Update README.md

This commit is contained in:
Garry Newman 2019-04-16 21:56:29 +01:00 committed by GitHub
parent d4843adcab
commit bc658d0a31
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

View File

@ -162,79 +162,53 @@ SteamUtils.IsSteamInBigPictureMode;
## Client ## Client
Compile the Facepunch.Steamworks project and add the library to your Unity project. To create a client you can do this. To initialize a client you can do this.
```csharp ```csharp
var client = new Facepunch.Steamworks.Client( 252490 ); using Steamworks;
// ...
try
{
SteamClient.Init( 4000 );
}
catch ( System.Exception e )
{
// Couldn't init for some reason (steam is closed etc)
}
``` ```
Replace 252490 with the appid of your game. This should be a singleton - you should only create one client, right at the start of your game. Replace 4000 with the appid of your game. You shouldn't call any Steam functions before you initialize.
The client is disposable, so when you're closing your game should probably call.. When you're done, when you're closing your game, just shutdown.
```csharp ```csharp
client.Dispose(); SteamClient.Shutdown();
``` ```
Or use it in a using block if you can.
## Server ## Server
To create a server do this. To create a server do this.
```csharp ```csharp
ServerInit options = new ServerInit("GameDirectoryName", "GameDescription"); var serverInit = new SteamServerInit( "gmod", "Garry Mode" )
```
```csharp
var server = new Facepunch.Steamworks.Server(252490, options);
```
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) GamePort = 28015,
{ Secure = true,
foreach (LobbyList.Lobby lobby in client.LobbyList.Lobbies) QueryPort = 28016
{
Console.WriteLine($"Found Lobby: {lobby.Name}");
}
}
}; };
//join a lobby you found
client.Lobby.Join(LobbyList.Lobbies[0]); try
{
Steamworks.SteamServer.Init( 4000, serverInit );
}
catch ( System.Exception )
{
// Couldn't init for some reason (dll errors, blocked ports)
}
``` ```
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.
There's another repo with an example project with it working in Unity. You can find it [here](https://github.com/Facepunch/Facepunch.Steamworks.Unity/blob/master/Assets/Scripts/SteamTest.cs).
The TLDR is before you create the Client or the Server, call this to let Facepunch.Steamworks know which platform we're on - because it can't tell the difference between osx and linux by itself.
```csharp
Facepunch.Steamworks.Config.ForUnity( Application.platform.ToString() );
```
You'll also want to put steam_api64.dll and steam_appid.txt (on windows 64) in your project root next to Assets, and use an editor script like [this](https://github.com/Facepunch/Facepunch.Steamworks.Unity/blob/master/Assets/Scripts/Editor/CopySteamLibraries.cs) to copy them into standalone builds.
# Help # Help
Wanna help? Go for it, pull requests, bug reports, yes, do it. Wanna help? Go for it, pull requests, bug reports, yes, do it.