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synced 2024-12-25 06:05:46 +03:00
changes lobby initialization and makes lobbylist filter easier
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Facepunch.Steamworks.Test/Client/Lobby.cs
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32
Facepunch.Steamworks.Test/Client/Lobby.cs
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@ -0,0 +1,32 @@
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using System;
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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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[DeploymentItem("steam_api.dll")]
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[DeploymentItem("steam_api64.dll")]
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[DeploymentItem("steam_appid.txt")]
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[TestClass]
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class Lobby
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{
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[TestMethod]
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public void FriendList()
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{
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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.Friends.Refresh();
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Assert.IsNotNull(client.Friends.All);
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foreach (var friend in client.Friends.All)
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{
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Console.WriteLine("{0}: {1} (Friend:{2}) (Blocked:{3})", friend.Id, friend.Name, friend.IsFriend, friend.IsBlocked);
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}
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}
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*/
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}
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}
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}
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@ -18,9 +18,18 @@ void OnLobbyJoined(LobbyEnter_t callback, bool error)
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//TODO:
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}
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// Create a lobby, auto joins the created lobby
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public Lobby CreateLobby(Lobby.Type lobbyType, int maxMembers)
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{
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var lobby = new Lobby(this, lobbyType);
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native.matchmaking.CreateLobby((SteamNative.LobbyType)lobbyType, maxMembers, lobby.OnLobbyCreatedAPI);
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return lobby;
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}
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}
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public class Lobby : IDisposable
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{
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//The type of lobby you are creating
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public enum LobbyType : int
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public enum Type : int
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{
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Private = SteamNative.LobbyType.Private,
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FriendsOnly = SteamNative.LobbyType.FriendsOnly,
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@ -28,22 +37,6 @@ public enum LobbyType : int
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Invisible = SteamNative.LobbyType.Invisible
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}
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// Create a lobby, auto joins the created lobby
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public Lobby CreateLobby(LobbyType lobbyType, int maxMembers, string name)
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{
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var lobby = new Lobby(this);
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native.matchmaking.CreateLobby((SteamNative.LobbyType)lobbyType, maxMembers, lobby.OnLobbyCreated);
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if (lobby.IsValid)
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{
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lobby.Name = name;
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lobby.MaxMembers = maxMembers;
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lobby.LobbyType = lobbyType;
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}
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return lobby;
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}
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}
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public class Lobby : IDisposable
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{
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internal Client client;
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/// <summary>
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@ -68,16 +61,23 @@ public class Lobby : IDisposable
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/// </summary>
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public string Name
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{
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get { return LobbyData["name"]; }
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set { SetLobbyData("name", value); }
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get { return _name; }
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set { if (_name == value) return; SetLobbyData("name", value); }
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}
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string _name = "";
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public Lobby(Client c)
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/// <summary>
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/// Callback for when lobby is created
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/// </summary>
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public Action OnLobbyCreated;
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public Lobby(Client c, Type type)
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{
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client = c;
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LobbyType = type;
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}
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internal void OnLobbyCreated(LobbyCreated_t callback, bool error)
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internal void OnLobbyCreatedAPI(LobbyCreated_t callback, bool error)
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{
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//from SpaceWarClient.cpp 793
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if (error || (callback.Result != Result.OK))
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@ -88,6 +88,10 @@ internal void OnLobbyCreated(LobbyCreated_t callback, bool error)
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Owner = client.SteamId; //this is implicitly set on creation but need to cache it here
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LobbyID = callback.SteamIDLobby;
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MaxMembers = client.native.matchmaking.GetLobbyMemberLimit(LobbyID);
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SetLobbyData("appid", client.AppId.ToString());
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if (OnLobbyCreated != null) { OnLobbyCreated(); }
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}
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Dictionary<string, string> LobbyData = new Dictionary<string, string>();
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@ -118,12 +122,21 @@ public void RemoveLobbyData(string key)
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client.native.matchmaking.DeleteLobbyData(LobbyID, key);
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}
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public Client.LobbyType LobbyType
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public Type LobbyType
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{
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get { return _lobbyType; }
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set { if (_lobbyType == value) return; client.native.matchmaking.SetLobbyType(LobbyID, (SteamNative.LobbyType)value); _lobbyType = value; } //returns bool
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set
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{
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if (_lobbyType == value) return;
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//only call the proper method if the lobby is valid, otherwise cache the value
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if(IsValid)
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{
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client.native.matchmaking.SetLobbyType(LobbyID, (SteamNative.LobbyType)value); //returns bool?
