Restructuring of the files
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218
Facepunch.Steamworks/SteamMatchmaking.cs
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218
Facepunch.Steamworks/SteamMatchmaking.cs
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading.Tasks;
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using Facepunch.Steamworks.Data;
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namespace Facepunch.Steamworks
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{
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/// <summary>
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/// Functions for clients to access matchmaking services, favorites, and to operate on game lobbies
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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 override void InitializeInterface( bool server )
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{
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SetInterface( server, new ISteamMatchmaking( server ) );
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InstallEvents();
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}
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/// <summary>
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/// Maximum number of characters a lobby metadata key can be
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/// </summary>
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internal static int MaxLobbyKeyLength => 255;
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internal static void InstallEvents()
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{
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Dispatch.Install<LobbyInvite_t>( x => OnLobbyInvite?.Invoke( new Friend( x.SteamIDUser ), new Lobby( x.SteamIDLobby ) ) );
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Dispatch.Install<LobbyEnter_t>( x => OnLobbyEntered?.Invoke( new Lobby( x.SteamIDLobby ) ) );
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Dispatch.Install<LobbyCreated_t>( x => OnLobbyCreated?.Invoke( x.Result, new Lobby( x.SteamIDLobby ) ) );
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Dispatch.Install<LobbyGameCreated_t>( x => OnLobbyGameCreated?.Invoke( new Lobby( x.SteamIDLobby ), x.IP, x.Port, x.SteamIDGameServer ) );
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Dispatch.Install<LobbyDataUpdate_t>( x =>
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{
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if ( x.Success == 0 ) return;
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if ( x.SteamIDLobby == x.SteamIDMember )
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OnLobbyDataChanged?.Invoke( new Lobby( x.SteamIDLobby ) );
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else
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OnLobbyMemberDataChanged?.Invoke( new Lobby( x.SteamIDLobby ), new Friend( x.SteamIDMember ) );
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} );
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Dispatch.Install<LobbyChatUpdate_t>( x =>
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{
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if ( (x.GfChatMemberStateChange & (int)ChatMemberStateChange.Entered) != 0 )
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OnLobbyMemberJoined?.Invoke( new Lobby( x.SteamIDLobby ), new Friend( x.SteamIDUserChanged ) );
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if ( (x.GfChatMemberStateChange & (int)ChatMemberStateChange.Left) != 0 )
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OnLobbyMemberLeave?.Invoke( new Lobby( x.SteamIDLobby ), new Friend( x.SteamIDUserChanged ) );
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if ( (x.GfChatMemberStateChange & (int)ChatMemberStateChange.Disconnected) != 0 )
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OnLobbyMemberDisconnected?.Invoke( new Lobby( x.SteamIDLobby ), new Friend( x.SteamIDUserChanged ) );
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if ( (x.GfChatMemberStateChange & (int)ChatMemberStateChange.Kicked) != 0 )
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OnLobbyMemberKicked?.Invoke( new Lobby( x.SteamIDLobby ), new Friend( x.SteamIDUserChanged ), new Friend( x.SteamIDMakingChange ) );
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if ( (x.GfChatMemberStateChange & (int)ChatMemberStateChange.Banned) != 0 )
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OnLobbyMemberBanned?.Invoke( new Lobby( x.SteamIDLobby ), new Friend( x.SteamIDUserChanged ), new Friend( x.SteamIDMakingChange ) );
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} );
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Dispatch.Install<LobbyChatMsg_t>( OnLobbyChatMessageRecievedAPI );
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}
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static private unsafe void OnLobbyChatMessageRecievedAPI( LobbyChatMsg_t callback )
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{
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SteamId steamid = default;
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ChatEntryType chatEntryType = default;
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var buffer = Helpers.TakeMemory();
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var readData = Internal.GetLobbyChatEntry( callback.SteamIDLobby, (int)callback.ChatID, ref steamid, buffer, Helpers.MemoryBufferSize, ref chatEntryType );
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if ( readData > 0 )
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{
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OnChatMessage?.Invoke( new Lobby( callback.SteamIDLobby ), new Friend( steamid ), Helpers.MemoryToString( buffer ) );
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}
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}
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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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/// <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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/// <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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/// <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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/// <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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/// <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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/// <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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/// <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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/// <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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/// <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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/// <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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/// <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 LobbyQuery LobbyList => new LobbyQuery();
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/// <summary>
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/// Creates a new invisible lobby. Call lobby.SetPublic to take it online.
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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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var lobby = await Internal.CreateLobby( LobbyType.Invisible, maxMembers );
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if ( !lobby.HasValue || lobby.Value.Result != Result.OK ) return null;
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return new Lobby { Id = lobby.Value.SteamIDLobby };
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}
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/// <summmary>
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/// Attempts to directly join the specified lobby
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/// </summmary>
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public static async Task<Lobby?> JoinLobbyAsync( SteamId lobbyId )
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{
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var lobby = await Internal.JoinLobby( lobbyId );
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if ( !lobby.HasValue ) return null;
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return new Lobby { Id = lobby.Value.SteamIDLobby };
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}
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/// <summary>
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/// Get a list of servers that are on your favorites list
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/// </summary>
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public static IEnumerable<ServerInfo> GetFavoriteServers()
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{
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var count = Internal.GetFavoriteGameCount();
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for( int i=0; i<count; i++ )
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{
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uint timeplayed = 0;
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uint flags = 0;
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ushort qport = 0;
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ushort cport = 0;
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uint ip = 0;
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AppId appid = default;
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if ( Internal.GetFavoriteGame( i, ref appid, ref ip, ref cport, ref qport, ref flags, ref timeplayed ) )
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{
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if ( (flags & ServerInfo.k_unFavoriteFlagFavorite) == 0 ) continue;
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yield return new ServerInfo( ip, cport, qport, timeplayed );
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}
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}
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}
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/// <summary>
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/// Get a list of servers that you have added to your play history
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/// </summary>
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public static IEnumerable<ServerInfo> GetHistoryServers()
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{
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var count = Internal.GetFavoriteGameCount();
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for ( int i = 0; i < count; i++ )
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{
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uint timeplayed = 0;
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uint flags = 0;
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ushort qport = 0;
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ushort cport = 0;
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uint ip = 0;
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AppId appid = default;
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if ( Internal.GetFavoriteGame( i, ref appid, ref ip, ref cport, ref qport, ref flags, ref timeplayed ) )
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{
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if ( (flags & ServerInfo.k_unFavoriteFlagHistory) == 0 ) continue;
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yield return new ServerInfo( ip, cport, qport, timeplayed );
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}
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}
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}
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}
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}
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