mirror of
https://github.com/Facepunch/Facepunch.Steamworks.git
synced 2025-04-01 07:09:03 +03:00
590 lines
22 KiB
C#
590 lines
22 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text;
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using SteamNative;
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namespace Facepunch.Steamworks
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{
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public partial class Client : IDisposable
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{
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Lobby _lobby;
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public Lobby Lobby
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{
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get
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{
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if (_lobby == null)
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_lobby = new Steamworks.Lobby(this);
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return _lobby;
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}
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}
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}
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public class Lobby : IDisposable
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{
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//The type of lobby you are creating
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public enum Type : int
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{
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Private = SteamNative.LobbyType.Private,
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FriendsOnly = SteamNative.LobbyType.FriendsOnly,
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Public = SteamNative.LobbyType.Public,
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Invisible = SteamNative.LobbyType.Invisible,
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Error //happens if you try to get this when you aren't in a valid lobby
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}
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internal Client client;
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public Lobby(Client c)
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{
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client = c;
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SteamNative.LobbyDataUpdate_t.RegisterCallback(client, OnLobbyDataUpdatedAPI);
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SteamNative.LobbyChatMsg_t.RegisterCallback(client, OnLobbyChatMessageRecievedAPI);
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SteamNative.LobbyChatUpdate_t.RegisterCallback(client, OnLobbyStateUpdatedAPI);
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SteamNative.GameLobbyJoinRequested_t.RegisterCallback(client, OnLobbyJoinRequestedAPI);
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SteamNative.LobbyInvite_t.RegisterCallback(client, OnUserInvitedToLobbyAPI);
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SteamNative.PersonaStateChange_t.RegisterCallback(client, OnLobbyMemberPersonaChangeAPI);
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}
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/// <summary>
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/// The CSteamID of the lobby we're currently in.
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/// </summary>
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public ulong CurrentLobby { get; private set; }
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/// <summary>
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/// The LobbyData of the CurrentLobby. Note this is the global data for the lobby. Use SetMemberData to set specific member data.
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/// </summary>
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public LobbyData CurrentLobbyData { get; private set; }
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/// <summary>
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/// Returns true if this lobby is valid, ie, we've succesffuly created and/or joined a lobby.
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/// </summary>
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public bool IsValid => CurrentLobby != 0;
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/// <summary>
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/// Join a Lobby through its LobbyID. OnLobbyJoined is called with the result of the Join attempt.
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/// </summary>
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/// <param name="lobbyID">CSteamID of lobby to join</param>
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public void Join(ulong lobbyID)
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{
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Leave();
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client.native.matchmaking.JoinLobby(lobbyID, OnLobbyJoinedAPI);
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}
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void OnLobbyJoinedAPI(LobbyEnter_t callback, bool error)
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{
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if (error || (callback.EChatRoomEnterResponse != (uint)(SteamNative.ChatRoomEnterResponse.Success)))
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{
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if (OnLobbyJoined != null) { OnLobbyJoined(false); }
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return;
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}
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CurrentLobby = callback.SteamIDLobby;
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UpdateLobbyData();
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if (OnLobbyJoined != null) { OnLobbyJoined(true); }
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}
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/// <summary>
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/// Called when a lobby has been attempted joined. Returns true if lobby was successfuly joined, false if not.
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/// </summary>
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public Action<bool> OnLobbyJoined;
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/// <summary>
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/// Creates a lobby and returns the created lobby. You auto join the created lobby. The lobby is stored in Client.CurrentLobby if successful.
