v1.0.13.1 (first post-1.0 patch)
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@@ -12,7 +12,7 @@ namespace Steamworks
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/// </summary>
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public class SteamMatchmaking : SteamClientClass<SteamMatchmaking>
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{
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internal static ISteamMatchmaking Internal => Interface as ISteamMatchmaking;
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internal static ISteamMatchmaking? Internal => Interface as ISteamMatchmaking;
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internal override void InitializeInterface( bool server )
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{
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@@ -70,6 +70,8 @@ namespace Steamworks
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static private unsafe void OnLobbyChatMessageRecievedAPI( LobbyChatMsg_t callback )
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{
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if (Internal is null) { return; }
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SteamId steamid = default;
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ChatEntryType chatEntryType = default;
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using var buffer = Helpers.TakeMemory();
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@@ -101,62 +103,62 @@ namespace Steamworks
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/// <summary>
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/// Someone invited you to a lobby
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/// </summary>
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public static event Action<Friend, Lobby> OnLobbyInvite;
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public static event Action<Friend, Lobby>? OnLobbyInvite;
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/// <summary>
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/// You joined a lobby
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/// </summary>
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public static event Action<Lobby> OnLobbyEntered;
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public static event Action<Lobby>? OnLobbyEntered;
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/// <summary>
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/// You created a lobby
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/// </summary>
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public static event Action<Result, Lobby> OnLobbyCreated;
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public static event Action<Result, Lobby>? OnLobbyCreated;
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/// <summary>
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/// A game server has been associated with the lobby
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/// </summary>
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public static event Action<Lobby, uint, ushort, SteamId> OnLobbyGameCreated;
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public static event Action<Lobby, uint, ushort, SteamId>? OnLobbyGameCreated;
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/// <summary>
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/// The lobby metadata has changed
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/// </summary>
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public static event Action<Lobby> OnLobbyDataChanged;
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public static event Action<Lobby>? OnLobbyDataChanged;
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/// <summary>
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/// The lobby member metadata has changed
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/// </summary>
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public static event Action<Lobby, Friend> OnLobbyMemberDataChanged;
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public static event Action<Lobby, Friend>? OnLobbyMemberDataChanged;
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/// <summary>
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/// The lobby member joined
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/// </summary>
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public static event Action<Lobby, Friend> OnLobbyMemberJoined;
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public static event Action<Lobby, Friend>? OnLobbyMemberJoined;
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/// <summary>
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/// The lobby member left the room
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/// </summary>
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public static event Action<Lobby, Friend> OnLobbyMemberLeave;
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public static event Action<Lobby, Friend>? OnLobbyMemberLeave;
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/// <summary>
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/// The lobby member left the room
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/// </summary>
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public static event Action<Lobby, Friend> OnLobbyMemberDisconnected;
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public static event Action<Lobby, Friend>? OnLobbyMemberDisconnected;
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/// <summary>
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/// The lobby member was kicked. The 3rd param is the user that kicked them.
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/// </summary>
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public static event Action<Lobby, Friend, Friend> OnLobbyMemberKicked;
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public static event Action<Lobby, Friend, Friend>? OnLobbyMemberKicked;
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/// <summary>
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/// The lobby member was banned. The 3rd param is the user that banned them.
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/// </summary>
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public static event Action<Lobby, Friend, Friend> OnLobbyMemberBanned;
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public static event Action<Lobby, Friend, Friend>? OnLobbyMemberBanned;
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/// <summary>
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/// A chat message was recieved from a member of a lobby
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/// </summary>
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public static event Action<Lobby, Friend, string> OnChatMessage;
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public static event Action<Lobby, Friend, string>? OnChatMessage;
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public static LobbyQuery CreateLobbyQuery() { return new LobbyQuery(); }
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@@ -165,6 +167,8 @@ namespace Steamworks
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/// </summary>
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public static async Task<Lobby?> CreateLobbyAsync( int maxMembers = 100 )
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{
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if (Internal is null) { return null; }
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var lobby = await Internal.CreateLobby( LobbyType.Invisible, maxMembers );
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if ( !lobby.HasValue ) { return null; }
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@@ -176,6 +180,8 @@ namespace Steamworks
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/// </summary>
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public static async Task<Lobby?> JoinLobbyAsync( SteamId lobbyId )
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{
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if (Internal is null) { return null; }
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var lobby = await Internal.JoinLobby( lobbyId );
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if ( !lobby.HasValue ) return null;
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@@ -187,6 +193,8 @@ namespace Steamworks
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/// </summary>
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public static IEnumerable<ServerInfo> GetFavoriteServers()
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{
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if (Internal is null) { yield break; }
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var count = Internal.GetFavoriteGameCount();
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for( int i=0; i<count; i++ )
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@@ -211,6 +219,8 @@ namespace Steamworks
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/// </summary>
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public static IEnumerable<ServerInfo> GetHistoryServers()
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{
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if (Internal is null) { yield break; }
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var count = Internal.GetFavoriteGameCount();
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for ( int i = 0; i < count; i++ )
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