Stormancer.Server.Plugins.Party 5.0.1.7

There is a newer prerelease version of this package available.
See the version list below for details.
dotnet add package Stormancer.Server.Plugins.Party --version 5.0.1.7
NuGet\Install-Package Stormancer.Server.Plugins.Party -Version 5.0.1.7
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="Stormancer.Server.Plugins.Party" Version="5.0.1.7" />
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add Stormancer.Server.Plugins.Party --version 5.0.1.7
#r "nuget: Stormancer.Server.Plugins.Party, 5.0.1.7"
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
// Install Stormancer.Server.Plugins.Party as a Cake Addin
#addin nuget:?package=Stormancer.Server.Plugins.Party&version=5.0.1.7

// Install Stormancer.Server.Plugins.Party as a Cake Tool
#tool nuget:?package=Stormancer.Server.Plugins.Party&version=5.0.1.7

Overview

This module adds player parties related features to a Stormancer application. It contains a Server application plugin (the Nuget package), and a C++ client plugin (Party.hpp).

A player party is a group any player can create, which can be joined by other players afterward. A gamefinder is set as part of the party creation settings and can be changed afterwards. When all members of a party are in the ready state (set by calling PartyApi::updatePlayerStatus), the selected gamefinder is executed, with the current party data (including party settings, member list and member data) as argument.

Main features:

  • Maintains on all party members as well as on the server an updated list of the party members
  • Maintains a party leader, with leadership automatically passed to another player in case of leader disconnection
  • Synchronizes custom party settings (expressed as a string). Only the leader can update the party settings.
  • Synchronizes custom data (as a string) for all members. Each party member can only update its own data.
  • Generates invitation codes to enable players to join in a crossplay game.
  • Synchronizes an extensible state, for instance filled by the Gamesession system so that players joining a party already in a gamesession can detect that and join the gamesession.
  • Integrates with the invitation systems of gaming platforms like Steam, PSN, XBoxLive, Nintendo Online and Epic Store to provide a seamless experience for players running the game on the same platform, while retaining crossplay capabilities in the same party.
  • Provides search and filtering capabilities based on Lucene.

The party system uses Stormancer scenes as its core abstraction (a party is a component of a scene). This makes the party system highly scalable and extensible as developers can easily add additional behaviors to a party scene.

Creating a party

client->DependencyResolver.resolve<Stormancer::PartyApi>()->createIfNotJoined().then([]()
{
	...
});

Joining a party

Invitation codes

Parties can be joined in a cross platform way by using invitation codes Invitation codes can be customized in the server configuration, or code:

{
	"party":{
		"authorizedInvitationCodeCharacters":"01234567890" // defaults to "23456789ABCDEFGHJKLMNPQRSTUVWXYZ"
		"invitationCodeLength" : 4 //defaults to 6
	}
}

To generate an invitation code, the party leader calls pplx::task<std::string> PartyApi::createInvitationCode(pplx::cancellation_token ct). Calling the method again invalidates the previous code. The current invitation code can be disabled without generating a new one by calling pplx::task<void> PartyApi::cancelInvitationCode(pplx::cancellation_token ct = pplx::cancellation_token::none())

To join a party using a code, users call pplx::task<void> joinPartyByInvitationCode(const std::string& invitationCode) and can optionally provide custom member data.

Invitations

Platform integration

The party integrates with the platform plugins (steam.hpp, epic.hpp, etc...) to process player invitations. Each platform requires specific setup described in the relevant documentation. Additionnally, the game must register a callback to the OnInvitationReceived event by calling Subscription PartyApi::subscribeOnInvitationReceived(std::function<void(PartyInvitation)> callback) and storing the Subscription object returned by the method for as long as the game should listen to the event (Most of the time as long as the game is running).

Additionally, a list of currently pending invitations can also be retrieved by calling PartyApi::getPendingInvitations().