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/// </summary>
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/// <param name="lobbyType">The Lobby.Type of Lobby to be created</param>
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/// <param name="maxMembers">The maximum amount of people you want to be able to be in this lobby, including yourself</param>
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public void Create(Lobby.Type lobbyType, int maxMembers)
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{
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client.native.matchmaking.CreateLobby((SteamNative.LobbyType)lobbyType, maxMembers, OnLobbyCreatedAPI);
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createdLobbyType = lobbyType;
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}
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internal Type createdLobbyType;
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internal void OnLobbyCreatedAPI(LobbyCreated_t callback, bool error)
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{
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//from SpaceWarClient.cpp 793
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if (error || (callback.Result != Result.OK))
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{
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if ( OnLobbyCreated != null) { OnLobbyCreated(false); }
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return;
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}
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//set owner specific properties
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Owner = client.SteamId;
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CurrentLobby = callback.SteamIDLobby;
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CurrentLobbyData = new LobbyData(client, CurrentLobby);
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Name = client.Username + "'s Lobby";
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CurrentLobbyData.SetData("appid", client.AppId.ToString());
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LobbyType = createdLobbyType;
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CurrentLobbyData.SetData("lobbytype", LobbyType.ToString());
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Joinable = true;
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if (OnLobbyCreated != null) { OnLobbyCreated(true); }
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}
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/// <summary>
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/// Callback for when lobby is created. Parameter resolves true when the Lobby was successfully created
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/// </summary>
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public Action<bool> OnLobbyCreated;
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/// <summary>
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/// Class to hold global lobby data. This is stuff like maps/modes/etc. Data set here can be filtered by LobbyList.
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/// </summary>
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public class LobbyData
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{
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internal Client client;
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internal ulong lobby;
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internal Dictionary<string, string> data;
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public LobbyData(Client c, ulong l)
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{
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client = c;
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lobby = l;
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data = new Dictionary<string, string>();
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}
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/// <summary>
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/// Get the lobby value for the specific key
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/// </summary>
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/// <param name="k">The key to find</param>
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/// <returns>The value at key</returns>
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public string GetData(string k)
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{
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if (data.ContainsKey(k))
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{
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return data[k];
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}
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return "ERROR: key not found";
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}
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/// <summary>
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/// Get a list of all the data in the Lobby
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/// </summary>
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/// <returns>Dictionary of all the key/value pairs in the data</returns>
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public Dictionary<string,string> GetAllData()
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{
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Dictionary<string, string> returnData = new Dictionary<string, string>();
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foreach(KeyValuePair<string, string> item in data)
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{
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returnData.Add(item.Key, item.Value);
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}
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return returnData;
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}
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/// <summary>
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/// Set the value for specified Key. Note that the keys "joinable", "appid", "name", and "lobbytype" are reserved for internal library use.
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/// </summary>
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/// <param name="k">The key to set the value for</param>
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/// <param name="v">The value of the Key</param>
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/// <returns>True if data successfully set</returns>
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public bool SetData(string k, string v)
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{
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if (data.ContainsKey(k))
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{
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if (data[k] == v) { return true; }
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if (client.native.matchmaking.SetLobbyData(lobby, k, v))
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{
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data[k] = v;
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return true;
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}
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}
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else
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{
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if (client.native.matchmaking.SetLobbyData(lobby, k, v))
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{
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data.Add(k, v);
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Remove the key from the LobbyData. Note that the keys "joinable", "appid", "name", and "lobbytype" are reserved for internal library use.
