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Lobby Data

Steam Lobby Functionality in an easy to use struct

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Introduction

using HeathenEngineering.SteamworksIntegration;
public struct LobbyData : IEquatable<CSteamID>, 
                          IEquatable<ulong>, 
                          IEquatable<LobbyData>

The LobbyData object is a custom CSteamId that carries tools and functions unique to the Steam Lobby system. This object is common between both Unity and Godot game engine integrations.

You can convert a Lobby to a ulong or CSteamID or convert a ulong or CSteamID to a Lobby implicitly e.g.

LobbyData myLobby = new CSteamID(ulongId);

or

ulong id = myLobby;

or

CSteamID id = myLobby;

All data is read on demand and is always up to date with the Lobby object. The only information it stores in local memory is the ID of the lobby its operating on.

Constants

The following are constant strings used internally to manage Heathen standard metadata values

  • DataName

    key = name

  • DataVersion

    key = z_heathenGameVersion

  • DataReady

    key = z_heathenReady

  • DataKick

    key = z_heathenKick

  • DataMode

  • key = z_heathenMode

  • DataType

  • key = z_heathenType

Fields and Attributes

All Players Not Ready

public bool AllPlayersNotReady => get;

Returns true if all of the players 'IsReady' is false

All Players Ready

public bool AllPlayersReady => get;

Returns true if all of the players 'IsReady' is true

AccountId

public AccountID_t { get; set; }

The account ID segment of the full CSteamID, to understand more read this article.

Friend Id

public uint FriendId { get; set; }

The underlying uint value of the AccountID_t segment of the CSteamID, to understand more read this article.

Full

public bool Full => get;

Returns true if the lobby is full e.g. has no more open slots

Game Server

public LobbyGameServer GameServer => get;

Returns the lobby game server data if any

Game Version

public string GameVersion { get; set; }

Gets or sets the version of the game the lobby is configured for ... this should match the owners version. This can only be set by the owner of the lobby.

Has Server

public bool HasServer => get;

Does this lobby have a game server registered to it

Is Group

public bool IsGroup { get; set; )

Indicates rather or not this lobby is a group (aka party) lobby. When set to true a metadata value `z_heathenMode` will be set to `Group` and the lobby type will be set to a invisible.

Is Owner

public bool IsOwner => get;

Returns true if the local user is the owner of this lobby

IsReady

public bool IsReady { get; set; }

Sets the ready flag for this player on this lobby

IsSession

public bool IsSession { get; set; }

Indicates rather or not this lobby is a session lobby. When set to true a metadata value `z_heathenMode` will be set to `Session`. Lobby type is not automatic set when writing to this field. Session type lobbies can technically be of any type.

IsTypeSet

public bool IsTypeSet => get;

This returns true if the Lobby Type is known

IsValid

public bool IsValid => get;

This indicates rather or not the underlying CSteamID is of the proper Universe and Type it does not indicate that it is a valid entry. E.g. this tells you if the data is of the right shape ... not that it equates to a valid entry in Steam client.

Me

public LobbyMemberData User => get;

Returns the local user's LobbyMember value for this Lobby.

Members

public LobbyMemberData[] Members => get;

Returns an array of all the lobby members.

Max Members

public int MaxMembers { get; set; } 

Gets or sets the max members permitted in this lobby, this can only be set by the owner.

Member Count

public int MemberCount => get;

Returns the number of members currently in this lobby

Name

public string Name { get; set; }

The name of the lobby if stored in the lobby's metadata. Only the owner of the lobby can set this value.

Owner

public LobbyMemberData Owner { get; set; }

The LobbyMember data for the owner of the lobby, only the current owner can set this value to some other LobbyMember.

SteamId

public ulong SteamId { get; set; }

The underlying ulong value of the CSteamID

Type

public ELobbyType Type { get; set; }

Returns the type of the lobby if set, if not set this will default to Private, you can check if the type is set with IsTypeSet. Only the owner of the lobby can set this value.

Methods

this[string key]

public string this[string key]

// Example
lobby["name"] = "New name";
// and
var name = lobby["name"];

read and write metadata values on the lobby much as you would access members in a dictionary.

This will never throw a key not found exception, if a key is not present it will simply return an empty string.

Set Type

public bool SetType(type);

Functionally the same as setting the Type field, this only works for the owner of the lobby

Set Joinable

public bool SetJoinable(bool makeJoinable);

Sets the lobby as joinable or not. A lobby always starts as joinable, a lobby that is not joinable cannot be joined by anyone not even a friend or an invited user. This can only be used by the owner of the lobby.

Get Metadata

Dictionary<string, string> GetMetadata();

Returns all the metadata for the lobby as a string dictionary. This creates the dictionary each time it is called so cashรฉ the value before use or read the values directly from the lobby such as via the indexer.

Create

We have a number of static create methods you can use to quickly create common types of lobbies.

