Merge branch 'master' into workshop

This commit is contained in:
James King 2017-11-29 13:45:42 +00:00
commit 3d4e367d3b
15 changed files with 1350 additions and 1320 deletions

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@ -21,17 +21,17 @@ namespace Facepunch.Steamworks.Test
int unCompressed = 0;
int compressed = 0;
client.Voice.OnCompressedData = ( ptr, length ) =>
client.Voice.OnCompressedData = ( buffer, length ) =>
{
compressed += length;
if ( !client.Voice.Decompress( ptr, 0, length, decompressStream ) )
if ( !client.Voice.Decompress( buffer, length, decompressStream ) )
{
Assert.Fail( "Decompress returned false" );
}
};
client.Voice.OnUncompressedData = ( ptr, length ) =>
client.Voice.OnUncompressedData = ( buffer, length ) =>
{
unCompressed += length;
};
@ -62,7 +62,7 @@ namespace Facepunch.Steamworks.Test
{
int compressed = 0;
client.Voice.OnCompressedData = ( ptr, length ) =>
client.Voice.OnCompressedData = ( buffer, length ) =>
{
compressed += length;
};
@ -89,7 +89,7 @@ namespace Facepunch.Steamworks.Test
{
int unCompressed = 0;
client.Voice.OnUncompressedData = ( ptr, length ) =>
client.Voice.OnUncompressedData = ( buffer, length ) =>
{
unCompressed += length;
};

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@ -108,15 +108,15 @@ namespace Facepunch.Steamworks
/// </summary>
public void UpdateWhile( Func<bool> func )
{
const int sleepMs = 1;
while ( func() )
{
Update();
const int waitPeriodMillis = 1;
#if NETCORE
System.Threading.Tasks.Task.Delay( waitPeriodMillis ).Wait();
#if NET_CORE
System.Threading.Tasks.Task.Delay( sleepMs ).Wait();
#else
System.Threading.Thread.Sleep( waitPeriodMillis );
System.Threading.Thread.Sleep( sleepMs );
#endif
}
}

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@ -114,7 +114,9 @@ namespace Facepunch.Steamworks
SteamId = native.user.GetSteamID();
BetaName = native.apps.GetCurrentBetaName();
OwnerSteamId = native.apps.GetAppOwner();
InstallFolder = new DirectoryInfo( native.apps.GetAppInstallDir( AppId ) );
var appInstallDir = native.apps.GetAppInstallDir(AppId);
if (!String.IsNullOrEmpty(appInstallDir) && Directory.Exists(appInstallDir))
InstallFolder = new DirectoryInfo(appInstallDir);
BuildId = native.apps.GetAppBuildId();
CurrentLanguage = native.apps.GetCurrentGameLanguage();
AvailableLanguages = native.apps.GetAvailableGameLanguages().Split( new[] {';'}, StringSplitOptions.RemoveEmptyEntries ); // TODO: Assumed colon separated
@ -156,7 +158,6 @@ namespace Facepunch.Steamworks
{
if ( Voice != null )
{
Voice.Dispose();
Voice = null;
}

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@ -278,6 +278,19 @@ namespace Facepunch.Steamworks
return true;
}
/// <summary>
/// Remove this file from remote storage, while keeping a local copy.
/// Writing to this file again will re-add it to the cloud.
/// </summary>
/// <returns>True if the file was forgotten</returns>
public bool Forget()
{
if ( !Exists ) return false;
if ( _isUgc ) return false;
return remoteStorage.native.FileForget( FileName );
}
private void GetUGCDetails()
{
if ( !_isUgc ) throw new InvalidOperationException();

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@ -75,7 +75,7 @@ namespace Facepunch.Steamworks
remoteStorage.native.FileWriteStreamCancel( _handle );
}
#if NETCORE
#if NET_CORE
public void Close()
#else
public override void Close()

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@ -5,7 +5,7 @@ using System.Net;
using System.Net.Sockets;
using System.IO;
#if !NETCORE
#if !NET_CORE
internal class SourceServerQuery :IDisposable
{

