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https://github.com/Facepunch/Facepunch.Steamworks.git
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Gives LobbyList the ability to be queried for if it is Finished or not.
A lobby refresh will finish when the number of cached lobbies equals the number of requests.
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@ -8,16 +8,36 @@ namespace Facepunch.Steamworks
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public partial class LobbyList : IDisposable
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public partial class LobbyList : IDisposable
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{
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{
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internal Client client;
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internal Client client;
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public List<Lobby> Lobbies = new List<Lobby>();
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//The list of retrieved lobbies
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public List<Lobby> Lobbies { get; private set; }
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//True when all the possible lobbies have had their data updated
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//if the number of lobbies is now equal to the initial request number, we've found all lobbies
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public bool Finished { get; private set; }
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//The number of possible lobbies we can get data from
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internal List<ulong> requests;
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internal LobbyList(Client client)
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internal LobbyList(Client client)
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{
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{
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this.client = client;
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this.client = client;
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Lobbies = new List<Lobby>();
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requests = new List<ulong>();
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}
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}
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/// <summary>
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/// Refresh the List of Lobbies. If no filter is passed in, a default one is created that filters based on AppId ("appid").
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/// </summary>
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/// <param name="filter"></param>
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public void Refresh ( Filter filter = null)
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public void Refresh ( Filter filter = null)
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{
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{
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if(filter == null)
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//init out values
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Lobbies.Clear();
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requests.Clear();
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Finished = false;
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if (filter == null)
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{
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{
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filter = new Filter();
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filter = new Filter();
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filter.StringFilters.Add("appid", client.AppId.ToString());
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filter.StringFilters.Add("appid", client.AppId.ToString());
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@ -25,7 +45,7 @@ public void Refresh ( Filter filter = null)
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client.native.matchmaking.AddRequestLobbyListDistanceFilter((SteamNative.LobbyDistanceFilter)filter.DistanceFilter);
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client.native.matchmaking.AddRequestLobbyListDistanceFilter((SteamNative.LobbyDistanceFilter)filter.DistanceFilter);
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if(filter.SlotsAvailable != null)
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if (filter.SlotsAvailable != null)
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{
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{
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client.native.matchmaking.AddRequestLobbyListFilterSlotsAvailable((int)filter.SlotsAvailable);
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client.native.matchmaking.AddRequestLobbyListFilterSlotsAvailable((int)filter.SlotsAvailable);
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}
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}
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@ -43,10 +63,10 @@ public void Refresh ( Filter filter = null)
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{
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{
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client.native.matchmaking.AddRequestLobbyListNearValueFilter(fil.Key, fil.Value);
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client.native.matchmaking.AddRequestLobbyListNearValueFilter(fil.Key, fil.Value);
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}
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}
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foreach (KeyValuePair<string, KeyValuePair<Filter.Comparison, int>> fil in filter.NumericalFilters)
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//foreach (KeyValuePair<string, KeyValuePair<Filter.Comparison, int>> fil in filter.NumericalFilters)
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{
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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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// client.native.matchmaking.AddRequestLobbyListNumericalFilter(fil.Key, fil.Value.Value, (SteamNative.LobbyComparison)fil.Value.Key);
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}
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//}
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// this will never return lobbies that are full (via the actual api)
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// this will never return lobbies that are full (via the actual api)
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@ -54,23 +74,32 @@ public void Refresh ( Filter filter = null)
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}
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}
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void OnLobbyList(LobbyMatchList_t callback, bool error)
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void OnLobbyList(LobbyMatchList_t callback, bool error)
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{
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{
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if (error) return;
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if (error) return;
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Lobbies.Clear();
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//how many lobbies matched
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uint lobbiesMatching = callback.LobbiesMatching;
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uint lobbiesMatching = callback.LobbiesMatching;
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// lobbies are returned in order of closeness to the user, so add them to the list in that order
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// lobbies are returned in order of closeness to the user, so add them to the list in that order
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for (int i = 0; i < lobbiesMatching; i++)
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for (int i = 0; i < lobbiesMatching; i++)
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{
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{
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//add the lobby to the list of requests
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ulong lobby = client.native.matchmaking.GetLobbyByIndex(i);
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ulong lobby = client.native.matchmaking.GetLobbyByIndex(i);
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requests.Add(lobby);
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//cast to a LobbyList.Lobby
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Lobby newLobby = Lobby.FromSteam(client, lobby);
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Lobby newLobby = Lobby.FromSteam(client, lobby);
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if (newLobby.Name != "")
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if (newLobby.Name != "")
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{
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{
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//if the lobby is valid add it to the valid return lobbies
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Lobbies.Add(newLobby);
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Lobbies.Add(newLobby);
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checkFinished();
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}
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}
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else
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else
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{
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{
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//need to get the info for the missing lobby
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//else we need to get the info for the missing lobby
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client.native.matchmaking.RequestLobbyData(lobby);
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client.native.matchmaking.RequestLobbyData(lobby);
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SteamNative.LobbyDataUpdate_t.RegisterCallback(client, OnLobbyDataUpdated);
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SteamNative.LobbyDataUpdate_t.RegisterCallback(client, OnLobbyDataUpdated);
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}
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}
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@ -80,19 +109,35 @@ void OnLobbyList(LobbyMatchList_t callback, bool error)
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if (OnLobbiesUpdated != null) { OnLobbiesUpdated(); }
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if (OnLobbiesUpdated != null) { OnLobbiesUpdated(); }
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}
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}
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void checkFinished()
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{
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if (Lobbies.Count == requests.Count)
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{
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Finished = true;
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return;
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}
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Finished = false;
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}
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void OnLobbyDataUpdated(LobbyDataUpdate_t callback, bool error)
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void OnLobbyDataUpdated(LobbyDataUpdate_t callback, bool error)
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{
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{
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if (callback.Success == 1) //1 if success, 0 if failure
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if (callback.Success == 1) //1 if success, 0 if failure
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{
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{
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//find the lobby that has been updated
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Lobby lobby = Lobbies.Find(x => x.LobbyID == callback.SteamIDLobby);
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Lobby lobby = Lobbies.Find(x => x.LobbyID == callback.SteamIDLobby);
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if (lobby == null) //need to add this lobby to the list
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//if this lobby isn't yet in the list of lobbies, we know that we should add it
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if (lobby == null)
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{
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{
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Lobbies.Add(lobby);
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Lobbies.Add(lobby);
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checkFinished();
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}
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}
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//otherwise lobby data in general was updated and you should listen to see what changed
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//otherwise lobby data in general was updated and you should listen to see what changed
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if (OnLobbiesUpdated != null) { OnLobbiesUpdated(); }
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if (OnLobbiesUpdated != null) { OnLobbiesUpdated(); }
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}
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}
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}
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}
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public Action OnLobbiesUpdated;
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public Action OnLobbiesUpdated;
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@ -109,7 +154,7 @@ public class Filter
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// Filters that are of string key and int value for that key to be close to
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// Filters that are of string key and int value for that key to be close to
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public Dictionary<string, int> NearFilters = new Dictionary<string, int>();
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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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//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 Dictionary<string, KeyValuePair<Comparison, int>> NumericalFilters = new Dictionary<string, KeyValuePair<Comparison, int>>();
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public Distance DistanceFilter = Distance.Worldwide;
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public Distance DistanceFilter = Distance.Worldwide;
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public int? SlotsAvailable { 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 int? MaxResults { get; set; }
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