Esempio n. 1
0
    public void AbrirServidor()
    {
        if (abrirServer)
        {
            abrirServer.interactable = false;
        }
        if (unirseManual)
        {
            unirseManual.interactable = false;
        }
        foreach (var bot in botonAutoJoin.Values)
        {
            bot.interactable = false;
        }

        panelDeConexion.SetActive(false);
        panelDeJuego.SetActive(true);
        NetworkManager.singleton.StartHost();
        if (!string.IsNullOrEmpty(gameScene))
        {
            NetworkManager.singleton.ServerChangeScene(gameScene);
        }

        var lobbiTalVez = SteamMatchmaking.CreateLobbyAsync().ContinueWith(resultado => {
            if (resultado.Result.HasValue)
            {
                var lobbi = resultado.Result.Value;
                lobbi.SetPublic();
            }
        });
    }
Esempio n. 2
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    public async Task LobbyCreate(int delay = 100)
    {
        var lobbyr = await SteamMatchmaking.CreateLobbyAsync(32);

        if (!lobbyr.HasValue)
        {
            PrintError("Couldn't Create!");
            return;
        }

        var lobby = lobbyr.Value;

        lobby.SetPublic();
        lobby.SetData("gametype", "sausage");
        lobby.SetData("dicks", "unlicked");

        Print($"lobby: {lobby.Id}");

        foreach (var entry in lobby.Data)
        {
            Print($" - {entry.Key} {entry.Value}");
        }

        Print($"members: {lobby.MemberCount}/{lobby.MaxMembers}");

        Print($"Owner: {lobby.Owner}");
        Print($"Owner Is Local Player: {lobby.Owner.IsMe}");

        lobby.SendChatString("Hello I Love Lobbies");

        await Task.Delay(1000);
    }
Esempio n. 3
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        public async Task <Lobby> CreateLobby(LobbyCreateParams createParams)
        {
            var result = await SteamMatchmaking.CreateLobbyAsync((int)createParams.Capacity);

            var steamLobby = result ?? throw new Exception("Failed to create the lobby");

            if (createParams.Type == LobbyType.Public)
            {
                steamLobby.SetPublic();
            }
            if (createParams.Metadata != null)
            {
                foreach (var kvp in createParams.Metadata)
                {
                    if (kvp.Key == null || kvp.Value == null)
                    {
                        continue;
                    }
                    steamLobby.SetData(kvp.Key, kvp.Value.ToString());
                }
            }
            var lobby = new SteamLobby(steamLobby, this, true);

            _connectedLobbies.Add(steamLobby.Id, lobby);
            return(lobby);
        }
    /// <summary>
    /// Create steam lobby asynchronously
    /// Starts a new FacepunchP2PServer if lobby creation successful
    /// </summary>
    /// <returns></returns>
    private async Task CreateLobby()
    {
        Steamworks.Data.Lobby?lobby = await SteamMatchmaking.CreateLobbyAsync(MAXIMUM_SERVER_SLOTS);

        if (lobby.HasValue)
        {
            lobbyToJoin = (Steamworks.Data.Lobby)lobby;
            CreateFacepunchP2PServer();
        }

        // TODO:  Raise a dialog to inform of the failed lobby creation attempt
    }
Esempio n. 5
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        public SocketManager CreateSession(string port)
        {
            var netAddress = NetAddress.AnyIp(ushort.Parse(port));

            Server = SteamNetworkingSockets.CreateNormalSocket <MaydayServer>(netAddress);

            ((MaydayServer)Server).NetworkManager = this;

            SteamMatchmaking.OnLobbyCreated += (result, lobby) => OnLobbyCreated(result, lobby, port);
            SteamMatchmaking.CreateLobbyAsync();

            return(Server);
        }
        /// <summary>
        /// Creates a steam lobby
        /// </summary>
        /// <returns></returns>
        private async void CreateLobby()
        {
            Steamworks.Data.Lobby?lobbyCreated = await SteamMatchmaking.CreateLobbyAsync(MaxConnections);

            if (!lobbyCreated.HasValue)
            {
                Logging.BMSLog.LogWarning("Could not create lobby");
                return;
            }

            Lobby = lobbyCreated.Value;

            // Now that we have the steam lobby, safe to set up the FacepunchP2PServer
            Host(true);
        }
    private async Task CreateLobby()
    {
        Steamworks.Data.Lobby?lobbyCreated = await SteamMatchmaking.CreateLobbyAsync(64);

        if (!lobbyCreated.HasValue)
        {
            BMSLog.Log("Error creating lobby");
            return;
        }

        BMSLog.Log("Created Lobby Async: lobby Id = " + lobbyCreated.Value.Id);
        var lobbyVal = lobbyCreated.Value;

        lobbyVal.SetPublic();
        lobbyVal.SetData("FNR-FP", "blob");
        this.lobby = lobbyVal;

