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I thought I understood Lobby.Refresh() but am looking for clarification.
My game can receive a Lobby ID via a Steam invitation (when game is not active). When I launch the game, the Lobby ID is grabbed from the command-line. This is all working great and has been verified.
What I want to do is query the Lobby while I'm NOT joined to get the lobby owner. I am using the following code:
public bool RequestUnjoinedLobbyData(SteamId lobbyID) {
var lobby = new Lobby(lobbyID);
return lobby.Refresh();
}
My understanding (from docs and FP source) is that this should generate an OnLobbyDataChanged event with the lobby data but I am not receiving anything from Refresh() even though other lobby events are flowing fine in the OnLobbyDataChanged event (once joined).
Does anyone have any experience with this or any advice on something I might be missing?
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I thought I understood Lobby.Refresh() but am looking for clarification.
My game can receive a Lobby ID via a Steam invitation (when game is not active). When I launch the game, the Lobby ID is grabbed from the command-line. This is all working great and has been verified.
What I want to do is query the Lobby while I'm NOT joined to get the lobby owner. I am using the following code:
My understanding (from docs and FP source) is that this should generate an OnLobbyDataChanged event with the lobby data but I am not receiving anything from Refresh() even though other lobby events are flowing fine in the OnLobbyDataChanged event (once joined).
Does anyone have any experience with this or any advice on something I might be missing?
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