2018-02-14 17:40:16 +00:00

184 lines
6.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Text;
using SteamNative;
namespace Facepunch.Steamworks
{
public partial class LobbyList : IDisposable
{
internal Client client;
//The list of retrieved lobbies
public List<Lobby> Lobbies { get; private set; }
//True when all the possible lobbies have had their data updated
//if the number of lobbies is now equal to the initial request number, we've found all lobbies
public bool Finished { get; private set; }
//The number of possible lobbies we can get data from
internal List<ulong> requests;
internal LobbyList(Client client)
{
this.client = client;
Lobbies = new List<Lobby>();
requests = new List<ulong>();
}
/// <summary>
/// Refresh the List of Lobbies. If no filter is passed in, a default one is created that filters based on AppId ("appid").
/// </summary>
/// <param name="filter"></param>
public void Refresh ( Filter filter = null)
{
//init out values
Lobbies.Clear();
requests.Clear();
Finished = false;
if (filter == null)
{
filter = new Filter();
filter.StringFilters.Add("appid", client.AppId.ToString());
}
client.native.matchmaking.AddRequestLobbyListDistanceFilter((SteamNative.LobbyDistanceFilter)filter.DistanceFilter);
if (filter.SlotsAvailable != null)
{
client.native.matchmaking.AddRequestLobbyListFilterSlotsAvailable((int)filter.SlotsAvailable);
}
if (filter.MaxResults != null)
{
client.native.matchmaking.AddRequestLobbyListResultCountFilter((int)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<Filter.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);
}
void OnLobbyList(LobbyMatchList_t callback, bool error)
{
if (error) return;
//how many lobbies matched
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++)
{
//add the lobby to the list of requests
ulong lobby = client.native.matchmaking.GetLobbyByIndex(i);
requests.Add(lobby);
//cast to a LobbyList.Lobby
Lobby newLobby = Lobby.FromSteam(client, lobby);
if (newLobby.Name != "")
{
//if the lobby is valid add it to the valid return lobbies
Lobbies.Add(newLobby);
checkFinished();
}
else
{
//else we need to get the info for the missing lobby
client.native.matchmaking.RequestLobbyData(lobby);
client.RegisterCallback<SteamNative.LobbyDataUpdate_t>( OnLobbyDataUpdated );
}
}
checkFinished();
if (OnLobbiesUpdated != null) { OnLobbiesUpdated(); }
}
void checkFinished()
{
if (Lobbies.Count == requests.Count)
{
Finished = true;
return;
}
Finished = false;
}
void OnLobbyDataUpdated(LobbyDataUpdate_t callback)
{
if (callback.Success == 1) //1 if success, 0 if failure
{
//find the lobby that has been updated
Lobby lobby = Lobbies.Find(x => x.LobbyID == callback.SteamIDLobby);
//if this lobby isn't yet in the list of lobbies, we know that we should add it
if (lobby == null)
{
Lobbies.Add(lobby);
checkFinished();
}
//otherwise lobby data in general was updated and you should listen to see what changed
if (OnLobbiesUpdated != null) { OnLobbiesUpdated(); }
}
}
public Action OnLobbiesUpdated;
public void Dispose()
{
client = null;
}
public class Filter
{
// 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 = Distance.Worldwide;
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
}
}
}
}