Caches created LobbyType to be assigned as a LobbyData to be referenced by other members in the lobby.

Because there is no GetLobbyType, provides a layer in which all users
can get a LobbyType from LobbyData.
This commit is contained in:
Kyle Kukshtel 2017-07-31 09:28:09 -07:00
parent e1c738fc8b
commit c40037784e

View File

@ -29,7 +29,7 @@ public enum Type : int
FriendsOnly = SteamNative.LobbyType.FriendsOnly, FriendsOnly = SteamNative.LobbyType.FriendsOnly,
Public = SteamNative.LobbyType.Public, Public = SteamNative.LobbyType.Public,
Invisible = SteamNative.LobbyType.Invisible, Invisible = SteamNative.LobbyType.Invisible,
None Error //happens if you try to get this when you aren't in a valid lobby
} }
internal Client client; internal Client client;
@ -37,7 +37,7 @@ public enum Type : int
public Lobby(Client c) public Lobby(Client c)
{ {
client = c; client = c;
SteamNative.LobbyDataUpdate_t.RegisterCallback(client, OnLobbyDataUpdated); SteamNative.LobbyDataUpdate_t.RegisterCallback(client, OnLobbyDataUpdatedAPI);
} }
/// <summary> /// <summary>
@ -84,9 +84,11 @@ void OnLobbyJoinedAPI(LobbyEnter_t callback, bool error)
public void Create(Lobby.Type lobbyType, int maxMembers) public void Create(Lobby.Type lobbyType, int maxMembers)
{ {
client.native.matchmaking.CreateLobby((SteamNative.LobbyType)lobbyType, maxMembers, OnLobbyCreatedAPI); client.native.matchmaking.CreateLobby((SteamNative.LobbyType)lobbyType, maxMembers, OnLobbyCreatedAPI);
LobbyType = lobbyType; createdLobbyType = lobbyType;
} }
internal Type createdLobbyType;
internal void OnLobbyCreatedAPI(LobbyCreated_t callback, bool error) internal void OnLobbyCreatedAPI(LobbyCreated_t callback, bool error)
{ {
//from SpaceWarClient.cpp 793 //from SpaceWarClient.cpp 793
@ -102,7 +104,9 @@ internal void OnLobbyCreatedAPI(LobbyCreated_t callback, bool error)
CurrentLobbyData = new LobbyData(client, CurrentLobby); CurrentLobbyData = new LobbyData(client, CurrentLobby);
Name = client.Username + "'s Lobby"; Name = client.Username + "'s Lobby";
CurrentLobbyData.SetData("appid", client.AppId.ToString()); CurrentLobbyData.SetData("appid", client.AppId.ToString());
LobbyType = createdLobbyType;
CurrentLobbyData.SetData("lobbytype", LobbyType.ToString()); CurrentLobbyData.SetData("lobbytype", LobbyType.ToString());
Joinable = true;
if (OnLobbyCreated != null) { OnLobbyCreated(true); } if (OnLobbyCreated != null) { OnLobbyCreated(true); }
} }
@ -134,6 +138,16 @@ public string GetData(string k)
return "ERROR: key not found"; return "ERROR: key not found";
} }
public List<KeyValuePair<string,string>> GetAllData()
{
List<KeyValuePair<string, string>> returnData = new List<KeyValuePair<string, string>>();
foreach(KeyValuePair<string, string> item in data)
{
returnData.Add(new KeyValuePair<string, string>(item.Key, item.Value));
}
return returnData;
}
public bool SetData(string k, string v) public bool SetData(string k, string v)
{ {
if (data.ContainsKey(k)) if (data.ContainsKey(k))
@ -173,7 +187,7 @@ public bool RemoveData(string k)
} }
internal void OnLobbyDataUpdated(LobbyDataUpdate_t callback, bool error) internal void OnLobbyDataUpdatedAPI(LobbyDataUpdate_t callback, bool error)
{ {
if(error) { return; } if(error) { return; }
if(callback.SteamIDLobby == CurrentLobby) //actual lobby data was updated by owner if(callback.SteamIDLobby == CurrentLobby) //actual lobby data was updated by owner
@ -198,13 +212,19 @@ internal void UpdateLobbyData()
CurrentLobbyData.SetData(key, value); CurrentLobbyData.SetData(key, value);
} }
} }
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.
public Action OnLobbyDataUpdated;
public Type LobbyType public Type LobbyType
{ {
get get
{ {
if (!IsValid) { return Type.None; } //if we're currently in a valid server if (!IsValid) { return Type.Error; } //if we're currently in a valid server
//we know that we've set the lobby type via the lobbydata in the creation function //we know that we've set the lobby type via the lobbydata in the creation function
//ps this is important because steam doesn't have an easy way to get lobby type (why idk) //ps this is important because steam doesn't have an easy way to get lobby type (why idk)
@ -220,7 +240,7 @@ public Type LobbyType
case "Public": case "Public":
return Type.Public; return Type.Public;
default: default:
return Type.None; return Type.Error;
} }
} }
set set