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}
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_lobbyType = value;
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}
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}
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Client.LobbyType _lobbyType;
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Type _lobbyType;
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//Must be the owner to change the owner
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@ -158,6 +171,13 @@ public int MaxMembers
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}
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int _maxMembers = 0;
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//How many people are currently in the lobby
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public int NumMembers
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{
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get { return client.native.matchmaking.GetNumLobbyMembers(LobbyID);}
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}
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//leave the current lobby
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public void Leave()
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{
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client.native.matchmaking.LeaveLobby(LobbyID);
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@ -15,37 +15,43 @@ internal LobbyList(Client client)
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this.client = client;
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}
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public void Refresh ( LobbyFilter filter = null)
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public void Refresh ( Filter filter = null)
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{
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if(filter != null)
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if(filter == null)
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{
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client.native.matchmaking.AddRequestLobbyListDistanceFilter((SteamNative.LobbyDistanceFilter)filter.DistanceFilter);
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client.native.matchmaking.AddRequestLobbyListFilterSlotsAvailable(filter.SlotsAvailable);
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client.native.matchmaking.AddRequestLobbyListResultCountFilter(filter.MaxResults);
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foreach (KeyValuePair<string, string> fil in filter.StringFilters)
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{
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client.native.matchmaking.AddRequestLobbyListStringFilter(fil.Key, fil.Value, SteamNative.LobbyComparison.Equal);
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}
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foreach (KeyValuePair<string, int> fil in filter.NearFilters)
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{
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client.native.matchmaking.AddRequestLobbyListNearValueFilter(fil.Key, fil.Value);
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}
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foreach (KeyValuePair<string, KeyValuePair<LobbyFilter.Comparison, int>> fil in filter.NumericalFilters)
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{
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client.native.matchmaking.AddRequestLobbyListNumericalFilter(fil.Key, fil.Value.Value, (SteamNative.LobbyComparison)fil.Value.Key);
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}
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filter = new Filter();
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filter.StringFilters.Add("appid", client.AppId.ToString());
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}
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client.native.matchmaking.AddRequestLobbyListDistanceFilter((SteamNative.LobbyDistanceFilter)filter.DistanceFilter);
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if(filter.SlotsAvailable != null)
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{
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client.native.matchmaking.AddRequestLobbyListFilterSlotsAvailable((int)filter.SlotsAvailable);
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}
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if (filter.MaxResults != null)
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{
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client.native.matchmaking.AddRequestLobbyListResultCountFilter((int)filter.MaxResults);
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}
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foreach (KeyValuePair<string, string> fil in filter.StringFilters)
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{
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client.native.matchmaking.AddRequestLobbyListStringFilter(fil.Key, fil.Value, SteamNative.LobbyComparison.Equal);
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}
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foreach (KeyValuePair<string, int> fil in filter.NearFilters)
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{
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client.native.matchmaking.AddRequestLobbyListNearValueFilter(fil.Key, fil.Value);
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}
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foreach (KeyValuePair<string, KeyValuePair<Filter.Comparison, int>> fil in filter.NumericalFilters)
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{
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client.native.matchmaking.AddRequestLobbyListNumericalFilter(fil.Key, fil.Value.Value, (SteamNative.LobbyComparison)fil.Value.Key);
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}
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// this will never return lobbies that are full (via the actual api)
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client.native.matchmaking.RequestLobbyList(OnLobbyList);
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/*
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if (filter == null) may need this if we are getting too many lobbies
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{
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filter = new Filter();
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//filter.Add("appid", client.AppId.ToString());
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}*/
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}
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void OnLobbyList(LobbyMatchList_t callback, bool error)
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@ -69,14 +75,19 @@ void OnLobbyList(LobbyMatchList_t callback, bool error)
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}
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}
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if (OnLobbiesRefreshed != null) { OnLobbiesRefreshed(); }
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}
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public Action OnLobbiesRefreshed;
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public void Dispose()
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{
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client = null;
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}
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public class LobbyFilter
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public class Filter
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{
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// Filters that match actual metadata keys exactly
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public Dictionary<string, string> StringFilters = new Dictionary<string, string>();
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@ -84,9 +95,9 @@ public class LobbyFilter
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public Dictionary<string, int> NearFilters = new Dictionary<string, int>();
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//Filters that are of string key and int value, with a comparison filter to say how we should relate to the value
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public Dictionary<string, KeyValuePair<Comparison, int>> NumericalFilters = new Dictionary<string, KeyValuePair<Comparison, int>>();
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public Distance DistanceFilter { get; set; }
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public int SlotsAvailable { get; set; }
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public int MaxResults { get; set; }
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public Distance DistanceFilter = Distance.Worldwide;
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public int? SlotsAvailable { get; set; }
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public int? MaxResults { get; set; }
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public enum Distance : int
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{
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@ -105,13 +116,6 @@ public enum Comparison : int
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EqualToOrGreaterThan = SteamNative.LobbyComparison.EqualToOrGreaterThan,
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NotEqual = SteamNative.LobbyComparison.NotEqual
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}
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public LobbyFilter(Distance distanceFilter, int slotsAvailable, int maxResults)
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{
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DistanceFilter = distanceFilter;
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SlotsAvailable = slotsAvailable;
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MaxResults = maxResults;
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}
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}
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}
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}
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