mirror of
https://github.com/Facepunch/Facepunch.Steamworks.git
synced 2025-04-11 12:00:04 +03:00
251 lines
7.0 KiB
C#
251 lines
7.0 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( Friend member, string key, string value )
|
|
{
|
|
SteamMatchmaking.Internal.SetLobbyMemberData( Id, key, value );
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends a string to the chat room
|
|
/// </summary>
|
|
public bool SendChatString( string message )
|
|
{
|
|
var data = System.Text.Encoding.UTF8.GetBytes( message );
|
|
return SendChatBytes( data );
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends bytes the the chat room
|
|
/// this isn't exposed because there's no way to read raw bytes atm,
|
|
/// and I figure people can send json if they want something more advanced
|
|
/// </summary>
|
|
internal unsafe bool SendChatBytes( byte[] data )
|
|
{
|
|
fixed ( byte* ptr = data )
|
|
{
|
|
return SteamMatchmaking.Internal.SendLobbyChatMsg( Id, (IntPtr)ptr, data.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;
|
|
}
|
|
} |