Fixing Steamworks Lobby Creation In Bevy: A Troubleshooting Guide
Hey guys! Ever tried setting up multiplayer in your Bevy game using the bevy_steamworks plugin, only to hit a snag where the lobby creation isn't quite working as expected? You're not alone! This guide dives into a common issue: the LobbyCreated callback not firing, preventing your game from creating Steam lobbies. We'll break down the problem, analyze the provided code, and offer solutions to get your multiplayer dreams back on track. Let's jump in!
Understanding the Issue: Missing Lobby Created Callback
So, the core problem is that the LobbyCreated callback isn't being received after attempting to create a Steam lobby. You see the initial create_lobby callback, which is great, but the crucial LobbyCreated event, which confirms the lobby's creation and provides essential details, seems to be MIA. This means your game isn't getting the signal that a lobby has been successfully created, preventing players from joining. This is a frustrating issue that many developers stumble upon when integrating Steamworks into their Bevy projects, so we will help you overcome the issue.
This generally points towards a problem in how the Steamworks events are being processed or how the callbacks are being handled. The provided code snippet suggests a few areas to investigate. Let's dissect the code and pinpoint where things might be going wrong.
Analyzing the Code
The code snippet presents a basic setup for creating a Steam lobby using bevy_steamworks. Here's a breakdown of the code and its potential issues:
open_lobbyFunction: This function is responsible for initiating the lobby creation process. It callssteam_client.matchmaking().create_lobby()with aLobbyTypeand the maximum number of members. The key here is that it provides a callback function that receives the result of the lobby creation attempt. It also prints an info log, which is helpful for debugging. The function is well-structured but could have some issues.lobby_createdFunction: This is where the magic should happen. This function is designed to handle theSteamworksEventevents, specifically looking for theCallbackResult::LobbyCreatedevent. It checks if the lobby creation was successful and logs appropriate messages. This function is also well-structured, and it seems the primary issue is not within this function itself.
Identifying the Root Cause
The missing LobbyCreated callback could stem from a few common causes:
- Incorrect Event Handling: The
lobby_createdfunction might not be correctly set up to receive and process theSteamworksEventevents. It's crucial that this system is registered and running in your Bevy app. - Plugin Initialization: The
bevy_steamworksplugin needs to be initialized correctly within your Bevy app. If the plugin isn't set up properly, it won't be able to communicate with the Steamworks API and receive events. - Steam Client Initialization: The Steam client itself needs to be properly initialized. Ensure that the Steam client is successfully connected and authenticated before attempting to create a lobby.
- Asynchronous Nature: Steamworks operations are asynchronous. The
create_lobbycall initiates the process but doesn't immediately return the result. The result is delivered later through the callback mechanisms of thebevy_steamworksplugin. Check that all the mechanisms are set up, and the results are delivered by the callbacks correctly.
Troubleshooting Steps and Solutions
Alright, let's get our hands dirty and debug those issues. Here are some troubleshooting steps and potential solutions to get that LobbyCreated callback firing.
1. Ensure Correct Plugin Initialization
Make sure you've correctly added and initialized the bevy_steamworks plugin in your Bevy app. This is essential for the plugin to function and receive Steamworks events. Here's an example of how you should initialize the plugin:
use bevy::prelude::*
use bevy_steamworks::prelude::*;
fn main() {
App::new()
.add_plugins((DefaultPlugins, SteamworksPlugin))
.add_systems(Startup, setup)
.add_systems(Update, handle_steamworks_events)
.run();
}
fn setup(mut commands: Commands, steamworks_client: Res<Client>) {
// Your setup code, including creating a lobby if needed
}
fn handle_steamworks_events(mut events: EventReader<SteamworksEvent>) {
for event in events.read() {
match event {
SteamworksEvent::CallbackResult(result) => {
// Handle CallbackResult events (including LobbyCreated)
}
SteamworksEvent::GameOverlayActivated(active) => {
// Handle GameOverlayActivated events
}
_ => (),
}
}
}
Explanation:
- The
SteamworksPluginmust be added to your BevyApp. This registers the plugin and its systems. - Make sure you have a system that reads and handles
SteamworksEventevents, as shown in thehandle_steamworks_eventsexample.
2. Verify Steam Client Initialization and Connection
Before creating a lobby, ensure the Steam client is initialized and connected. You can do this by checking the status of the Client resource provided by bevy_steamworks. You should do this early in your setup to make sure you have a connected steam client.
use bevy::prelude::*;
use bevy_steamworks::Client;
fn setup(client: Res<Client>) {
if client.running() {
info!(