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diff --git a/Assets/FishNet/CodeGenerating/cecil-0.11.4/Mono.Cecil.sln.meta b/Assets/Scenes/Experimentation/MultiplayerScenes/LobbyTesting3d.unity.meta
similarity index 74%
rename from Assets/FishNet/CodeGenerating/cecil-0.11.4/Mono.Cecil.sln.meta
rename to Assets/Scenes/Experimentation/MultiplayerScenes/LobbyTesting3d.unity.meta
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diff --git a/Assets/Scripts/Steam/SteamLobbyWithPlayer.cs b/Assets/Scripts/Steam/SteamLobbyWithPlayer.cs
new file mode 100644
index 0000000..c876f72
--- /dev/null
+++ b/Assets/Scripts/Steam/SteamLobbyWithPlayer.cs
@@ -0,0 +1,162 @@
+using System;
+using System.Collections.Generic;
+using System.Threading.Tasks;
+using Steamworks;
+using Steamworks.Data;
+using UnityEngine;
+using UnityEngine.Events;
+using UnityEngine.UI;
+
+public class SteamLobbyWithPlayer : MonoBehaviour
+{
+
+ public static Lobby CurrentLobby;
+ public static bool UserInLobby;
+ public UnityEvent onLobbyCreated;
+ public UnityEvent onLobbyJoined;
+ public UnityEvent onLobbyLeave;
+
+
+ public Dictionary inLobby = new();
+ public GameObject playerPrefab;
+ private void Start()
+ {
+ DontDestroyOnLoad(this);
+
+ SteamMatchmaking.OnLobbyCreated += OnLobbyCreatedCallBack;
+ SteamMatchmaking.OnLobbyEntered += OnLobbyEntered;
+ SteamMatchmaking.OnLobbyMemberJoined += OnLobbyMemberJoined;
+ // SteamMatchmaking.OnChatMessage += OnChatMessage;
+ SteamMatchmaking.OnLobbyMemberDisconnected += OnLobbyMemberDisconnected;
+ SteamMatchmaking.OnLobbyMemberLeave += OnLobbyMemberDisconnected;
+ SteamMatchmaking.OnLobbyGameCreated += OnLobbyGameCreated;
+ SteamFriends.OnGameLobbyJoinRequested += OnGameLobbyJoinRequest;
+ SteamMatchmaking.OnLobbyInvite += OnLobbyInvite;
+ CreateLobbyAsync();
+ }
+
+ private void OnLobbyInvite(Friend friend, Lobby lobby)
+ {
+ Debug.Log($"{friend.Name} invited you to his lobby.");
+ }
+
+ private void OnLobbyGameCreated(Lobby lobby, uint ip, ushort port, SteamId id)
+ {
+ }
+ private async void OnLobbyMemberJoined(Lobby lobby, Friend friend)
+ {
+ Debug.Log($"{friend.Name} joined the lobby");
+ GameObject obj = Instantiate(playerPrefab, Vector3.zero, Quaternion.identity);
+ inLobby.Add(friend.Id, obj);
+ }
+ private void OnLobbyMemberDisconnected(Lobby lobby, Friend friend)
+ {
+ Debug.Log($"{friend.Name} left the lobby");
+ Debug.Log($"New lobby owner is {CurrentLobby.Owner}");
+ if (inLobby.ContainsKey(friend.Id))
+ {
+ Destroy(inLobby[friend.Id]);
+ inLobby.Remove(friend.Id);
+ }
+ }
+ private async void OnGameLobbyJoinRequest(Lobby joinedLobby, SteamId id)
+ {
+ var joinedLobbySuccess = await joinedLobby.Join();
+ if (joinedLobbySuccess != RoomEnter.Success)
+ Debug.Log("failed to join lobby : " + joinedLobbySuccess);
+ else
+ CurrentLobby = joinedLobby;
+ }
+ private void OnLobbyCreatedCallBack(Result result, Lobby lobby)
+ {
+ if (result != Result.OK)
+ {
+ Debug.Log("lobby creation result not ok : " + result);
+ }
+ else
+ {
+ onLobbyCreated.Invoke();
+ Debug.Log("lobby creation result ok");
+ }
+ }
+ private async void OnLobbyEntered(Lobby lobby)
+ {
+ Debug.Log("Client joined the lobby");
+ UserInLobby = true;
+ foreach (var user in inLobby.Values) Destroy(user);
+ inLobby.Clear();
+
+ GameObject player = Instantiate(playerPrefab, Vector3.zero, Quaternion.identity);
+
+ inLobby.Add(SteamClient.SteamId, player);
+
+ foreach (var friend in CurrentLobby.Members)
+ if (friend.Id != SteamClient.SteamId)
+ {
+ GameObject other_player = Instantiate(playerPrefab, Vector3.zero, Quaternion.identity);
+
+ inLobby.Add(friend.Id, other_player);
+ }
+
+ onLobbyJoined.Invoke();
+ }
+ public async void CreateLobbyAsync()
+ {
+ var result = await CreateLobby();
+ if (!result)
+ {
+ Debug.Log("Failed to create lobby");
+ }
+ else
+ {
+ Debug.Log("Lobby created");
+ }
+
+ }
+ public static async Task CreateLobby()
+ {
+ try
+ {
+ var createLobbyOutput = await SteamMatchmaking.CreateLobbyAsync();
+ if (!createLobbyOutput.HasValue)
+ {
+ Debug.Log("Lobby created but not correctly instantiated.");
+ return false;
+ }
+
+ CurrentLobby = createLobbyOutput.Value;
+
+ CurrentLobby.SetPublic();
+ //currentLobby.SetPrivate();
+ CurrentLobby.SetJoinable(true);
+
+ return true;
+ }
+ catch (Exception exception)
+ {
+ Debug.Log("Failed to create multiplayer lobby : " + exception);
+ return false;
+ }
+ }
+ public void LeaveLobby()
+ {
+ try
+ {
+ UserInLobby = false;
+ CurrentLobby.Leave();
+ onLobbyLeave.Invoke();
+ foreach (var user in inLobby.Values) Destroy(user);
+ inLobby.Clear();
+ }
+ catch
+ {
+
+ }
+ }
+ private void Update()
+ {
+ if(Input.GetKeyDown(KeyCode.Return)) {
+ print("OWNER?:"+CurrentLobby.Owner);
+ }
+ }
+}
diff --git a/Assets/Scripts/Steam/SteamLobbyWithPlayer.cs.meta b/Assets/Scripts/Steam/SteamLobbyWithPlayer.cs.meta
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