LobbyCompatibility
Towards a future with fewer lobby incompatibility errors.
Last updated | 2 months ago |
Total downloads | 1549750 |
Total rating | 30 |
Categories | Mods Libraries Misc BepInEx Client-side Server-side |
Dependency string | BMX-LobbyCompatibility-1.3.0 |
Dependants | 1130 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
Lobby Compatibility
This mod aims to provide better vanilla/modded lobby compatibility and browsing.
For Players
Lobby Browser
This mod lets you know when a lobby is incompatible with your currently installed mods, and will let you know what mods you need to update, downgrade, download, or remove to join that lobby.
You will notice an icon at the bottom left of every lobby in the lobby browser, and you can see more information (such as whether it's incompatible, and what mods are causing it) by hovering over it.
If you click on the icon, you can then see an in-depth view of the mod list, with a scrollbar to view all mods required to connect to that server. Note that this only works if the server is running this mod.
If you then attempt to connect to a server - either public or private - with incompatible or missing mods, an error will display telling you that you are missing required mods.
Modded Leaderboards
This mod adds a separate modded leaderboard to better compare to your friends! The intent is to help split up vanilla and modded leaderboard listings, so modded runs (which might be easier or harder than vanilla runs) don't get mixed in with vanilla runs.
For Developers
To use this, you need to add a package reference to TeamBMX.LobbyCompatibility
in your .csproj
file. You can
use the
following code:
<ItemGroup>
<PackageReference Include="TeamBMX.LobbyCompatibility" Version="1.*" PrivateAssets="all" />
</ItemGroup>
You can also use your IDE's interface to add the reference. For Visual Studio 2022, you do so by clicking on
the Project
dropdown, and clicking Manage NuGet Packages
. You then can search for TeamBMX.LobbyCompatibility
and add
it from there.
Usage
Attribute
Simply add [LobbyCompatibility(CompatibilityLevel, VersionStrictness)]
above your Plugin
class like so:
// ...
[BepInPlugin(PluginInfo.PLUGIN_GUID, PluginInfo.PLUGIN_NAME, PluginInfo.PLUGIN_VERSION)]
[BepInDependency("BMX.LobbyCompatibility", DependencyFlags.HardDependency)]
[LobbyCompatibility(CompatibilityLevel = CompatibilityLevel.Everyone, VersionStrictness = VersionStrictness.Minor)]
class MyPlugin : BaseUnityPlugin
{
// ...
}
The enums used are as follows:
CompatibilityLevel
ClientOnly
- Mod only impacts the client.
- Mod is not checked at all (i.e. you can join vanilla lobbies), VersionStrictness does not apply.
ServerOnly
- Mod only impacts the server, and might implicitly impact the client without the client needing to have it installed for it to work.
- Mod is only required by the server. VersionStrictness only applies if the mod is installed on the client.
Everyone
- Mod impacts both the client and the server, and adds functionality that requires the mod to be installed on both.
- Mod must be loaded on server and client. Version checking depends on the VersionStrictness.
ClientOptional
- Not every client needs to have the mod installed, but if it is installed, the server also needs to have it. Generally used for mods that add extra (optional) functionality to the client if the server has it installed.
- Mod must be loaded on server. Version checking depends on the VersionStrictness.
VersionStrictness
None
- No version check is done (x.x.x)
Major
- Mod must have the same Major version (1.x.x)
Minor
- Mods must have the same Minor and Major version (1.1.x)
Patch
- Mods must have the same Patch, Minor, and Major version (1.1.1)
Method
Alternatively, as a way to support soft dependencies, you can use the PluginHelper.RegisterPlugin
method with the
following signature:
public static void RegisterPlugin(string guid, Version version, CompatibilityLevel compatibilityLevel, VersionStrictness versionStrictness)
[!IMPORTANT]
This method should be called in the
Awake
method of your plugin's main class, as we cache some data when fetching the lobby list.
Retrieving & Using the LobbyDiff
If you want to use the lobby diff (the "diff" of mods installed by the lobby and client), it is accessible via LobbyCompatibility.Features.LobbyHelper.GetLobbyDiff(Lobby lobby)
, like so:
using LobbyCompatibility.Features;
using Steamworks.Data;
/* ... */
// Just an example - no data would be returned since the lobby is non-existant.
Lobby lobby = new();
LobbyDiff lobbyDiff = LobbyHelper.GetLobbyDiff(lobby);
Then, if you want to check to see if the lobby has a specific mod downloaded, you can it like so:
if (lobbyDiff.PluginDiffs.Any(diff => diff.GUID == "example.guid" && diff.ServerVersion != null))
{
/* Code Here */
}
diff.ServerVersion != null
is used to see if the lobby/server has the mod, as it is set only when the server has the corresponding mod installed.