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/// </summary>
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/// <param name="k">The key to remove</param>
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/// <returns>True if Key successfully removed</returns>
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public bool RemoveData(string k)
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{
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if (data.ContainsKey(k))
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{
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if (client.native.matchmaking.DeleteLobbyData(lobby, k))
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{
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data.Remove(k);
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return true;
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}
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}
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return false;
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}
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}
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/// <summary>
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/// Sets user data for the Lobby. Things like Character, Skin, Ready, etc. Can only set your own member data
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/// </summary>
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public void SetMemberData(string key, string value)
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{
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if(CurrentLobby == 0) { return; }
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client.native.matchmaking.SetLobbyMemberData(CurrentLobby, key, value);
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}
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/// <summary>
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/// Get the per-user metadata from this lobby. Can get data from any user
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/// </summary>
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/// <param name="steamID">ulong SteamID of the user you want to get data from</param>
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/// <param name="key">String key of the type of data you want to get</param>
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/// <returns></returns>
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public string GetMemberData(ulong steamID, string key)
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{
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if (CurrentLobby == 0) { return "ERROR: NOT IN ANY LOBBY"; }
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return client.native.matchmaking.GetLobbyMemberData(CurrentLobby, steamID, key);
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}
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internal void OnLobbyDataUpdatedAPI(LobbyDataUpdate_t callback, bool error)
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{
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if(error || (callback.SteamIDLobby != CurrentLobby)) { return; }
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if(callback.SteamIDLobby == CurrentLobby) //actual lobby data was updated by owner
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{
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UpdateLobbyData();
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}
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if(UserIsInCurrentLobby(callback.SteamIDMember)) //some member of this lobby updated their information
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{
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if (OnLobbyMemberDataUpdated != null) { OnLobbyMemberDataUpdated(callback.SteamIDMember); }
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}
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}
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/// <summary>
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/// Updates the LobbyData property to have the data for the current lobby, if any
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/// </summary>
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internal void UpdateLobbyData()
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{
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int dataCount = client.native.matchmaking.GetLobbyDataCount(CurrentLobby);
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CurrentLobbyData = new LobbyData(client, CurrentLobby);
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for (int i = 0; i < dataCount; i++)
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{
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if (client.native.matchmaking.GetLobbyDataByIndex(CurrentLobby, i, out string key, out string value))
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{
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CurrentLobbyData.SetData(key, value);
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}
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}
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if(OnLobbyDataUpdated != null) { OnLobbyDataUpdated(); }
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}
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/// <summary>
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/// Called when the lobby data itself has been updated. Called when someone has joined/left, Owner has updated data, etc.
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/// </summary>
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public Action OnLobbyDataUpdated;
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/// <summary>
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/// Called when a member of the lobby has updated either their personal Lobby metadata or someone's global steam state has changed (like a display name). Parameter is the user who changed.
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/// </summary>
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public Action<ulong> OnLobbyMemberDataUpdated;
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public Type LobbyType
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{
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get
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{
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if (!IsValid) { return Type.Error; } //if we're currently in a valid server
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//we know that we've set the lobby type via the lobbydata in the creation function
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//ps this is important because steam doesn't have an easy way to get lobby type (why idk)
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string lobbyType = CurrentLobbyData.GetData("lobbytype");
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switch (lobbyType)
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{
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case "Private":
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return Type.Private;
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case "FriendsOnly":
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return Type.FriendsOnly;
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case "Invisible":
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return Type.Invisible;
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case "Public":
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return Type.Public;
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default:
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return Type.Error;
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}
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}
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set
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{
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if(!IsValid) { return; }
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if(client.native.matchmaking.SetLobbyType(CurrentLobby, (SteamNative.LobbyType)value))
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{
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CurrentLobbyData.SetData("lobbytype", value.ToString());
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}
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}
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}
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private static byte[] chatMessageData = new byte[1024 * 4];
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private unsafe void OnLobbyChatMessageRecievedAPI(LobbyChatMsg_t callback, bool error)
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{
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//from Client.Networking
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if(error || callback.SteamIDLobby != CurrentLobby)
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return;
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SteamNative.CSteamID steamid = 1;
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ChatEntryType chatEntryType; // "If set then this will just always return k_EChatEntryTypeChatMsg. This can usually just be set to NULL."
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int readData = 0;
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fixed (byte* p = chatMessageData)
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{
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readData = client.native.matchmaking.GetLobbyChatEntry(CurrentLobby, (int)callback.ChatID, out steamid, (IntPtr)p, chatMessageData.Length, out chatEntryType);
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}
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OnChatMessageRecieved?.Invoke(steamid, chatMessageData, readData);
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OnChatStringRecieved?.Invoke(steamid, Encoding.UTF8.GetString(chatMessageData));
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}
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/// <summary>
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/// Callback to get chat messages. Use Encoding.UTF8.GetString to retrive the message.
