2021-04-22 19:43:40 +02:00

259 lines
7.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Net;
using System.Threading.Tasks;
namespace Steamworks.Data
{
public struct Lobby
{
public SteamId Id { get; internal set; }
public Lobby( SteamId id )
{
Id = id;
}
/// <summary>
/// Try to join this room. Will return RoomEnter.Success on success,
/// and anything else is a failure
/// </summary>
public async Task<RoomEnter> Join()
{
var result = await SteamMatchmaking.Internal.JoinLobby( Id );
if ( !result.HasValue ) return RoomEnter.Error;
return (RoomEnter) result.Value.EChatRoomEnterResponse;
}
/// <summary>
/// Leave a lobby; this will take effect immediately on the client side
/// other users in the lobby will be notified by a LobbyChatUpdate_t callback
/// </summary>
public void Leave()
{
SteamMatchmaking.Internal.LeaveLobby( Id );
}
/// <summary>
/// Invite another user to the lobby
/// will return true if the invite is successfully sent, whether or not the target responds
/// returns false if the local user is not connected to the Steam servers
/// </summary>
public bool InviteFriend( SteamId steamid )
{
return SteamMatchmaking.Internal.InviteUserToLobby( Id, steamid );
}
/// <summary>
/// returns the number of users in the specified lobby
/// </summary>
public int MemberCount => SteamMatchmaking.Internal.GetNumLobbyMembers( Id );
/// <summary>
/// Returns current members. Need to be in the lobby to see the users.
/// </summary>
public IEnumerable<Friend> Members
{
get
{
for( int i = 0; i < MemberCount; i++ )
{
yield return new Friend( SteamMatchmaking.Internal.GetLobbyMemberByIndex( Id, i ) );
}
}
}
/// <summary>
/// Get data associated with this lobby
/// </summary>
public string GetData( string key )
{
return SteamMatchmaking.Internal.GetLobbyData( Id, key );
}
/// <summary>
/// Get data associated with this lobby
/// </summary>
public bool SetData( string key, string value )
{
if ( key.Length > 255 ) throw new System.ArgumentException( "Key should be < 255 chars", nameof( key ) );
if ( value.Length > 8192 ) throw new System.ArgumentException( "Value should be < 8192 chars", nameof( key ) );
return SteamMatchmaking.Internal.SetLobbyData( Id, key, value );
}
/// <summary>
/// Removes a metadata key from the lobby
/// </summary>
public bool DeleteData( string key )
{
return SteamMatchmaking.Internal.DeleteLobbyData( Id, key );
}
/// <summary>
/// Get all data for this lobby
/// </summary>
public IEnumerable<KeyValuePair<string, string>> Data
{
get
{
var cnt = SteamMatchmaking.Internal.GetLobbyDataCount( Id );
for ( int i =0; i<cnt; i++)
{
if ( SteamMatchmaking.Internal.GetLobbyDataByIndex( Id, i, out var a, out var b ) )
{
yield return new KeyValuePair<string, string>( a, b );
}
}
}
}
/// <summary>
/// Gets per-user metadata for someone in this lobby
/// </summary>
public string GetMemberData( Friend member, string key )
{
return SteamMatchmaking.Internal.GetLobbyMemberData( Id, member.Id, key );
}
/// <summary>
/// Sets per-user metadata (for the local user implicitly)
/// </summary>
public void SetMemberData( string key, string value )
{
SteamMatchmaking.Internal.SetLobbyMemberData( Id, key, value );
}
/// <summary>
/// Sends a string to the chat room
/// </summary>
public bool SendChatString( string message )
{
//adding null terminator as it's used in Helpers.MemoryToString
var data = System.Text.Encoding.UTF8.GetBytes( message + '\0' );
return SendChatBytes( data );
}
/// <summary>
/// Sends bytes to the chat room
/// </summary>
public unsafe bool SendChatBytes( byte[] data )
{
fixed ( byte* ptr = data )
{
return SendChatBytesUnsafe( ptr, data.Length );
}
}
/// <summary>
/// Sends bytes to the chat room from an unsafe buffer
/// </summary>
public unsafe bool SendChatBytesUnsafe( byte* ptr, int length )
{
return SteamMatchmaking.Internal.SendLobbyChatMsg( Id, (IntPtr)ptr, length );
}
/// <summary>
/// Refreshes metadata for a lobby you're not necessarily in right now
/// you never do this for lobbies you're a member of, only if your
/// this will send down all the metadata associated with a lobby
/// this is an asynchronous call
/// returns false if the local user is not connected to the Steam servers
/// results will be returned by a LobbyDataUpdate_t callback
/// if the specified lobby doesn't exist, LobbyDataUpdate_t::m_bSuccess will be set to false
/// </summary>
public bool Refresh()
{
return SteamMatchmaking.Internal.RequestLobbyData( Id );
}
/// <summary>
/// Max members able to join this lobby. Cannot be over 250.
/// Can only be set by the owner
/// </summary>
public int MaxMembers
{
get => SteamMatchmaking.Internal.GetLobbyMemberLimit( Id );
set => SteamMatchmaking.Internal.SetLobbyMemberLimit( Id, value );
}
public bool SetPublic()
{
return SteamMatchmaking.Internal.SetLobbyType( Id, LobbyType.Public );
}
public bool SetPrivate()
{
return SteamMatchmaking.Internal.SetLobbyType( Id, LobbyType.Private );
}
public bool SetInvisible()
{
return SteamMatchmaking.Internal.SetLobbyType( Id, LobbyType.Invisible );
}
public bool SetFriendsOnly()
{
return SteamMatchmaking.Internal.SetLobbyType( Id, LobbyType.FriendsOnly );
}
public bool SetJoinable( bool b )
{
return SteamMatchmaking.Internal.SetLobbyJoinable( Id, b );
}
/// <summary>
/// [SteamID variant]
/// Allows the owner to set the game server associated with the lobby. Triggers the
/// Steammatchmaking.OnLobbyGameCreated event.
/// </summary>
public void SetGameServer( SteamId steamServer )
{
if ( !steamServer.IsValid )
throw new ArgumentException( $"SteamId for server is invalid" );
SteamMatchmaking.Internal.SetLobbyGameServer( Id, 0, 0, steamServer );
}
/// <summary>
/// [IP/Port variant]
/// Allows the owner to set the game server associated with the lobby. Triggers the
/// Steammatchmaking.OnLobbyGameCreated event.
/// </summary>
public void SetGameServer( string ip, ushort port )
{
if ( !IPAddress.TryParse( ip, out IPAddress add ) )
throw new ArgumentException( $"IP address for server is invalid" );
SteamMatchmaking.Internal.SetLobbyGameServer( Id, add.IpToInt32(), port, new SteamId() );
}
/// <summary>
/// Gets the details of the lobby's game server, if set. Returns true if the lobby is
/// valid and has a server set, otherwise returns false.
/// </summary>
public bool GetGameServer( ref uint ip, ref ushort port, ref SteamId serverId )
{
return SteamMatchmaking.Internal.GetLobbyGameServer( Id, ref ip, ref port, ref serverId );
}
/// <summary>
/// You must be the lobby owner to set the owner
/// </summary>
public Friend Owner
{
get => new Friend( SteamMatchmaking.Internal.GetLobbyOwner( Id ) );
set => SteamMatchmaking.Internal.SetLobbyOwner( Id, value.Id );
}
/// <summary>
/// Check if the specified SteamId owns the lobby
/// </summary>
public bool IsOwnedBy( SteamId k ) => Owner.Id == k;
}
}