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@ -7,19 +7,19 @@ using System.Text;
namespace Facepunch.Steamworks
{
public class Voice : IDisposable
public class Voice
{
const int ReadBufferSize = 1024 * 128;
internal Client client;
internal IntPtr ReadCompressedBuffer;
internal IntPtr ReadUncompressedBuffer;
internal byte[] ReadCompressedBuffer = new byte[ReadBufferSize];
internal byte[] ReadUncompressedBuffer = new byte[ReadBufferSize];
internal byte[] UncompressBuffer = new byte[1024 * 256];
public Action<IntPtr, int> OnCompressedData;
public Action<IntPtr, int> OnUncompressedData;
public Action<byte[], int> OnCompressedData;
public Action<byte[], int> OnUncompressedData;
private System.Diagnostics.Stopwatch UpdateTimer = System.Diagnostics.Stopwatch.StartNew();
@ -73,21 +73,12 @@ namespace Facepunch.Steamworks
internal Voice( Client client )
{
this.client = client;
ReadCompressedBuffer = Marshal.AllocHGlobal( ReadBufferSize );
ReadUncompressedBuffer = Marshal.AllocHGlobal( ReadBufferSize );
}
public void Dispose()
{
Marshal.FreeHGlobal( ReadCompressedBuffer );
Marshal.FreeHGlobal( ReadUncompressedBuffer );
}
/// <summary>
/// This gets called inside Update - so there's no need to call this manually if you're calling update
/// </summary>
public void Update()
public unsafe void Update()
{
if ( OnCompressedData == null && OnUncompressedData == null )
return;
@ -109,9 +100,13 @@ namespace Facepunch.Steamworks
return;
}
result = client.native.user.GetVoice( OnCompressedData != null, ReadCompressedBuffer, ReadBufferSize, out bufferCompressedLastWrite,
OnUncompressedData != null, (IntPtr) ReadUncompressedBuffer, ReadBufferSize, out bufferRegularLastWrite,
DesiredSampleRate == 0 ? OptimalSampleRate : DesiredSampleRate );
fixed (byte* compressedPtr = ReadCompressedBuffer)
fixed (byte* uncompressedPtr = ReadUncompressedBuffer)
{
result = client.native.user.GetVoice( OnCompressedData != null, (IntPtr) compressedPtr, ReadBufferSize, out bufferCompressedLastWrite,
OnUncompressedData != null, (IntPtr) uncompressedPtr, ReadBufferSize, out bufferRegularLastWrite,
DesiredSampleRate == 0 ? OptimalSampleRate : DesiredSampleRate );
}
IsRecording = true;
@ -136,15 +131,31 @@ namespace Facepunch.Steamworks
}
public unsafe bool Decompress( byte[] input, MemoryStream output, uint samepleRate = 0 )
public bool Decompress( byte[] input, MemoryStream output, uint samepleRate = 0 )
{
return Decompress( input, 0, input.Length, output, samepleRate );
}
public bool Decompress( byte[] input, int inputsize, MemoryStream output, uint samepleRate = 0 )
{
return Decompress( input, 0, inputsize, output, samepleRate );
}
public unsafe bool Decompress( byte[] input, int inputoffset, int inputsize, MemoryStream output, uint samepleRate = 0 )
{
if ( inputoffset < 0 || inputoffset >= input.Length )
throw new ArgumentOutOfRangeException( "inputoffset" );
if ( inputsize <= 0 || inputoffset + inputsize > input.Length )
throw new ArgumentOutOfRangeException( "inputsize" );
fixed ( byte* p = input )
{
return Decompress( (IntPtr)p, 0, input.Length, output, samepleRate );
return Decompress( (IntPtr)p, inputoffset, inputsize, output, samepleRate );
}
}
public unsafe bool Decompress( IntPtr input, int inputoffset, int inputsize, MemoryStream output, uint samepleRate = 0 )
private unsafe bool Decompress( IntPtr input, int inputoffset, int inputsize, MemoryStream output, uint samepleRate = 0 )
{
if ( samepleRate == 0 )
samepleRate = OptimalSampleRate;

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@ -22,11 +22,11 @@
</PropertyGroup>
<PropertyGroup Condition=" '$(TargetFramework)' == 'netstandard2.0' ">
<DefineConstants>$(DefineConstants);NETCORE</DefineConstants>
<DefineConstants>$(DefineConstants);NET_CORE</DefineConstants>
</PropertyGroup>
<ItemGroup>
<Compile Remove="*AssemblyInfo.cs"/>
<Compile Remove="*AssemblyInfo.cs" />
</ItemGroup>
<PropertyGroup>