When an invitation is received, the game should either cancel it, or process it by calling PartyInvitation::acceptAndJoinParty() optionally providing custom memberData or PartyInvitation::decline()

Furthermore, a list or currently pending invitations can be retrieved by calling PartyApi::getPendingInvitations()

Gamefinder integration

Gamefinders take player parties as arguments for matchmaking. A gamefinder id is associated with the party on party creation by setting PartyCreationOptions::gameFinder and is stored in the party settings. After party creation the party leader can change it by updating the party settings.

Once all player have set their state as ready by calling updatePlayerStatus(PartyUserStatus playerStatus) with playerStatus set as PartyUserStatus::Ready, the party automatically invokes the configured gamefinder.

Customizing ready state changes

The party system supports various ways in which gamefinder integration can be customized.

Validating party state before setting the player state as ready

The state of a player can be validated when they try setting themselves as ready by implementing IPartyEventHandler.OnUpdatingPlayerReadyState. This method can perform validation and set a custom error string to be sent back to the client in case of failure.

Customizing ready reset behavior

By default, the ready state resets to NotReady if any of the following conditions are met:

  • The list of players in the party changes.
  • Party settings are updated.
  • The custom data of any party members is updated.
  • Matchmaking is in progress

This behavior can be customized through two mechanisms:

  • Party configuration
  • The Party IPartyEventHandler extensibility point.

Note that preventing resetting the ready state also disables automated matchmaking cancellation in all the situations that would have reset it, for instance if a player in the party disconnects while matchmaking is in progress. Be carefult, as data about the parties are sent to the matchmaker only when matchmaking starts, they may become out of synch in this case. Manually resetting the ready state still cancels matchmaking as only automated reset is disabled. You may use a custom validator to reject data modification while in matchmaking.

Party Configuration

The list of events the ready state should reset in can be set in the party configuration. ResetPlayerReadyStateMode.None and ResetPlayerReadyStateMode.All are convenient shortcuts. By default, the option is set as `ResetPlayerReadyStateMode.All

public class TestPlugin : IHostPlugin
{
    public void Build(HostPluginBuildContext ctx)
    {
        ctx.HostStarting += (IHost host) =>
        {
            host.ConfigurePlayerParty(p => p.ResetPlayerReadyStateOn(ResetPlayerReadyStateMode.PartySettingsUpdated | ResetPlayerReadyStateMode.PartyMemberDataUpdated | ResetPlayerReadyStateMode.PartyMembersListUpdated));
		}
	}
}

It's also possible to provide a custom lambda to drive the reset logic. For instance :

public class TestPlugin : IHostPlugin
{
    public void Build(HostPluginBuildContext ctx)
    {
        ctx.HostStarting += (IHost host) =>
        {
            var value = ResetPlayerReadyStateMode.All; //Always reset
            host.ConfigurePlayerParty(p => p.ResetPlayerReadyStateOn(ctx =>
            {
                switch (ctx.EventType)
                {
                    case PartyMemberReadyStateResetEventType.PartySettingsUpdated:
                        if ((value & ResetPlayerReadyStateMode.PartySettingsUpdated) != 0)
                        {
                            ctx.ShouldReset = true;
                        }
                        break;
                    case PartyMemberReadyStateResetEventType.PartyMemberDataUpdated:
                        if ((value & ResetPlayerReadyStateMode.PartyMemberDataUpdated) != 0)
                        {
                            ctx.ShouldReset = true;
                        }
                        break;
                    case PartyMemberReadyStateResetEventType.PartyMembersListUpdated:
                        if ((value & ResetPlayerReadyStateMode.PartyMembersListUpdated) != 0)
                        {
                            ctx.ShouldReset = true;
                        }
                        break;
                }
            }));
		}
	}
}
IPartyEventHandler implementation.

Implement IPartyEventHandler.OnPlayerReadyStateReset in an event handler to control when the the ready state should be reset depending on custom logic.

Joining the current gamesession

When joining a party, it's possible to know if it is currently in a gamession, and join this gamesession. If not used by the application, this behavior can be disabled by setting to application configuration value party.enableGameSessionPartyStatus to false.

