies.Count} lobbies");
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foreach (LobbyList.Lobby lobby in client.LobbyList.Lobbies)
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{
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Console.WriteLine($"Found Lobby: {lobby.Name}");
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}
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}
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};
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client.Lobby.Create(Steamworks.Lobby.Type.Public, 10);
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var sw = Stopwatch.StartNew();
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while (sw.Elapsed.TotalSeconds < 5)
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{
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client.Update();
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System.Threading.Thread.Sleep(10);
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}
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client.Lobby.Leave();
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}
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}
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[TestMethod]
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public void SendChatMessage()
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{
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using (var client = new Facepunch.Steamworks.Client(252490))
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{
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Assert.IsTrue(client.IsValid);
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string testString = "Hello, World";
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client.Lobby.OnLobbyCreated = (success) =>
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{
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Assert.IsTrue(success);
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Assert.IsTrue(client.Lobby.IsValid);
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Console.WriteLine("lobby created: " + client.Lobby.CurrentLobby);
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client.Lobby.CurrentLobbyData.SetData("testkey", "testvalue");
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client.Lobby.SendChatMessage(testString);
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};
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client.Lobby.OnChatMessageRecieved = (steamID, bytes, length) =>
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{
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string message = Encoding.UTF8.GetString(bytes, 0, length);
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Console.WriteLine("message recieved");
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Assert.IsTrue(message == testString);
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};
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client.Lobby.Create(Steamworks.Lobby.Type.Public, 10);
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var sw = Stopwatch.StartNew();
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while (sw.Elapsed.TotalSeconds < 5)
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{
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client.Update();
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System.Threading.Thread.Sleep(10);
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}
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client.Lobby.Leave();
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}
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}
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[TestMethod]
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public void SetGetUserMetadata()
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{
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using (var client = new Facepunch.Steamworks.Client(252490))
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{
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Assert.IsTrue(client.IsValid);
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client.Lobby.OnLobbyCreated = (success) =>
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{
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Assert.IsTrue(success);
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Assert.IsTrue(client.Lobby.IsValid);
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Console.WriteLine("lobby created: " + client.Lobby.CurrentLobby);
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client.Lobby.SetMemberData("testkey", "testvalue");
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};
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client.Lobby.OnLobbyMemberDataUpdated = (steamID) =>
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{
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string name = client.Friends.GetName(steamID);
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Console.WriteLine(name + " updated data");
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Assert.IsTrue(client.Lobby.GetMemberData(steamID, "testkey") == "testvalue");
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Console.WriteLine("testkey is now: " + client.Lobby.GetMemberData(steamID, "testkey"));
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};
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client.Lobby.Create(Steamworks.Lobby.Type.Public, 10);
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var sw = Stopwatch.StartNew();
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while (sw.Elapsed.TotalSeconds < 5)
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{
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client.Update();
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System.Threading.Thread.Sleep(10);
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}
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client.Lobby.Leave();
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}
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}
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}
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}
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@ -55,6 +55,7 @@ public partial class Client : BaseSteamworks
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public Voice Voice { get; private set; }
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public ServerList ServerList { get; private set; }
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public LobbyList LobbyList { get; private set; }
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public App App { get; private set; }
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public Achievements Achievements { get; private set; }
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public Stats Stats { get; private set; }
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@ -88,6 +89,7 @@ public Client( uint appId )
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//
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Voice = new Voice( this );
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ServerList = new ServerList( this );
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LobbyList = new LobbyList(this);
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App = new App( this );
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Stats = new Stats( this );
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Achievements = new Achievements( this );
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@ -159,6 +161,12 @@ public override void Dispose()
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ServerList = null;
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}
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if (LobbyList != null)
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{
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LobbyList.Dispose();
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LobbyList = null;
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}
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if ( App != null )
|
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{
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App.Dispose();
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|
588
Facepunch.Steamworks/Client/Lobby.cs
Normal file
588
Facepunch.Steamworks/Client/Lobby.cs
Normal file
@ -0,0 +1,588 @@
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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;
|
||||
}
|
||||
}
|
||||
}
|
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public class Lobby : IDisposable
|
||||
{
|
||||
//The type of lobby you are creating
|
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public enum Type : int
|
||||
{
|
||||
Private = SteamNative.LobbyType.Private,
|
||||
FriendsOnly = SteamNative.LobbyType.FriendsOnly,
|
||||
Public = SteamNative.LobbyType.Public,
|
||||
Invisible = SteamNative.LobbyType.Invisible,
|
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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 (_owner == 0 && IsValid)
|
||||
{
|
||||
_owner = client.native.matchmaking.GetLobbyOwner(CurrentLobby);
|
||||
}
|
||||
return _owner;
|
||||
}
|
||||
private set
|
||||
{
|
||||
if (_owner == value) return;
|
||||
if (client.native.matchmaking.SetLobbyOwner(CurrentLobby, value)) { _owner = value; }
|
||||
}
|
||||
}
|
||||
ulong _owner = 0;
|
||||
|
||||
/// <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;
|
||||
_owner = 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
|
||||
*/
|
||||
}
|
||||
}
|
33
Facepunch.Steamworks/Client/LobbyList.Lobby.cs
Normal file
33
Facepunch.Steamworks/Client/LobbyList.Lobby.cs
Normal 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)
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
183
Facepunch.Steamworks/Client/LobbyList.cs
Normal file
183
Facepunch.Steamworks/Client/LobbyList.cs
Normal 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
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
30
README.md
30
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 );
|
||||
@ -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.
|
||||
|
Loading…
Reference in New Issue
Block a user