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@ -263,15 +263,16 @@ namespace Facepunch.Steamworks
/// </summary>
public void Block()
{
const int sleepMs = 10;
workshop.steamworks.Update();
while ( IsRunning )
{
const int waitPeriodMillis = 10;
#if NETCORE
System.Threading.Tasks.Task.Delay( waitPeriodMillis ).Wait();
#if NET_CORE
System.Threading.Tasks.Task.Delay( sleepMs ).Wait();
#else
System.Threading.Thread.Sleep( waitPeriodMillis );
System.Threading.Thread.Sleep( sleepMs );
#endif
workshop.steamworks.Update();
}

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@ -71,9 +71,9 @@ namespace Facepunch.Steamworks.Interop
ThisVTable.InternalRulesFailedToRespond db = ( _ ) => InternalOnRulesFailedToRespond();
ThisVTable.InternalRulesRefreshComplete dc = ( _ ) => InternalOnRulesRefreshComplete();
RulesRespondPin = GCHandle.Alloc( da );
FailedRespondPin = GCHandle.Alloc( db );
CompletePin = GCHandle.Alloc( dc );
RulesRespondPin = GCHandle.Alloc( da, GCHandleType.Pinned );
FailedRespondPin = GCHandle.Alloc( db, GCHandleType.Pinned );
CompletePin = GCHandle.Alloc( dc, GCHandleType.Pinned );
var t = new ThisVTable()
{
@ -93,9 +93,9 @@ namespace Facepunch.Steamworks.Interop
StdVTable.InternalRulesFailedToRespond db = InternalOnRulesFailedToRespond;
StdVTable.InternalRulesRefreshComplete dc = InternalOnRulesRefreshComplete;
RulesRespondPin = GCHandle.Alloc( da );
FailedRespondPin = GCHandle.Alloc( db );
CompletePin = GCHandle.Alloc( dc );
RulesRespondPin = GCHandle.Alloc( da, GCHandleType.Pinned );
FailedRespondPin = GCHandle.Alloc( db, GCHandleType.Pinned );
CompletePin = GCHandle.Alloc( dc, GCHandleType.Pinned );
var t = new StdVTable()
{

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@ -2,7 +2,7 @@
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
#if !NETCORE
#if !NET_CORE
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information

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@ -37,7 +37,7 @@ namespace SteamNative
{
_os = Facepunch.Steamworks.OperatingSystem.Windows;
#if !NETCORE
#if !NET_CORE
//
// These checks aren't so accurate on older versions of mono
//

File diff suppressed because it is too large Load Diff

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@ -317,9 +317,9 @@ namespace Generator
WriteLine( "//" );
WriteLine( "// Allocate a handle to each function, so they don't get disposed" );
WriteLine( "//" );
WriteLine( "handle.FuncA = GCHandle.Alloc( funcA );" );
WriteLine( "handle.FuncB = GCHandle.Alloc( funcB );" );
WriteLine( "handle.FuncC = GCHandle.Alloc( funcC );" );
WriteLine( "handle.FuncA = GCHandle.Alloc( funcA, GCHandleType.Pinned );" );
WriteLine( "handle.FuncB = GCHandle.Alloc( funcB, GCHandleType.Pinned );" );
WriteLine( "handle.FuncC = GCHandle.Alloc( funcC, GCHandleType.Pinned );" );
WriteLine();
WriteLine( "//" );

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@ -63,7 +63,11 @@ Or use it in a using block if you can.
To create a server do this.
```csharp
var server = new Facepunch.Steamworks.Server( 252490, 0, 28015, true, "MyGame453" );
ServerInit options = new ServerInit("GameDirectoryName", "GameDescription");
```
```csharp
var server = new Facepunch.Steamworks.Server(252490, options);
```
This will register a secure server for game 252490, any ip, port 28015. Again, more usage in the Facepunch.Steamworks.Test project.
@ -108,7 +112,7 @@ The TLDR is before you create the Client or the Server, call this to let Facepun
Facepunch.Steamworks.Config.ForUnity( Application.platform.ToString() );
```
You'll also want to put steam_api64.dll and steam_appid.txt (on windows 64) in your project root next to Assets.
You'll also want to put steam_api64.dll and steam_appid.txt (on windows 64) in your project root next to Assets, and use an editor script like [this](https://github.com/Facepunch/Facepunch.Steamworks.Unity/blob/master/Assets/Scripts/Editor/CopySteamLibraries.cs) to copy them into standalone builds.
# Help