[quote=“, post:1652, topic:30020”]
Communication within a lobby To send information around within a lobby (chat messages, game start signals, etc.) you need to call [ISteamMatchmaking::SendLobbyChatMsg](https://partner.steamgames.com/doc/api/ISteamMatchmaking#SendLobbyChatMsg), this sends a simple binary message to all users in the lobby. Lobby members need to listen for the callback [ISteamMatchmaking::LobbyChatMsg_t](https://partner.steamgames.com/doc/api/ISteamMatchmaking#LobbyChatMsg_t). After receiving the callback you then can use [ISteamMatchmaking::GetLobbyChatEntry](https://partner.steamgames.com/doc/api/ISteamMatchmaking#GetLobbyChatEntry) to retrieve the contents of the message.
Going to have to bind to some callbacks, basically the same logic as the “OnInviteAccepted” event + any of the asyn nodes for the sending part.
…should actually be pretty easy to implement.
Im new to all this stuff, so far the issue is to get unique steam id of a session
// Broadcasts a chat message to the all the users in the lobby
// users in the lobby (including the local user) will receive a LobbyChatMsg_t callback
// returns true if the message is successfully sent
// pvMsgBody can be binary or text data, up to 4k
// if pvMsgBody is text, cubMsgBody should be strlen( text ) + 1, to include the null terminator
virtual bool SendLobbyChatMsg( CSteamID steamIDLobby, const void *pvMsgBody, int cubMsgBody ) = 0;