Steamworks.Data.Lobby
Properties
int MaxMembers { get; set; }
Max members able to join this lobby. Cannot be over 250.
Can only be set by the owner
Methods
bool GetGameServer( uint ip, ushort port, SteamId serverId )
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 InviteFriend( SteamId friendId )
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
async Task<RoomEnter> Join()
Try to join this room. Will return RoomEnter.Success on success,
and anything else is a failure
void Leave()
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.
After lobby.Leave(), lobby.Id.IsValid is false.
bool Refresh()
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 user is not connected to the Steam servers
results will be returned by a LobbyDataUpdate_t callback
if the specified lobby doesn't exist, LobbyDataUpdate_t::m_bSuccess will be set to false
void SetGameServer( string ip, ushort port )
[IP/Port variant]
Allows the owner to set the game server associated with the lobby. Triggers the
Steammatchmaking.OnLobbyGameCreated event.
void SetMemberData( string key, string value )
Sets per-user metadata (for the local user implicitly)
bool SetPrivate()
bool SetPublic()