Achievements Step by Step: Overview Steam's peer-to-peer matchmaking is built around the concept of Multiplayer matchmaking games lobby. A lobby is a entity that lives on the Steam back-end servers that is a lot like a Multiplayer matchmaking games room. Users can create a new lobby; associate data with a lobby; search for lobbies based on that data; join lobbies; and share information with other users in the lobby. A single lobby can have up to users in it, although typically most games have at most players.
Multiplayer matchmaking games matchmaking functions all live in ISteamMatchmakingwhich contains more details on the parameters for each function. Lobbies are uniquely identified by Steam ID, like users or game servers.
The Steamworks Example has a full working implementation of lobbies. Matchmaking process flow The usual model for getting groups together Multiplayer matchmaking games play is as follows: User selects
Multiplayer matchmaking games the game that they want to play multiplayer, and what kind of multiplayer they want rules, scenario, etc. The game searches for lobbies that have a similar same set of rules, using the lobby search API.
If a lobby is found, then the game joins that lobby; if no lobby is Multiplayer matchmaking games, then it creates a new lobby Users stay in a lobby until there are enough players ready to launch the game.
Multiplayer matchmaking games is communicated between the lobby members about which character they Multiplayer matchmaking games to play, or other per-user settings. If there are some rules that need to be enforced in the lobby for example, only one user can play as a certain characterthere is one and only one lobby owner who you can use to arbitrate that.
There may or may not be a user interface associated with the lobby; if there is, the lobby data communications functions can Multiplayer matchmaking games used to send
Multiplayer matchmaking games messages between lobby members. Once the game is ready to launch, the users all join the game server, or connect to the user nominated to host the game, and then leave the lobby. Once all Multiplayer matchmaking games have left a lobby, it is automatically destroyed.
Searching for lobbies have your game search a lobby, you need to call: Depending on the users connection to the Steam back-end, this call can take from ms to 5 seconds to Multiplayer matchmaking games matchmaking games, and has a timeout of 20 seconds.
Multiplayer matchmaking games 50 results may be returned, but usually it's no more than a couple.
The are returned ordered geographical distance and based on any near filters set. To add filters, before you call RequestLobbyList you need to call one or more of the filtering functions: Creating a lobby If you can't find an existing lobby for a user to join, this is when you'd
Multiplayer matchmaking games create a lobby.
CreateLobby and wait for it to complete.
The first thing you'll want to do after you create a lobby is set a data on the lobby, that other game clients can use to search for it see below. Joining a lobby If you've found a good lobby, either from a search or from a friend, you can use ISteamMatchmaking:: Once in the lobby, you'll want to use the lobby data API to get details about the lobby work out what to display if there is any display.
To iterate which users are currently in a lobby, use: Multiplayer matchmaking games To get more information about another user in the lobby, you'll need to use the friends API, see Friends, invites,
Multiplayer matchmaking games lobbies for more information. Lobby Metadata Lobby Metadata allows you to set the arbitrary state of the lobby, including the Multiplayer matchmaking games name, current map, game mode, current state of the game, or anything else you can think of.
Multiplayer matchmaking games automatically have the latest lobby data for any lobby they are a member of. For lobbies returned via search results, the user will have lobby data for at the point in time as to when they did the search.
If it's a friends' lobby, there will be no lobby data available to look at until ISteamMatchmaking:: RequestLobbyData is called and has successfully completed. RequestLobbyData call has completed. These are the set of functions you can use to get and set lobby data. Only the Multiplayer matchmaking games owner can set or delete the lobby data. DeleteLobbyData Functions which allow you to iterate over the metadata, this is typically only used for debugging purposes: GetLobbyDataByIndex Lobbies also allow members to set their own metadata that other members can receive updates for with the Multiplayer matchmaking games functions.
SetLobbyMemberData Communication within a lobby To send information around within a lobby chat messages, game start signals, etc. SendLobbyChatMsgthis sends a simple binary message to all users in the lobby.
Lobby members need to listen for the callback ISteamMatchmaking:: After receiving the callback you then can use ISteamMatchmaking:: GetLobbyChatEntry to retrieve the of the message. Friends, invites, and lobbies You find out all the lobbies a user's friends are in with Multiplayer matchmaking games friends API: