Initial pass at getting coverage for Client functions in API

This commit is contained in:
Kyle Kukshtel 2017-07-19 19:07:59 -07:00
parent ed632baf38
commit e3f84eac32
4 changed files with 360 additions and 0 deletions

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@ -55,6 +55,7 @@ public partial class Client : BaseSteamworks
public Voice Voice { get; private set; }
public ServerList ServerList { get; private set; }
public LobbyList LobbyList { get; private set; }
public App App { get; private set; }
public Achievements Achievements { get; private set; }
public Stats Stats { get; private set; }
@ -88,6 +89,7 @@ public Client( uint appId )
//
Voice = new Voice( this );
ServerList = new ServerList( this );
LobbyList = new LobbyList(this);
App = new App( this );
Stats = new Stats( this );
Achievements = new Achievements( this );
@ -159,6 +161,12 @@ public override void Dispose()
ServerList = null;
}
if (LobbyList != null)
{
LobbyList.Dispose();
LobbyList = null;
}
if ( App != null )
{
App.Dispose();

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@ -0,0 +1,202 @@
using System;
using System.Collections.Generic;
using System.Text;
using SteamNative;
using Result = SteamNative.Result;
namespace Facepunch.Steamworks
{
public partial class Client : IDisposable
{
public void JoinLobby(ulong LobbyID)
{
native.matchmaking.JoinLobby(LobbyID, OnLobbyJoined);
}
void OnLobbyJoined(LobbyEnter_t callback, bool error)
{
//TODO:
}
//The type of lobby you are creating
public enum LobbyType : int
{
Private = SteamNative.LobbyType.Private,
FriendsOnly = SteamNative.LobbyType.FriendsOnly,
Public = SteamNative.LobbyType.Public,
Invisible = SteamNative.LobbyType.Invisible
}
// Create a lobby, auto joins the created lobby
public Lobby CreateLobby(LobbyType lobbyType, int maxMembers, string name)
{
var lobby = new Lobby(this);
native.matchmaking.CreateLobby((SteamNative.LobbyType)lobbyType, maxMembers, lobby.OnLobbyCreated);
if (lobby.IsValid)
{
lobby.Name = name;
lobby.MaxMembers = maxMembers;
lobby.LobbyType = lobbyType;
}
return lobby;
}
}
public class Lobby : IDisposable
{
internal Client client;
/// <summary>
/// Returns true if we tried to create this lobby but it returned
/// an error.
/// </summary>
public bool IsError { get; private set; }
/// <summary>
/// Returns true if this lobby is valid, ie, we've received
/// a positive response from Steam about it.
/// </summary>
public bool IsValid => LobbyID != 0;
/// <summary>
/// The CSteamID of the lobby that was created
/// </summary>
internal ulong LobbyID { get; private set; }
/// <summary>
/// The name of the lobby as a property for easy getting/setting
/// </summary>
public string Name
{
get { return LobbyData["name"]; }
set { SetLobbyData("name", value); }
}
public Lobby(Client c)
{
client = c;
}
internal void OnLobbyCreated(LobbyCreated_t callback, bool error)
{
//from SpaceWarClient.cpp 793
if (error || (callback.Result != Result.OK))
{
IsError = true;
return;
}
Owner = client.SteamId; //this is implicitly set on creation but need to cache it here
LobbyID = callback.SteamIDLobby;
}
Dictionary<string, string> LobbyData = new Dictionary<string, string>();
public void SetLobbyData(string key, string value)
{
if (LobbyData.ContainsKey(key))
{
if (LobbyData[key] == value)
return;
LobbyData[key] = value;
}
else
{
LobbyData.Add(key, value);
}
client.native.matchmaking.SetLobbyData(LobbyID, key, value);
}
public void RemoveLobbyData(string key)
{
if (LobbyData.ContainsKey(key))
{
LobbyData.Remove(key);
}
client.native.matchmaking.DeleteLobbyData(LobbyID, key);
}
public Client.LobbyType LobbyType
{
get { return _lobbyType; }
set { if (_lobbyType == value) return; client.native.matchmaking.SetLobbyType(LobbyID, (SteamNative.LobbyType)value); _lobbyType = value; } //returns bool
}
Client.LobbyType _lobbyType;
//Must be the owner to change the owner
public ulong Owner
{
get
{
if (_owner == 0)
{
_owner = client.native.matchmaking.GetLobbyOwner(LobbyID);
return _owner;
}
return _owner;
}
private set { if (_owner == value) return; client.native.matchmaking.SetLobbyOwner(LobbyID, value); _owner = value; }
}
ulong _owner = 0;
// Can the lobby be joined by other people
public bool Joinable
{
get { return _joinable; }
set { if (_joinable == value) return; client.native.matchmaking.SetLobbyJoinable(LobbyID, value); _joinable = value; }
}
bool _joinable = true; //steam default
// How many people can be in the Lobby
public int MaxMembers
{
get { return _maxMembers; }
set { if (_maxMembers == value) return; client.native.matchmaking.SetLobbyMemberLimit(LobbyID, value); _maxMembers = value; }
}
int _maxMembers = 0;
public void Leave()
{
client.native.matchmaking.LeaveLobby(LobbyID);
}
public void Dispose()
{
client = null;
}
/*not implemented
// returns a lobby metadata key/values pair by index
client.native.matchmaking.GetLobbyDataByIndex;
//set the game server of the lobby
client.native.matchmaking.GetLobbyGameServer;
client.native.matchmaking.SetLobbyGameServer;
//data for people in the actual lobby - scores/elo/characters/etc.
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;
//for linking lobbies idk havent looked hard yet
client.native.matchmaking.SetLinkedLobby;
//chat functions
client.native.matchmaking.SendLobbyChatMsg;
client.native.matchmaking.GetLobbyChatEntry;
//get total data count (why?)
client.native.matchmaking.GetLobbyDataCount
//invite your frans
client.native.matchmaking.InviteUserToLobby //this invites the user the current lobby the invitee is in
*/
}
}

