go-dota2 is a DOTA 2 client plugin for go-steam. The intent is to replicate as much of the client functionality as possible.
Also see: the C#/SteamKit Implementation.
Complete.
- GC session state management
- Player profile fetching / call tracking
- SOCache tracking / state management
- Basic chat interaction
- Lobby tracking / state management
- Read lobby state correctly
- Implement normal lobby operations
- Party tracking / state management
- Read party and invite state correctly
- Implement normal party operations
- Code generation for API
- Code generation for events
The caching mechanism makes it easy to watch for changes to common objects, like Lobby, LobbyInvite, Party, PartyInvite
.
This mechanism is used everywhere, these objects are not exposed in their own events.
import (
gcmm "github.com/paralin/go-dota2/protocol"
"github.com/paralin/go-dota2/cso"
)
eventCh, eventCancel, err := dota.GetCache().SubscribeType(cso.Lobby)
if err != nil {
return err
}
defer eventCancel()
lobbyEvent := <-eventCh
lobby := lobbyEvent.Object.(*gcmm.CSODOTALobby)
Events for the object type are emitted on the eventCh. Be sure to call eventCancel
once you are done with the channel to prevent resource leaks.
The cache object also adds interfaces to get and list the current objects in the cache.
The base API implementation is generated by the apigen code. Using heuristics, request IDs are matched to response IDs, and events and action-only requests are identified. Some manual tweaking is done in the overrides file.
Next, the API information is used to build a Go code-gen set of implementations around the MakeRequest
request tracking mechanism.
This means that ALL of the Dota API will be available in this codebase, although only some of it is documented.
This library depends on go-steam
. Currently we are using the FACEIT fork.