using System;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using BepInEx;
using BepInEx.Configuration;
using Microsoft.CodeAnalysis;
using Steamworks;
using UnityEngine;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints)]
[assembly: TargetFramework(".NETFramework,Version=v4.8", FrameworkDisplayName = ".NET Framework 4.8")]
[assembly: AssemblyCompany("LobbyHeartbeat")]
[assembly: AssemblyConfiguration("Release")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0+51ea44a460d2f636e243b7dfa498f5415515567a")]
[assembly: AssemblyProduct("LobbyHeartbeat")]
[assembly: AssemblyTitle("LobbyHeartbeat")]
[assembly: AssemblyVersion("1.0.0.0")]
[module: RefSafetyRules(11)]
namespace Microsoft.CodeAnalysis
{
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
internal sealed class EmbeddedAttribute : Attribute
{
}
}
namespace System.Runtime.CompilerServices
{
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
[AttributeUsage(AttributeTargets.Module, AllowMultiple = false, Inherited = false)]
internal sealed class RefSafetyRulesAttribute : Attribute
{
public readonly int Version;
public RefSafetyRulesAttribute(int P_0)
{
Version = P_0;
}
}
}
namespace LobbyHeartbeat
{
[BepInPlugin("com.ontogether.lobbyheartbeat", "Heartbeat", "1.0.0")]
public class LobbyHeartbeatPlugin : BaseUnityPlugin
{
public const string PluginGuid = "com.ontogether.lobbyheartbeat";
public const string PluginName = "Heartbeat";
public const string PluginVersion = "1.0.0";
private static float _heartbeatTimer;
private ConfigEntry<bool> _enabled;
private ConfigEntry<float> _intervalMinutes;
private void Awake()
{
_enabled = ((BaseUnityPlugin)this).Config.Bind<bool>("Steam", "LobbyHeartbeatEnabled", true, "Periodically update lobby data so Steam does not expire the listing (fixes ghost lobby / can't join after long uptime).");
_intervalMinutes = ((BaseUnityPlugin)this).Config.Bind<float>("Steam", "LobbyHeartbeatIntervalMinutes", 5f, "Minutes between lobby heartbeat updates (keep under ~10 to avoid Steam timeout).");
((BaseUnityPlugin)this).Logger.LogInfo((object)("Heartbeat v1.0.0 loaded (heartbeat " + (_enabled.Value ? "enabled" : "disabled") + ")"));
}
private void Update()
{
if (_enabled.Value)
{
float num = _intervalMinutes.Value * 60f;
_heartbeatTimer += Time.deltaTime;
if (_heartbeatTimer >= num)
{
_heartbeatTimer = 0f;
SendLobbyHeartbeat();
}
}
}
private void SendLobbyHeartbeat()
{
//IL_0033: Unknown result type (might be due to invalid IL or missing references)
try
{
MultiplayerManager i = MonoSingleton<MultiplayerManager>.I;
if (!((Object)(object)i == (Object)null) && i.LobbyStatus)
{
string lobbyCode = i.LobbyCode;
if (!string.IsNullOrEmpty(lobbyCode))
{
CSteamID val = new CSteamID(ulong.Parse(lobbyCode));
string text = DateTime.UtcNow.Ticks.ToString();
SteamMatchmaking.SetLobbyData(val, "heartbeat", text);
((BaseUnityPlugin)this).Logger.LogDebug((object)"Lobby heartbeat sent (Steam listing kept alive)");
}
}
}
catch (Exception ex)
{
((BaseUnityPlugin)this).Logger.LogWarning((object)("Lobby heartbeat failed: " + ex.GetType().Name + ": " + ex.Message));
}
}
}
}