Adds in ability to send Lobby messages

Also adds in some callbacks around being invited to a lobby, as well
callbacks for being requested to join a lobby.
This commit is contained in:
Kyle Kukshtel 2017-07-31 22:44:46 -07:00
parent 75484c1e00
commit bcd8495d6e
2 changed files with 203 additions and 19 deletions

View File

@ -2,6 +2,7 @@
using System.Collections.Generic;
using System.Diagnostics;
using Facepunch.Steamworks;
using System.Text;
using Microsoft.VisualStudio.TestTools.UnitTesting;
namespace Facepunch.Steamworks.Test
@ -197,7 +198,7 @@ public void RefreshLobbyList()
[TestMethod]
public void RefreshLobbyListWithFilter()
{
using (var client = new Facepunch.Steamworks.Client(480))
using (var client = new Facepunch.Steamworks.Client(252490))
{
Assert.IsTrue(client.IsValid);
@ -247,5 +248,45 @@ public void RefreshLobbyListWithFilter()
}
}
[TestMethod]
public void SendChatMessage()
{
using (var client = new Facepunch.Steamworks.Client(252490))
{
Assert.IsTrue(client.IsValid);
string testString = "Hello, World";
client.Lobby.OnLobbyCreated = (success) =>
{
Assert.IsTrue(success);
Assert.IsTrue(client.Lobby.IsValid);
Console.WriteLine("lobby created: " + client.Lobby.CurrentLobby);
client.Lobby.CurrentLobbyData.SetData("testkey", "testvalue");
client.Lobby.SendChatMessage(testString);
};
client.Lobby.OnChatMessageRecieved = (steamID, bytes, length) =>
{
string message = Encoding.UTF8.GetString(bytes, 0, length);
Console.WriteLine("message recieved");
Assert.IsTrue(message == testString);
};
client.Lobby.Create(Steamworks.Lobby.Type.Public, 10);
var sw = Stopwatch.StartNew();
while (sw.Elapsed.TotalSeconds < 5)
{
client.Update();
System.Threading.Thread.Sleep(10);
}
client.Lobby.Leave();
}
}
}
}

View File

@ -2,7 +2,6 @@
using System.Collections.Generic;
using System.Text;
using SteamNative;
using Result = SteamNative.Result;
namespace Facepunch.Steamworks
{
@ -38,6 +37,11 @@ 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>
@ -53,11 +57,12 @@ public Lobby(Client c)
public bool IsValid => CurrentLobby != 0;
/// <summary>
/// Join a Lobby through its LobbyID. LobbyJoined is called when the lobby has successfully been joined.
/// 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);
}
@ -74,6 +79,9 @@ void OnLobbyJoinedAPI(LobbyEnter_t callback, bool error)
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>
@ -216,9 +224,21 @@ internal void UpdateLobbyData()
if(OnLobbyDataUpdated != null) { OnLobbyDataUpdated(); }
}
//Called when the lobby data itself has been updated. This callback is slower than the actual setting/getting of LobbyData, but it ensures safety.
internal void UpdateLobbyMemberData()
{
if (OnLobbyMemberDataUpdated != null) { OnLobbyMemberDataUpdated(); }
}
/// <summary>
/// Called when the lobby data itself has been updated. Called when someone has joined/Owner has updated data
/// </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)
/// </summary>
public Action OnLobbyMemberDataUpdated;
public Type LobbyType
{
@ -253,6 +273,74 @@ public Type LobbyType
}
}
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.
/// </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);
}
}
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.
/// </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>
@ -291,7 +379,9 @@ private set
}
ulong _owner = 0;
// Can the lobby be joined by other people
/// <summary>
/// Is the Lobby joinable by other people? Defaults to true;
/// </summary>
public bool Joinable
{
get
@ -318,7 +408,9 @@ public bool Joinable
}
}
// How many people can be in the Lobby
/// <summary>
/// How many people can be in the Lobby
/// </summary>
public int MaxMembers
{
get
@ -333,16 +425,21 @@ public int MaxMembers
}
}
//How many people are currently in the lobby
/// <summary>
/// How many people are currently in the Lobby
/// </summary>
public int NumMembers
{
get { return client.native.matchmaking.GetNumLobbyMembers(CurrentLobby);}
}
//leave the current lobby
/// <summary>
/// Leave the CurrentLobby.
/// </summary>
public void Leave()
{
client.native.matchmaking.LeaveLobby(CurrentLobby);
if (CurrentLobby != 0) { client.native.matchmaking.LeaveLobby(CurrentLobby); }
CurrentLobby = 0;
_owner = 0;
CurrentLobbyData = null;
}
@ -352,6 +449,60 @@ 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
/// </summary>
/// <returns></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>
/// 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 is 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 || !client.native.friends.IsUserInSource(callback.SteamID, CurrentLobby)) { return; }
UpdateLobbyMemberData();
}
/*not implemented
//set the game server of the lobby
@ -362,16 +513,8 @@ public void Dispose()
client.native.matchmaking.SetLobbyMemberData; //local user
client.native.matchmaking.GetLobbyMemberData; //any user in this lobby
// returns steamid of member
// note that the current user must be in a lobby to retrieve CSteamIDs of other users in that lobby
client.native.matchmaking.GetLobbyMemberByIndex;
//chat functions
client.native.matchmaking.SendLobbyChatMsg;
client.native.matchmaking.GetLobbyChatEntry;
//invite your frans
client.native.matchmaking.InviteUserToLobby //this invites the user the current lobby the invitee is in
//used with game server stuff
SteamNative.LobbyGameCreated_t
*/
}
}