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@ -0,0 +1,33 @@
using System;
using System.Collections.Generic;
using System.Text;
namespace Facepunch.Steamworks
{
public partial class LobbyList
{
public class Lobby
{
internal Client Client;
public string Name { get; private set; }
public ulong LobbyID { get; private set; }
public ulong Owner { get; private set; }
public int MemberLimit{ get; private set; }
public int NumMembers{ get; private set; }
internal static Lobby FromSteam(Client client, ulong lobby)
{
return new Lobby()
{
Client = client,
LobbyID = lobby,
Name = client.native.matchmaking.GetLobbyData(lobby, "name"),
MemberLimit = client.native.matchmaking.GetLobbyMemberLimit(lobby),
Owner = client.native.matchmaking.GetLobbyOwner(lobby),
NumMembers = client.native.matchmaking.GetNumLobbyMembers(lobby)
};
}
}
}
}

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@ -0,0 +1,117 @@
using System;
using System.Collections.Generic;
using System.Text;
using SteamNative;
namespace Facepunch.Steamworks
{
public partial class LobbyList : IDisposable
{
internal Client client;
public List<Lobby> Lobbies = new List<Lobby>();
internal LobbyList(Client client)
{
this.client = client;
}
public void Refresh ( LobbyFilter filter = null)
{
if(filter != null)
{
client.native.matchmaking.AddRequestLobbyListDistanceFilter((SteamNative.LobbyDistanceFilter)filter.DistanceFilter);
client.native.matchmaking.AddRequestLobbyListFilterSlotsAvailable(filter.SlotsAvailable);
client.native.matchmaking.AddRequestLobbyListResultCountFilter(filter.MaxResults);
foreach (KeyValuePair<string, string> fil in filter.StringFilters)
{
client.native.matchmaking.AddRequestLobbyListStringFilter(fil.Key, fil.Value, SteamNative.LobbyComparison.Equal);
}
foreach (KeyValuePair<string, int> fil in filter.NearFilters)
{
client.native.matchmaking.AddRequestLobbyListNearValueFilter(fil.Key, fil.Value);
}
foreach (KeyValuePair<string, KeyValuePair<LobbyFilter.Comparison, int>> fil in filter.NumericalFilters)
{
client.native.matchmaking.AddRequestLobbyListNumericalFilter(fil.Key, fil.Value.Value, (SteamNative.LobbyComparison)fil.Value.Key);
}
}
// this will never return lobbies that are full (via the actual api)
client.native.matchmaking.RequestLobbyList(OnLobbyList);
/*
if (filter == null) may need this if we are getting too many lobbies
{
filter = new Filter();
//filter.Add("appid", client.AppId.ToString());
}*/
}
void OnLobbyList(LobbyMatchList_t callback, bool error)
{
if (error) return;
Lobbies.Clear();
uint lobbiesMatching = callback.LobbiesMatching;
// lobbies are returned in order of closeness to the user, so add them to the list in that order
for (int i = 0; i < lobbiesMatching; i++)
{
ulong lobby = client.native.matchmaking.GetLobbyByIndex(i);
Lobby newLobby = Lobby.FromSteam(client, lobby);
if (newLobby.Name != "")
{
Lobbies.Add(newLobby);
}
else
{
//need to sub the lobbyid to the request func
//client.native.matchmaking.RequestLobbyData(lobby)
}
}
}
public void Dispose()
{
client = null;
}
public class LobbyFilter
{
// Filters that match actual metadata keys exactly
public Dictionary<string, string> StringFilters = new Dictionary<string, string>();
// Filters that are of string key and int value for that key to be close to
public Dictionary<string, int> NearFilters = new Dictionary<string, int>();
//Filters that are of string key and int value, with a comparison filter to say how we should relate to the value
public Dictionary<string, KeyValuePair<Comparison, int>> NumericalFilters = new Dictionary<string, KeyValuePair<Comparison, int>>();
public Distance DistanceFilter { get; set; }
public int SlotsAvailable { get; set; }
public int MaxResults { get; set; }
public enum Distance : int
{
Close = SteamNative.LobbyDistanceFilter.Close,
Default = SteamNative.LobbyDistanceFilter.Default,
Far = SteamNative.LobbyDistanceFilter.Far,
Worldwide = SteamNative.LobbyDistanceFilter.Worldwide
}
public enum Comparison : int
{
EqualToOrLessThan = SteamNative.LobbyComparison.EqualToOrLessThan,
LessThan = SteamNative.LobbyComparison.LessThan,
Equal = SteamNative.LobbyComparison.Equal,
GreaterThan = SteamNative.LobbyComparison.GreaterThan,
EqualToOrGreaterThan = SteamNative.LobbyComparison.EqualToOrGreaterThan,
NotEqual = SteamNative.LobbyComparison.NotEqual
}
public LobbyFilter(Distance distanceFilter, int slotsAvailable, int maxResults)
{
DistanceFilter = distanceFilter;
SlotsAvailable = slotsAvailable;
MaxResults = maxResults;
}
}
}
}