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https://github.com/Facepunch/Facepunch.Steamworks.git
synced 2024-12-25 06:05:46 +03:00
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.
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parent
75484c1e00
commit
bcd8495d6e
@ -2,6 +2,7 @@
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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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@ -197,7 +198,7 @@ public void RefreshLobbyList()
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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(480))
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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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@ -247,5 +248,45 @@ public void RefreshLobbyListWithFilter()
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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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}
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}
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@ -2,7 +2,6 @@
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using System.Collections.Generic;
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using System.Text;
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using SteamNative;
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using Result = SteamNative.Result;
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namespace Facepunch.Steamworks
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{
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@ -38,6 +37,11 @@ public Lobby(Client c)
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{
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client = c;
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SteamNative.LobbyDataUpdate_t.RegisterCallback(client, OnLobbyDataUpdatedAPI);
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SteamNative.LobbyChatMsg_t.RegisterCallback(client, OnLobbyChatMessageRecievedAPI);
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SteamNative.LobbyChatUpdate_t.RegisterCallback(client, OnLobbyStateUpdatedAPI);
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SteamNative.GameLobbyJoinRequested_t.RegisterCallback(client, OnLobbyJoinRequestedAPI);
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SteamNative.LobbyInvite_t.RegisterCallback(client, OnUserInvitedToLobbyAPI);
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SteamNative.PersonaStateChange_t.RegisterCallback(client, OnLobbyMemberPersonaChangeAPI);
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}
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/// <summary>
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@ -53,11 +57,12 @@ public Lobby(Client c)
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public bool IsValid => CurrentLobby != 0;
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/// <summary>
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/// Join a Lobby through its LobbyID. LobbyJoined is called when the lobby has successfully been joined.
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/// Join a Lobby through its LobbyID. OnLobbyJoined is called with the result of the Join attempt.
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/// </summary>
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/// <param name="lobbyID">CSteamID of lobby to join</param>
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public void Join(ulong lobbyID)
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{
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Leave();
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client.native.matchmaking.JoinLobby(lobbyID, OnLobbyJoinedAPI);
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}
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@ -74,6 +79,9 @@ void OnLobbyJoinedAPI(LobbyEnter_t callback, bool error)
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if (OnLobbyJoined != null) { OnLobbyJoined(true); }
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}
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/// <summary>
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/// Called when a lobby has been attempted joined. Returns true if lobby was successfuly joined, false if not.
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/// </summary>
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public Action<bool> OnLobbyJoined;
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/// <summary>
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@ -216,9 +224,21 @@ internal void UpdateLobbyData()
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if(OnLobbyDataUpdated != null) { OnLobbyDataUpdated(); }
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}
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//Called when the lobby data itself has been updated. This callback is slower than the actual setting/getting of LobbyData, but it ensures safety.
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internal void UpdateLobbyMemberData()
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{
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if (OnLobbyMemberDataUpdated != null) { OnLobbyMemberDataUpdated(); }
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}
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/// <summary>
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/// Called when the lobby data itself has been updated. Called when someone has joined/Owner has updated data
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/// </summary>
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public Action OnLobbyDataUpdated;
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/// <summary>
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/// 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)
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/// </summary>
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public Action OnLobbyMemberDataUpdated;
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public Type LobbyType
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{
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@ -253,6 +273,74 @@ public Type LobbyType
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}
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}
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private unsafe void OnLobbyChatMessageRecievedAPI(LobbyChatMsg_t callback, bool error)
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{
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//from Client.Networking
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if(error || callback.SteamIDLobby != CurrentLobby) { return; }
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byte[] ReceiveBuffer = new byte[1024];
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SteamNative.CSteamID steamid = 1;
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ChatEntryType chatEntryType; //not used
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int readData = 0;
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fixed (byte* p = ReceiveBuffer)
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{
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readData = client.native.matchmaking.GetLobbyChatEntry(CurrentLobby, (int)callback.ChatID, out steamid, (IntPtr)p, ReceiveBuffer.Length, out chatEntryType);
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while (ReceiveBuffer.Length < readData)
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{
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ReceiveBuffer = new byte[readData + 1024];
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readData = client.native.matchmaking.GetLobbyChatEntry(CurrentLobby, (int)callback.ChatID, out steamid, (IntPtr)p, ReceiveBuffer.Length, out chatEntryType);
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}
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}
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if (OnChatMessageRecieved != null) { OnChatMessageRecieved(steamid, ReceiveBuffer, readData); }
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}
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/// <summary>
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/// Callback to get chat messages.
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/// </summary>
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public Action<ulong, byte[], int> OnChatMessageRecieved;
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/// <summary>
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/// 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.