The following methods of PartyApi enables clients to determine if their party is in a gamesession, and if it's the case, to get a connection token to it that can be consumed by the GameSession client API.

/// <summary>
/// Gets a boolean indicating if the party is currently in a gamesession.
/// </summary>
/// <returns></returns>
virtual bool isInGameSession() = 0;

/// <summary>
/// If the party is in a gamesession, gets a token to connect to it.
/// </summary>
/// <param name="ct"></param>
/// <returns></returns>
virtual pplx::task<std::string> getCurrentGameSessionConnectionToken(pplx::cancellation_token ct = pplx::cancellation_token::none()) = 0;

Once a party is created, the party leader can index it into a scalable Lucene server-side index for search. To do that, call UpdatePartySettings and provide a valid json document in the indexedDocument field.

struct PartySettings
{
	std::string gameFinderName;
	std::string customData;
	bool onlyLeaderCanInvite = true;
	bool isJoinable = true;
	std::unordered_map<std::string, std::string> publicServerData; // Not in MSGPACK_DEFINE because cannot be set by the client

	/// <summary>
	/// Json document used to search the party.
	/// </summary>
	/// <remarks>
	/// Must be a valid json object.
	/// The party is not searchable if set to empty or an invalid json object.
	/// The content of the document are indexed using the field paths as keys, with '.' as separator.
	/// 
	/// For example, the following document:
	/// {
	///    "maxPlayers":3,
	///    "gamemode":{
	///      "map":"level3-a",
	///      "extraFooEnabled":true
	///    }
	/// }
	/// 
	/// will be indexed with the following keys:
	/// - "numplayers": 3 (numeric)
	/// - "gamemode.map":"level3-a" (string)
	/// - "gamemode.extraFooEnabled":true (bool)
	/// 
	/// To enable search without filtering, set indexedDocument to an empty json object '{}'.
	/// </remarks>
	std::string indexedDocument;

	MSGPACK_DEFINE(gameFinderName, customData, onlyLeaderCanInvite, isJoinable, indexedDocument);
};

Parties can be searched by calling PartyApi::Search() with a json Stormancer filter as the argument. Only clauses compatible with the Lucene query parser are supported (see Stormancer.Server.Plugins.Queries).

{
	"bool":{
		"must":[
			{
				"term":"numplayers",
				"value":2
			},
			{
				"term":"gamemode.map",
				"value":"level3-a"
			}]
	}

Validating party settings and party member data

Party settings and party member data can be validated by creating a class implementing IPartyEventHandler and the methods OnUpdatingSettings and OnUpdatingPartyMemberData. Both APIs support denying the update and providing an error string sent back to the caller.

Product Compatible and additional computed target framework versions.
.NET net6.0 is compatible.  net6.0-android was computed.  net6.0-ios was computed.  net6.0-maccatalyst was computed.  net6.0-macos was computed.  net6.0-tvos was computed.  net6.0-windows was computed.  net7.0 was computed.  net7.0-android was computed.  net7.0-ios was computed.  net7.0-maccatalyst was computed.  net7.0-macos was computed.  net7.0-tvos was computed.  net7.0-windows was computed.  net8.0 was computed.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

NuGet packages (4)

Showing the top 4 NuGet packages that depend on Stormancer.Server.Plugins.Party:

Package Downloads
Stormancer.Server.Plugins.Steam

Steam integration for Stormancer server applications.

Stormancer.Server.Plugins.Epic

Provides Epic Games integration to Stormancer server applications.

Stormancer.Server.Plugins.PartyMerging

Enables party merging according to customizable algorithms.

Stormancer.Server.Plugins.SampleApp

The core features of the Stormancer sample application in a nuget package.

GitHub repositories

This package is not used by any popular GitHub repositories.

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Fixed
*****
- Send back errors to  client when an operation fails.
- Fix typo that could prevent steam users from joining parties.
- Always remove party from index on shutdown.
- Also consider the players whose connection is currently being validated when checking for max member count.