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