@using Sandbox; @using System; @using System.Linq; @using System.Threading.Tasks; @using Sandbox.Menu; @using Sandbox.UI;
refresh
@code { public async void CreateLobbyAsync() { await Game.Menu.CreateLobbyAsync( 64, "game", true ); Game.Menu.Lobby.Map = "facepunch.square"; this.Navigate( "/lobby/active" ); } public async void JoinLobby( ILobby lobby ) { if ( lobby == null ) return; // don't exist in two lobbies at once Game.Menu.Lobby?.Leave(); await lobby.JoinAsync(); this.Navigate( "/lobby/active" ); } public async void Refresh() { await Game.Menu.QueryLobbiesAsync( null, 1 ); StateHasChanged(); } protected override int BuildHash() { return HashCode.Combine( Game.Menu.Lobbies.Count() ); } }