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Integrating with the latest Facepunch Steamworks API and populating steam lobby class. #5

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16 changes: 10 additions & 6 deletions Runtime/Integrations/Steam/SteamLobby.cs
Original file line number Diff line number Diff line change
Expand Up @@ -27,10 +27,14 @@ public override int Capacity {

readonly SteamLobbyManager _manager;

public SteamLobby(Steamworks.Data.Lobby lobby, SteamLobbyManager manager) : base() {
public SteamLobby(Steamworks.Data.Lobby lobby, SteamLobbyManager manager, bool connected) : base() {
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Please make this default to false.

Assert.IsNotNull(manager);
_manager = manager;
Members.Refresh();
_lobby = lobby;
if (connected)
{
Members.Refresh();
}
}

public override int MemberCount => _lobby.MemberCount;
Expand Down Expand Up @@ -63,7 +67,7 @@ internal override void SetMemberMetadata(AccountHandle handle, string key, strin
if (handle.Id != UserId) {
throw new InvalidOperationException("Cannnot set the metadata of a Steam lobby member other than the current user.");
}
_lobby.SetMemberData(new Friend(handle.Id), key, value);
_lobby.SetMemberData( key, value);
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Remove the extra space before key.

}

internal override void DeleteMemberMetadata(AccountHandle handle, string key) =>
Expand Down Expand Up @@ -96,9 +100,9 @@ internal override unsafe void SendNetworkMessage(AccountHandle target, ReadOnlyS

public override unsafe void SendLobbyMessage(ReadOnlySpan<byte> msg) {
fixed (byte* ptr = msg) {
if (!_lobby.SendChatBytes(ptr, msg.Length)) {
Debug.LogError("Failed to send Steam Lobby Packet.");
}
//if (!_lobby.SendChatBytes(ptr, msg.Length)) {
// Debug.LogError("Failed to send Steam Lobby Packet.");
//}
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Any reason this was commented out?

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Sending chat bytes are no longer supported through facepunch. I'm just going to throw a NotImplemented error then.

}
}

Expand Down
17 changes: 11 additions & 6 deletions Runtime/Integrations/Steam/SteamLobbyManager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -27,6 +27,8 @@ public SteamLobbyManager() {
SteamMatchmaking.OnLobbyMemberDisconnected += OnLobbyMemberLeave;
SteamMatchmaking.OnLobbyMemberKicked += OnLobbyMemberRemoved;
SteamMatchmaking.OnLobbyMemberBanned += OnLobbyMemberRemoved;

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Remove extra line here.

SteamMatchmaking.OnLobbyMemberDataChanged += OnLobbyMemberDataChanged;
}

public unsafe void Update() {
Expand Down Expand Up @@ -61,7 +63,7 @@ public async Task<Lobby> CreateLobby(LobbyCreateParams createParams) {
steamLobby.SetData(kvp.Key, kvp.Value.ToString());
}
}
var lobby = new SteamLobby(steamLobby, this);
var lobby = new SteamLobby(steamLobby, this, true);
_connectedLobbies.Add(steamLobby.Id, lobby);
return lobby;
}
Expand All @@ -73,7 +75,7 @@ public async Task<IList<Lobby>> SearchLobbies(Action<ILobbySearchBuilder> builde
if (result == null) return new Lobby[0];
var lobbies = new Lobby[result.Length];
for (var i = 0; i < lobbies.Length; i++) {
lobbies[i] = new SteamLobby(result[i], this);
lobbies[i] = new SteamLobby(result[i], this, false);
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Once the default has been set to false, remove this change.

}
return lobbies;
}
Expand All @@ -87,14 +89,14 @@ public LobbySearchBuilder(LobbyQuery query) {
}

public ILobbySearchBuilder Filter(string key, SearchComparison comparison, string value) {
var comp = (LobbyComparison)((int)comparison);
_query.AddStringFilter(key, value, comp);
//var comp = (LobbyComparison)((int)comparison);
//_query.AddStringFilter(key, value, comp);
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This actively breaks the search builder. Is this now deprecated?

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Yup it's deprecated now. I'm going to fix it to work with the new API then.

return this;
}

public ILobbySearchBuilder Filter(string key, SearchComparison comparison, int value) {
var comp = (LobbyComparison)((int)comparison);
_query.AddNumericalFilter(key, value, comp);
//var comp = (LobbyComparison)((int)comparison);
//_query.AddNumericalFilter(key, value, comp);
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Same here with this commented out section.

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Same comment as above. See the new merge (I'll push it in a bit)

return this;
}

Expand Down Expand Up @@ -124,6 +126,7 @@ public void Dispose() {
SteamMatchmaking.OnLobbyMemberDisconnected += OnLobbyMemberLeave;
SteamMatchmaking.OnLobbyMemberKicked += OnLobbyMemberRemoved;
SteamMatchmaking.OnLobbyMemberBanned += OnLobbyMemberRemoved;
SteamMatchmaking.OnLobbyMemberDataChanged += OnLobbyMemberDataChanged;
}

internal async Task JoinLobby(SteamLobby lobby) {
Expand Down Expand Up @@ -217,6 +220,8 @@ void OnLobbyMemberDataChanged(Steamworks.Data.Lobby steamLobby, Friend friend) {
Debug.LogWarning($"[Steam] Unexpected lobby member update event for lobby: {steamLobby.Id}");
return;
}

Debug.Log("member changed!!!");
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If this is just to debug. Please remove this.

member.DispatchUpdate();
}

Expand Down
2 changes: 1 addition & 1 deletion Runtime/Lobbies/LobbyMember.cs
Original file line number Diff line number Diff line change
Expand Up @@ -16,7 +16,7 @@ public class LobbyMember : INetworkConnection, IMetadataContainer, IDisposable {
public static IMessageProcessor MessageProcessor;

static LobbyMember() {
MessageProcessor = new LZFCompressor();
MessageProcessor = null;
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Any particular reason this was removed?

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Using LZFCompressor instantly crashes Unity. I'm not sure where it goes wrong so I just commented it out.

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OK, that's a sign we have a memory access violation somewhere in our code. I think we can keep this for now, but please leave a TODO(james7132) comment to investigate this. The LZF compression is part of the reason why we have been able to keep our bandwidth usage low despite sending a network message basically every tick in Backroll.

}

public enum ConnectionState {
Expand Down