diff --git a/Facepunch.Steamworks.Test/GameServerTest.cs b/Facepunch.Steamworks.Test/GameServerTest.cs
index 8175676..6900469 100644
--- a/Facepunch.Steamworks.Test/GameServerTest.cs
+++ b/Facepunch.Steamworks.Test/GameServerTest.cs
@@ -53,7 +53,7 @@ namespace Steamworks
// The client sends this data to the server along with their steamid
//
var ticketData = clientTicket.Data;
- var clientSteamId = SteamUser.SteamId;
+ var clientSteamId = SteamClient.SteamId;
//
// Server listens to auth responses from Gabe
diff --git a/Facepunch.Steamworks.Test/UserTest.cs b/Facepunch.Steamworks.Test/UserTest.cs
index 584953e..106c061 100644
--- a/Facepunch.Steamworks.Test/UserTest.cs
+++ b/Facepunch.Steamworks.Test/UserTest.cs
@@ -46,15 +46,15 @@ namespace Steamworks
[TestMethod]
public void IsLoggedOn()
{
- Assert.AreNotEqual( false, SteamUser.IsLoggedOn );
- Console.WriteLine( $"User.IsLoggedOn: {SteamUser.IsLoggedOn}" );
+ Assert.AreNotEqual( false, SteamClient.IsLoggedOn );
+ Console.WriteLine( $"User.IsLoggedOn: {SteamClient.IsLoggedOn}" );
}
[TestMethod]
public void SteamID()
{
- Assert.AreNotEqual( 0, SteamUser.SteamId.Value );
- Console.WriteLine( $"User.SteamID: {SteamUser.SteamId.Value}" );
+ Assert.AreNotEqual( 0, SteamClient.SteamId.Value );
+ Console.WriteLine( $"User.SteamID: {SteamClient.SteamId.Value}" );
}
[TestMethod]
@@ -67,11 +67,11 @@ namespace Steamworks
Console.WriteLine( $"ticket.Handle: {ticket.Handle}" );
Console.WriteLine( $"ticket.Data: { string.Join( "", ticket.Data.Select( x => x.ToString( "x" ) ) ) }" );
- var result = SteamUser.BeginAuthSession( ticket.Data, SteamUser.SteamId );
+ var result = SteamUser.BeginAuthSession( ticket.Data, SteamClient.SteamId );
Console.WriteLine( $"result: { result }" );
Assert.AreEqual( result, BeginAuthResult.OK );
- SteamUser.EndAuthSession( SteamUser.SteamId );
+ SteamUser.EndAuthSession( SteamClient.SteamId );
}
diff --git a/Facepunch.Steamworks/SteamClient.cs b/Facepunch.Steamworks/SteamClient.cs
index d81963b..a8a96d8 100644
--- a/Facepunch.Steamworks/SteamClient.cs
+++ b/Facepunch.Steamworks/SteamClient.cs
@@ -75,5 +75,36 @@ namespace Steamworks
{
SteamApi.UnregisterCallback( intPtr );
}
+
+ ///
+ /// Checks if the current user's Steam client is connected to the Steam servers.
+ /// If it's not then no real-time services provided by the Steamworks API will be enabled. The Steam
+ /// client will automatically be trying to recreate the connection as often as possible. When the
+ /// connection is restored a SteamServersConnected_t callback will be posted.
+ /// You usually don't need to check for this yourself. All of the API calls that rely on this will
+ /// check internally. Forcefully disabling stuff when the player loses access is usually not a
+ /// very good experience for the player and you could be preventing them from accessing APIs that do not
+ /// need a live connection to Steam.
+ ///
+ public static bool IsLoggedOn => SteamUser.Internal.BLoggedOn();
+
+ ///
+ /// Gets the Steam ID of the account currently logged into the Steam client. This is
+ /// commonly called the 'current user', or 'local user'.
+ /// A Steam ID is a unique identifier for a Steam accounts, Steam groups, Lobbies and Chat
+ /// rooms, and used to differentiate users in all parts of the Steamworks API.
+ ///
+ public static SteamId SteamId => SteamUser.Internal.GetSteamID();
+
+ ///
+ /// returns the local players name - guaranteed to not be NULL.
+ /// this is the same name as on the users community profile page
+ ///
+ public static string Name => SteamFriends.Internal.GetPersonaName();
+
+ ///
+ /// gets the status of the current user
+ ///
+ public static FriendState State => SteamFriends.Internal.GetPersonaState();
}
}
\ No newline at end of file
diff --git a/Facepunch.Steamworks/SteamFriends.cs b/Facepunch.Steamworks/SteamFriends.cs
index f059cac..150c9df 100644
--- a/Facepunch.Steamworks/SteamFriends.cs
+++ b/Facepunch.Steamworks/SteamFriends.cs
@@ -104,17 +104,6 @@ namespace Steamworks
}
}
- ///
- /// returns the local players name - guaranteed to not be NULL.
- /// this is the same name as on the users community profile page
- ///
- public static string Name => Internal.GetPersonaName();
-
- ///
- /// gets the status of the current user
- ///
- public static FriendState State => Internal.GetPersonaState();
-
public static IEnumerable GetFriends()
{
for ( int i=0; i
public static event Action OnGameWebCallback;
- ///
- /// Checks if the current user's Steam client is connected to the Steam servers.
- /// If it's not then no real-time services provided by the Steamworks API will be enabled. The Steam
- /// client will automatically be trying to recreate the connection as often as possible. When the
- /// connection is restored a SteamServersConnected_t callback will be posted.
- /// You usually don't need to check for this yourself. All of the API calls that rely on this will
- /// check internally. Forcefully disabling stuff when the player loses access is usually not a
- /// very good experience for the player and you could be preventing them from accessing APIs that do not
- /// need a live connection to Steam.
- ///
- public static bool IsLoggedOn => Internal.BLoggedOn();
- ///
- /// Gets the Steam ID of the account currently logged into the Steam client. This is
- /// commonly called the 'current user', or 'local user'.
- /// A Steam ID is a unique identifier for a Steam accounts, Steam groups, Lobbies and Chat
- /// rooms, and used to differentiate users in all parts of the Steamworks API.
- ///
- public static SteamId SteamId => Internal.GetSteamID();
static bool _recordingVoice;