2023-06-01 18:06:43 +02:00
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using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Steamworks;
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using Steamworks.Data;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.UI;
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public class SteamLobbyWithPlayer : MonoBehaviour
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{
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public static Lobby CurrentLobby;
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public static bool UserInLobby;
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public UnityEvent onLobbyCreated;
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public UnityEvent onLobbyJoined;
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public UnityEvent onLobbyLeave;
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public Dictionary<SteamId, GameObject> inLobby = new();
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public GameObject playerPrefab;
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private void Start()
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{
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DontDestroyOnLoad(this);
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SteamMatchmaking.OnLobbyCreated += OnLobbyCreatedCallBack;
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SteamMatchmaking.OnLobbyEntered += OnLobbyEntered;
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SteamMatchmaking.OnLobbyMemberJoined += OnLobbyMemberJoined;
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// SteamMatchmaking.OnChatMessage += OnChatMessage;
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SteamMatchmaking.OnLobbyMemberDisconnected += OnLobbyMemberDisconnected;
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SteamMatchmaking.OnLobbyMemberLeave += OnLobbyMemberDisconnected;
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SteamMatchmaking.OnLobbyGameCreated += OnLobbyGameCreated;
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SteamFriends.OnGameLobbyJoinRequested += OnGameLobbyJoinRequest;
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SteamMatchmaking.OnLobbyInvite += OnLobbyInvite;
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CreateLobbyAsync();
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}
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private void OnLobbyInvite(Friend friend, Lobby lobby)
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{
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Debug.Log($"{friend.Name} invited you to his lobby.");
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}
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private void OnLobbyGameCreated(Lobby lobby, uint ip, ushort port, SteamId id)
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{
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}
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private async void OnLobbyMemberJoined(Lobby lobby, Friend friend)
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{
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Debug.Log($"{friend.Name} joined the lobby");
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GameObject obj = Instantiate(playerPrefab, Vector3.zero, Quaternion.identity);
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inLobby.Add(friend.Id, obj);
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}
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private void OnLobbyMemberDisconnected(Lobby lobby, Friend friend)
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{
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Debug.Log($"{friend.Name} left the lobby");
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Debug.Log($"New lobby owner is {CurrentLobby.Owner}");
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if (inLobby.ContainsKey(friend.Id))
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{
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Destroy(inLobby[friend.Id]);
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inLobby.Remove(friend.Id);
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}
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}
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private async void OnGameLobbyJoinRequest(Lobby joinedLobby, SteamId id)
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{
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var joinedLobbySuccess = await joinedLobby.Join();
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if (joinedLobbySuccess != RoomEnter.Success)
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Debug.Log("failed to join lobby : " + joinedLobbySuccess);
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else
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CurrentLobby = joinedLobby;
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}
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private void OnLobbyCreatedCallBack(Result result, Lobby lobby)
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{
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if (result != Result.OK)
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{
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Debug.Log("lobby creation result not ok : " + result);
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}
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else
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{
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onLobbyCreated.Invoke();
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Debug.Log("lobby creation result ok");
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}
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}
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private async void OnLobbyEntered(Lobby lobby)
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{
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Debug.Log("Client joined the lobby");
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UserInLobby = true;
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foreach (var user in inLobby.Values) Destroy(user);
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inLobby.Clear();
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2023-06-01 18:11:37 +02:00
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GameObject player = Instantiate(playerPrefab);
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if(player == null)
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Debug.Log("Player is null");
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player.SetActive(true);
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2023-06-01 18:06:43 +02:00
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inLobby.Add(SteamClient.SteamId, player);
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foreach (var friend in CurrentLobby.Members)
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if (friend.Id != SteamClient.SteamId)
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{
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GameObject other_player = Instantiate(playerPrefab, Vector3.zero, Quaternion.identity);
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inLobby.Add(friend.Id, other_player);
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}
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onLobbyJoined.Invoke();
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}
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public async void CreateLobbyAsync()
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{
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var result = await CreateLobby();
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if (!result)
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{
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Debug.Log("Failed to create lobby");
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}
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else
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{
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Debug.Log("Lobby created");
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}
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}
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public static async Task<bool> CreateLobby()
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{
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try
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{
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var createLobbyOutput = await SteamMatchmaking.CreateLobbyAsync();
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if (!createLobbyOutput.HasValue)
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{
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Debug.Log("Lobby created but not correctly instantiated.");
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return false;
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}
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CurrentLobby = createLobbyOutput.Value;
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CurrentLobby.SetPublic();
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//currentLobby.SetPrivate();
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CurrentLobby.SetJoinable(true);
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return true;
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}
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catch (Exception exception)
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{
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Debug.Log("Failed to create multiplayer lobby : " + exception);
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return false;
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}
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}
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public void LeaveLobby()
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{
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try
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{
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UserInLobby = false;
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CurrentLobby.Leave();
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onLobbyLeave.Invoke();
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foreach (var user in inLobby.Values) Destroy(user);
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inLobby.Clear();
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}
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catch
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{
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}
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}
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private void Update()
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{
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if(Input.GetKeyDown(KeyCode.Return)) {
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print("OWNER?:"+CurrentLobby.Owner);
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}
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}
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}
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