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/// </summary>
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public Action<ulong, byte[], int> OnChatMessageRecieved;
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/// <summary>
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/// Like OnChatMessageRecieved but the data is converted to a string
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/// </summary>
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public Action<ulong, string> OnChatStringRecieved;
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/// <summary>
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/// Broadcasts a chat message to the all the users in the lobby users in the lobby (including the local user) will receive a LobbyChatMsg_t callback.
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/// </summary>
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/// <returns>True if message successfully sent</returns>
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public unsafe bool SendChatMessage(string message)
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{
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var data = Encoding.UTF8.GetBytes(message);
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fixed (byte* p = data)
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{
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// pvMsgBody can be binary or text data, up to 4k
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// if pvMsgBody is text, cubMsgBody should be strlen( text ) + 1, to include the null terminator
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return client.native.matchmaking.SendLobbyChatMsg(CurrentLobby, (IntPtr)p, data.Length);
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}
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}
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/// <summary>
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/// Enums to catch the state of a user when their state has changed
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/// </summary>
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public enum MemberStateChange
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{
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Entered = ChatMemberStateChange.Entered,
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Left = ChatMemberStateChange.Left,
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Disconnected = ChatMemberStateChange.Disconnected,
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Kicked = ChatMemberStateChange.Kicked,
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Banned = ChatMemberStateChange.Banned,
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}
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internal void OnLobbyStateUpdatedAPI(LobbyChatUpdate_t callback, bool error)
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{
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if (error || callback.SteamIDLobby != CurrentLobby)
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return;
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MemberStateChange change = (MemberStateChange)callback.GfChatMemberStateChange;
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ulong initiator = callback.SteamIDMakingChange;
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ulong affected = callback.SteamIDUserChanged;
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OnLobbyStateChanged?.Invoke(change, initiator, affected);
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}
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/// <summary>
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/// Called when the state of the Lobby is somehow shifted. Usually when someone joins or leaves the lobby.
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/// The first ulong is the SteamID of the user that initiated the change.
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/// The second ulong is the person that was affected
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/// </summary>
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public Action<MemberStateChange, ulong, ulong> OnLobbyStateChanged;
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/// <summary>
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/// The name of the lobby as a property for easy getting/setting. Note that this is setting LobbyData, which you cannot do unless you are the Owner of the lobby
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/// </summary>
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public string Name
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{
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get
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{
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if (!IsValid) { return ""; }
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return CurrentLobbyData.GetData("name");
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}
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set
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{
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if (!IsValid) { return; }
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CurrentLobbyData.SetData("name", value);
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}
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}
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/// <summary>
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/// The Owner of the current lobby. Returns 0 if you are not in a valid lobby.
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/// </summary>
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public ulong Owner
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{
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get
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{
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if (IsValid)
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{
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return client.native.matchmaking.GetLobbyOwner(CurrentLobby);
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}
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return 0;
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}
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set
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{
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if (Owner == value) return;
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client.native.matchmaking.SetLobbyOwner(CurrentLobby, value);
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}
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}
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/// <summary>
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/// Is the Lobby joinable by other people? Defaults to true;
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/// </summary>
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public bool Joinable
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{
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get
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{
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if (!IsValid) { return false; }
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string joinable = CurrentLobbyData.GetData("joinable");
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switch (joinable)
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{
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case "true":
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return true;
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case "false":
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return false;
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default:
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return false;
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}
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}
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set
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{
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if (!IsValid) { return; }
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if (client.native.matchmaking.SetLobbyJoinable(CurrentLobby, value))
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{
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CurrentLobbyData.SetData("joinable", value.ToString());
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}
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}
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}
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/// <summary>
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/// How many people can be in the Lobby
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/// </summary>
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public int MaxMembers
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{
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get
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{
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if (!IsValid) { return 0; } //0 is default, but value is inited when lobby is created.
