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Get all data for this lobby
IEnumerable<KeyValuePair<string, string>> Data { get; }
SteamId Id { get; }
Max members able to join this lobby. Cannot be over 250. Can only be set by the owner
int MaxMembers { get; set; }
returns the number of users in the specified lobby
int MemberCount { get; }
Returns current members. Need to be in the lobby to see the users.
IEnumerable<Friend> Members { get; }
You must be the lobby owner to set the owner
Friend Owner { get; set; }


Removes a metadata key from the lobby
bool DeleteData( string key );
Get data associated with this lobby
string GetData( string key );
Gets the details of the lobby's game server, if set. Returns true if the lobby is valid and has a server set, otherwise returns false.
bool GetGameServer( uint ip, ushort port, SteamId serverId );
Gets per-user metadata for someone in this lobby
string GetMemberData( Friend member, string key );
Invite another user to the lobby will return true if the invite is successfully sent, whether or not the target responds returns false if the local user is not connected to the Steam servers
bool InviteFriend( SteamId steamid );
Check if the specified SteamId owns the lobby
bool IsOwnedBy( SteamId k );
Try to join this room. Will return RoomEnter.Success on success, and anything else is a failure
async Task<RoomEnter> Join();
Leave a lobby; this will take effect immediately on the client side other users in the lobby will be notified by a LobbyChatUpdate_t callback
void Leave();
Refreshes metadata for a lobby you're not necessarily in right now you never do this for lobbies you're a member of, only if your this will send down all the metadata associated with a lobby this is an asynchronous call returns false if the local use..
bool Refresh();
Sends a string to the chat room
bool SendChatString( string message );
Get data associated with this lobby
bool SetData( string key, string value );
[IP/Port variant] Allows the owner to set the game server associated with the lobby. Triggers the Steammatchmaking.OnLobbyGameCreated event.
void SetGameServer( string ip, ushort port );
bool SetInvisible();
bool SetJoinable( bool b );
Sets per-user metadata (for the local user implicitly)
void SetMemberData( Friend member, string key, string value );
bool SetPrivate();
bool SetPublic();

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