        BMSLog.Log("Starting Host fuction");
        ((FacepunchP2PServer)steamP2PServer).Host();
        Connected(steamP2PServer);

        //Load 02aLobbyHost scene
        levelManager.LoadLevel("02aLobbyHost");
    }
Esempio n. 8
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        void Start()
        {
            defaultYs = new float[] { transform.GetChild(0).localPosition.y, transform.GetChild(1).localPosition.y };

            lobbyButtonsPool  = new ObjectPool(LobbyButtonPrefab, LobbyListGroup.transform, 20);
            lobbyInfoTextPool = new ObjectPool(LobbyInfoTextPrefab, LobbyInfoGroup.transform, 10);

            RefreshButton.onClick.AddListener(OnRefreshButtonClick);
            CreateLobbyButton.onClick.AddListener(OnCreateLobbyClick);
            JoinLobbyButton.onClick.AddListener(OnJoinLobbyClick);

            async void OnCreateLobbyClick()
            {
                var lobbyTask = await SteamMatchmaking.CreateLobbyAsync(5);

                if (lobbyTask.HasValue)
                {
                    var lobby = lobbyTask.Value;

                    if (lobby.SetPublic() && lobby.SetJoinable(true))
                    {
                        Debug.Log("Succesfully created lobby");
                        lobby.Owner = new Friend(SteamClient.SteamId);

                        lobby.SetDefaultData();
                        // CreatedLobby?.Invoke();

                        await JoinLobby(lobby);
                    }
                }
            }

            async Task JoinLobby(Lobby?lobby)
            {
                var joinTask = await lobby.Value.Join();

                if (joinTask == RoomEnter.Success)
                {
                    Debug.Log("succesfully joined lobby");

                    lobbyInfoTextPool.DeactivateAll();
                    lobbyButtonsPool.DeactivateAll();


                    selectedLobby = null;

                    GameData.Instance.CurrentLobby = lobby.Value;

                    JoinedLobby?.Invoke();
                }
                else
                {
                    Debug.LogError($"error when joining lobby: {joinTask}");
                }
            }

            async void OnJoinLobbyClick()
            {
                if (selectedLobby.HasValue)
                {
                    await JoinLobby(selectedLobby);
                }
            }

            void OnRefreshButtonClick()
            {
                lobbyButtonsPool.DeactivateAll();
                UpdateLobbyList();
            }
        }
Esempio n. 9
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 public void CreateSteamLobby()
 {
     SteamMatchmaking.CreateLobbyAsync(maxConnections);
     ClientCreateLobbyAttempted?.Invoke();
 }
Esempio n. 10
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    public async void FindMatch()
    {
        findMatchBtn.onClick.RemoveListener(FindMatch);
        findMatchBtn.onClick.AddListener(CancelMatch);

        findOrCancelMatchText.text = "CANCEL";

        //exitGameBtn.enabled = false;
        //findMatchBtn.enabled = false;
        //allowedSteamIDs.Clear();

        lobbyList = await SteamMatchmaking.LobbyList.RequestAsync();

        SteamMatchmaking.OnLobbyGameCreated  += SteamMatchmaking_OnLobbyGameCreated;
        SteamMatchmaking.OnLobbyEntered      += SteamMatchmaking_OnLobbyEntered;
        SteamMatchmaking.OnLobbyCreated      += SteamMatchmaking_OnLobbyCreated;
        SteamMatchmaking.OnLobbyMemberJoined += SteamMatchmaking_OnLobbyMemberJoined;

        Debug.Log("Lobbies Count: " + lobbyList.Length);

        foreach (Lobby lobby in lobbyList)
        {
            //Debug.Log("LobbyMemberCount: " + lobby.MemberCount);
            //Debug.Log("LobbyMaxMembers: " + lobby.MaxMembers);
            if (lobby.MemberCount < lobby.MaxMembers)
            {
                //Debug.Log("LobbyMemberCount < MaxMembers");
                if (steamDevAppID == 480)
                {
                    //Debug.Log("AppID is 480, using dev code.");
                    if (lobby.GetData("lobbyName").Contains("opus"))
                    {
                        Debug.Log("Joining a lobby (480 app id).");
                        ourLobbyId = lobby.Id;
                        await lobby.Join();
                    }
                }
                else
                {
                    //Debug.Log("Joining a lobby, not 480. Using production code.");
                    ourLobbyId = lobby.Id;
                    await lobby.Join();
                }
            }
        }

        if (!isInLobby)
        {
            //Debug.Log("Couldn't find a lobby, creating our own.");
            var lobbyr = await SteamMatchmaking.CreateLobbyAsync(maxLobbyMembers);

            if (!lobbyr.HasValue)
            {
                //Debug.Log("Couldn't create lobby.");
                return;
            }

            var lobby = lobbyr.Value;
            lobby.SetPublic();
            lobby.SetJoinable(true);
            lobby.SetData("lobbyName", "opus");
        }
    }