//Create any type of lobby
public static void Create(ELobbyType type, 
                          int slots, 
                          Action<EResult, LobbyData, bool> callback)
//Create an invisible lobby and set the type field to "Group"
//This allows the LobbyData.GetGroup(...) to find this lobby
public static void CreateParty(int slots, Action<EResult, LobbyData, bool> callback)
//Create a lobby of any type and set its type field to "Session"
//This allows the LobbyData.GetSession(...) to find this lobby
public static void CreateSession(ELobbyType type, 
                                 int slots, 
                                 Action<EResult, LobbyData, bool> callback)
//Create a lobby of type Public and set its type field to "Session"
//This allows the LobbyData.GetSession(...) to find this lobby
public static void CreatePublicSession(int slots, Action<EResult, LobbyData, bool> callback)
//Create a lobby of type Private and set its type field to "Session"
//This allows the LobbyData.GetSession(...) to find this lobby
public static void CreatePrivateSession(int slots, Action<EResult, LobbyData, bool> callback)
//Create a lobby of type Friend Onl and set its type field to "Session"
//This allows the LobbyData.GetSession(...) to find this lobby
public static void CreateFriendOnlySession(int slots, Action<EResult, LobbyData, bool> callback)

Join

public void Join(Action<LobbyEnter, bool> callback);

This attempts to join the player to this lobby. The callback parameter of this event expects a handler method such as

private void Handler(LobbyEnter result, bool IOError)
{
    //Do Work
}

This method has several static overloads that can be useful for friend join UI features and similar

public static void Join(string accountId, Action<LobbyEnter, bool> callback)
public static void Join(AccountID_t accountId, Action<LobbyEnter, bool> callback)
public static void Join(Lobby lobby, Action<LobbyEnter, bool> callback)

In all cases these static members fetch the lobby indicated by either an account ID or the Lobby value its self and then attempts to join it. The callback parameter takes the same for as the instanced method.

Leave

public void Leave();

Leaves the lobby, if the owner leaves Steam will assigne a new owner.

Get

public static LobbyData Get(uint accountId);
public static LobbyData Get(AccountId_t accountId);
public static LobbyData Get(ulong id);
public static LobbyData Get(CSteamID id);

These methods simply return a valid Lobby object representing the lobby indicated by the provided data.

Group Lobby

public static bool GroupLobby(out LobbyData lobby)

Get the group lobby the user is a member of if any

if(LobbyData.GroupLobby(out var lobby))
{
    //The user is a member of lobby and it is a group lobby
}
else
{
    //The user is not in a lobby labeled as a Group lobby
}

Session Lobby

public static bool SessionLobby(out LobbyData lobby)

Get the session lobby the user is a member of if any

if(LobbyData.SessionLobby(out var lobby)
{
    //The user is a member of lobby and it is a session lobby
}
else
{
    //The user is not in a lobby labeled as a Session lobby
}

Delete Lobby Data

public bool DeleteLobbyData(string key);

Removes the indicated metadata entry if present, can only be used by the owner of the lobby

Invite User to Lobby

public bool InviteUserToLobby(UserData user);

Invites the indicated user to the lobby

Request

public static void Request(ELobbyDistanceFilter distanceFilter, 
                           int openSlotsRequired, 
                           int maxResultsToReturn, 
                           IEnumerable<StringFilter> stringFilters, 
                           IEnumerable<NearFilter> nearFilters, 
                           IEnumerable<NumericFilter> numericFilters, 
                           Action<LobbyData[], bool> callback)
public static void Request(SearchArguments searchArguments, 
                           int maxResultsToReturn, 
                           Action<LobbyData[], bool> callback)

Searches for a lobby that matches the arguments

Send Chat Message

public bool SendChatMessage(string message);
public bool SendChatMessage(byte[] data);
public bool SendChatMessage(object jsonObject);

Sends a message over the Lobby chat system. You can use tools like the Lobby Chat Director to help you manage incoming chat messages.

Note that Steam's lobby chat sends byte[] data so it can send more than simple text if you need.

Set Game Server

public void SetGameServer(string address, ushort port, CSteamID id);
public void SetGameServer(string address, ushort port);
public void SetGameServer(CSteamID id);

Sets the Game Server information and causes the EventLobbyGameServer event to be raised on the Matchmaking interface and on any attached Lobby Manager components.

Kick Member

public bool KickMember(CSteamID memberId);

Marks the ID as a member that should be removed from the lobby. This simply sets the ID to a "kick list" on the lobbies metadata and will cause the EventLobbyAskedToLeave event to be raised for the effected user on the event is present on the Matchmaking interface and Lobby Manager.

Kick List Contains

public bool KickListContains(CSteamID memberID);

Does the kick list contain the members ID;

Remove from Kick List

public bool RemoveFromKickList(CSteamID memberID);

Removes a member from the kick list if present

Clear Kick List

public bool ClearKickList();

Clears the kick list

Get Kick List

public CSteamID[] GetKickList();

Gets a list of the IDs in the kick list. This must build the array every time its called so cashe the results and only update when needed.

Set Member Metadata

public void SetMemberMetadata(string key, string value);

Set metadata on the local user's LobbyMember

Get Member Metadata

public string GetMemberMetadata(string key);

Gets the metadata field from the local user's LobbyMember

public string GetMemberMetadata(CSteamID memberId, string key);
public string GetMemberMetadata(LobbyMemberData member, string key);

Gets the metadata field for the indiacated user

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