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return client.native.matchmaking.GetLobbyMemberLimit(CurrentLobby);
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}
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set
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{
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if (!IsValid) { return; }
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client.native.matchmaking.SetLobbyMemberLimit(CurrentLobby, value);
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}
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}
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/// <summary>
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/// How many people are currently in the Lobby
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/// </summary>
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public int NumMembers
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{
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get { return client.native.matchmaking.GetNumLobbyMembers(CurrentLobby);}
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}
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/// <summary>
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/// Leave the CurrentLobby.
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/// </summary>
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public void Leave()
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{
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if (CurrentLobby != 0) { client.native.matchmaking.LeaveLobby(CurrentLobby); }
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CurrentLobby = 0;
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CurrentLobbyData = null;
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}
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public void Dispose()
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{
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client = null;
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}
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/// <summary>
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/// Get an array of all the CSteamIDs in the CurrentLobby.
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/// Note that you must be in the Lobby you are trying to request the MemberIDs from.
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/// Returns an empty array if you aren't in a lobby.
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/// </summary>
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/// <returns>Array of member SteamIDs</returns>
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public ulong[] GetMemberIDs()
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{
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ulong[] memIDs = new ulong[NumMembers];
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for (int i = 0; i < NumMembers; i++)
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{
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memIDs[i] = client.native.matchmaking.GetLobbyMemberByIndex(CurrentLobby, i);
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}
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return memIDs;
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}
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/// <summary>
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/// Check to see if a user is in your CurrentLobby
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/// </summary>
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/// <param name="steamID">SteamID of the user to check for</param>
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/// <returns></returns>
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public bool UserIsInCurrentLobby(ulong steamID)
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{
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if(CurrentLobby == 0) { return false; }
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ulong[] mems = GetMemberIDs();
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for (int i = 0; i < mems.Length; i++)
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{
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if(mems[i] == steamID)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Invites the specified user to the CurrentLobby the user is in.
|
|
/// </summary>
|
|
/// <param name="friendID">ulong ID of person to invite</param>
|
|
public bool InviteUserToLobby(ulong friendID)
|
|
{
|
|
return client.native.matchmaking.InviteUserToLobby(CurrentLobby, friendID);
|
|
}
|
|
|
|
internal void OnUserInvitedToLobbyAPI(LobbyInvite_t callback, bool error)
|
|
{
|
|
if (error || (callback.GameID != client.AppId)) { return; }
|
|
if (OnUserInvitedToLobby != null) { OnUserInvitedToLobby(callback.SteamIDLobby, callback.SteamIDUser); }
|
|
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called when a user invites the current user to a lobby. The first parameter is the lobby the user was invited to, the second is the CSteamID of the person who invited this user
|
|
/// </summary>
|
|
public Action<ulong, ulong> OnUserInvitedToLobby;
|
|
|
|
/// <summary>
|
|
/// Joins a lobby if a request was made to join the lobby through the friends list or an invite
|
|
/// </summary>
|
|
internal void OnLobbyJoinRequestedAPI(GameLobbyJoinRequested_t callback, bool error)
|
|
{
|
|
if (error) { return; }
|
|
Join(callback.SteamIDLobby);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Makes sure we send an update callback if a Lobby user updates their information
|
|
/// </summary>
|
|
internal void OnLobbyMemberPersonaChangeAPI(PersonaStateChange_t callback, bool error)
|
|
{
|
|
if (error || !UserIsInCurrentLobby(callback.SteamID)) { return; }
|
|
if (OnLobbyMemberDataUpdated != null) { OnLobbyMemberDataUpdated(callback.SteamID); }
|
|
}
|
|
|
|
/*not implemented
|
|
|
|
//set the game server of the lobby
|
|
client.native.matchmaking.GetLobbyGameServer;
|
|
client.native.matchmaking.SetLobbyGameServer;
|
|
|
|
//used with game server stuff
|
|
SteamNative.LobbyGameCreated_t
|
|
*/
|
|
}
|
|
}
|