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/// </summary>
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/// <returns>True if message successfully sent</returns>
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public unsafe bool SendChatMessage(string message)
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{
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var data = Encoding.UTF8.GetBytes(message);
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fixed (byte* p = data)
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{
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// pvMsgBody can be binary or text data, up to 4k
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// if pvMsgBody is text, cubMsgBody should be strlen( text ) + 1, to include the null terminator
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return client.native.matchmaking.SendLobbyChatMsg(CurrentLobby, (IntPtr)p, data.Length);
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}
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}
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public enum MemberStateChange
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{
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Entered = ChatMemberStateChange.Entered,
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Left = ChatMemberStateChange.Left,
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Disconnected = ChatMemberStateChange.Disconnected,
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Kicked = ChatMemberStateChange.Kicked,
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Banned = ChatMemberStateChange.Banned,
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}
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internal void OnLobbyStateUpdatedAPI(LobbyChatUpdate_t callback, bool error)
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{
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if (error || callback.SteamIDLobby != CurrentLobby) { return; }
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MemberStateChange change = (MemberStateChange)callback.GfChatMemberStateChange;
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ulong initiator = callback.SteamIDMakingChange;
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ulong affected = callback.SteamIDUserChanged;
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if (OnLobbyStateChanged != null) { OnLobbyStateChanged(change, initiator, affected); }
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}
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/// <summary>
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/// Called when the state of the Lobby is somehow shifted. Usually when someone joins or leaves the lobby.
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/// </summary>
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public Action<MemberStateChange, ulong, ulong> OnLobbyStateChanged;
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/// <summary>
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/// 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
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/// </summary>
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@ -291,7 +379,9 @@ private set
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}
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ulong _owner = 0;
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// Can the lobby be joined by other people
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/// <summary>
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/// Is the Lobby joinable by other people? Defaults to true;
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/// </summary>
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public bool Joinable
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{
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get
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@ -318,7 +408,9 @@ public bool Joinable
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}
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}
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// How many people can be in the Lobby
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/// <summary>
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/// How many people can be in the Lobby
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/// </summary>
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public int MaxMembers
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{
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get
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@ -333,16 +425,21 @@ public int MaxMembers
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}
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}
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//How many people are currently in the lobby
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/// <summary>
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/// How many people are currently in the Lobby
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/// </summary>
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public int NumMembers
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{
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get { return client.native.matchmaking.GetNumLobbyMembers(CurrentLobby);}
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}
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//leave the current lobby
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/// <summary>
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/// Leave the CurrentLobby.
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/// </summary>
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public void Leave()
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{
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client.native.matchmaking.LeaveLobby(CurrentLobby);
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if (CurrentLobby != 0) { client.native.matchmaking.LeaveLobby(CurrentLobby); }
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CurrentLobby = 0;
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_owner = 0;
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CurrentLobbyData = null;
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}
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@ -352,6 +449,60 @@ public void Dispose()
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client = null;
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}
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/// <summary>
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/// Get an array of all the CSteamIDs in the CurrentLobby.
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/// Note that you must be in the Lobby you are trying to request the MemberIDs from
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/// </summary>
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/// <returns></returns>
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public ulong[] GetMemberIDs()
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{
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ulong[] memIDs = new ulong[NumMembers];
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for (int i = 0; i < NumMembers; i++)
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{
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memIDs[i] = client.native.matchmaking.GetLobbyMemberByIndex(CurrentLobby, i);
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}
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return memIDs;
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}
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/// <summary>
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/// Invites the specified user to the CurrentLobby the user is in.
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/// </summary>
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/// <param name="friendID">ulong ID of person to invite</param>
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public bool InviteUserToLobby(ulong friendID)
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{
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return client.native.matchmaking.InviteUserToLobby(CurrentLobby, friendID);
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}
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internal void OnUserInvitedToLobbyAPI(LobbyInvite_t callback, bool error)
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{
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if (error || (callback.GameID != client.AppId)) { return; }
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if (OnUserInvitedToLobby != null) { OnUserInvitedToLobby(callback.SteamIDLobby, callback.SteamIDUser); }
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}
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/// <summary>
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/// 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
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/// </summary>
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public Action<ulong, ulong> OnUserInvitedToLobby;
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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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/// </summary>
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internal void OnLobbyJoinRequestedAPI(GameLobbyJoinRequested_t callback, bool error)
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{
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if (error) { return; }
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Join(callback.SteamIDLobby);
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}
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/// <summary>
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/// Makes sure we send an update callback if a Lobby user updates their information
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/// </summary>
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internal void OnLobbyMemberPersonaChangeAPI(PersonaStateChange_t callback, bool error)
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{
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if (error || !client.native.friends.IsUserInSource(callback.SteamID, CurrentLobby)) { return; }
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UpdateLobbyMemberData();
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}
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/*not implemented
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//set the game server of the lobby
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@ -362,16 +513,8 @@ public void Dispose()
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client.native.matchmaking.SetLobbyMemberData; //local user
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client.native.matchmaking.GetLobbyMemberData; //any user in this lobby
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// returns steamid of member
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// note that the current user must be in a lobby to retrieve CSteamIDs of other users in that lobby
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client.native.matchmaking.GetLobbyMemberByIndex;
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//chat functions
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client.native.matchmaking.SendLobbyChatMsg;
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client.native.matchmaking.GetLobbyChatEntry;
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//invite your frans
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client.native.matchmaking.InviteUserToLobby //this invites the user the current lobby the invitee is in
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//used with game server stuff
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SteamNative.LobbyGameCreated_t
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*/
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}
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}
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