/// <summary> /// Callback called when client accepts lobby join request from other steam user. /// </summary> /// <param name="request">The request.</param> private void OnGameLobbyJoinRequested(Steamworks.GameLobbyJoinRequested_t request) { Steamworks.SteamAPICall_t apiCall = Steamworks.SteamMatchmaking.JoinLobby(request.m_steamIDLobby); if (apiCall == Steamworks.SteamAPICall_t.Invalid) { Logger.Log("Unable to join lobby."); return; } Logger.Log("Setup player."); // Setup remote player. The HOST. timeSinceLastHeartbeat = 0.0f; players[1] = new NetPlayer(this, netWorld, request.m_steamIDFriend); lobbyEnterCallResult.Set(apiCall); }
/// <summary> /// Callback called when client accepts lobby join request from other steam user. /// </summary> /// <param name="request">The request.</param> private void OnGameLobbyJoinRequested(Steamworks.GameLobbyJoinRequested_t request) { Steamworks.SteamAPICall_t apiCall = Steamworks.SteamMatchmaking.JoinLobby(request.m_steamIDLobby); if (apiCall == Steamworks.SteamAPICall_t.Invalid) { Logger.Error($"Unable to join lobby {request.m_steamIDLobby}. JoinLobby call failed."); MPGUI.Instance.ShowMessageBox($"Failed to join lobby.\nPlease try again later."); return; } Logger.Debug("Setup player."); // Setup remote player. The HOST. timeSinceLastHeartbeat = 0.0f; players[1] = new NetPlayer(this, netWorld, request.m_steamIDFriend); lobbyEnterCallResult.Set(apiCall); }
/// <summary> /// Callback called when client accepts lobby join request from other steam user. /// </summary> /// <param name="request">The request.</param> private void OnGameLobbyJoinRequested(Steamworks.GameLobbyJoinRequested_t request) { JoinLobby(request.m_steamIDLobby, request.m_steamIDFriend); }