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Moved Name, SteamId to SteamClient
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@ -53,7 +53,7 @@ namespace Steamworks
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// The client sends this data to the server along with their steamid
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//
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var ticketData = clientTicket.Data;
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var clientSteamId = SteamUser.SteamId;
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var clientSteamId = SteamClient.SteamId;
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//
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// Server listens to auth responses from Gabe
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@ -46,15 +46,15 @@ namespace Steamworks
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[TestMethod]
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public void IsLoggedOn()
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{
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Assert.AreNotEqual( false, SteamUser.IsLoggedOn );
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Console.WriteLine( $"User.IsLoggedOn: {SteamUser.IsLoggedOn}" );
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Assert.AreNotEqual( false, SteamClient.IsLoggedOn );
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Console.WriteLine( $"User.IsLoggedOn: {SteamClient.IsLoggedOn}" );
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}
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[TestMethod]
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public void SteamID()
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{
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Assert.AreNotEqual( 0, SteamUser.SteamId.Value );
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Console.WriteLine( $"User.SteamID: {SteamUser.SteamId.Value}" );
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Assert.AreNotEqual( 0, SteamClient.SteamId.Value );
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Console.WriteLine( $"User.SteamID: {SteamClient.SteamId.Value}" );
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}
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[TestMethod]
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@ -67,11 +67,11 @@ namespace Steamworks
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Console.WriteLine( $"ticket.Handle: {ticket.Handle}" );
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Console.WriteLine( $"ticket.Data: { string.Join( "", ticket.Data.Select( x => x.ToString( "x" ) ) ) }" );
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var result = SteamUser.BeginAuthSession( ticket.Data, SteamUser.SteamId );
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var result = SteamUser.BeginAuthSession( ticket.Data, SteamClient.SteamId );
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Console.WriteLine( $"result: { result }" );
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Assert.AreEqual( result, BeginAuthResult.OK );
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SteamUser.EndAuthSession( SteamUser.SteamId );
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SteamUser.EndAuthSession( SteamClient.SteamId );
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}
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@ -75,5 +75,36 @@ namespace Steamworks
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{
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SteamApi.UnregisterCallback( intPtr );
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}
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/// <summary>
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/// Checks if the current user's Steam client is connected to the Steam servers.
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/// If it's not then no real-time services provided by the Steamworks API will be enabled. The Steam
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/// client will automatically be trying to recreate the connection as often as possible. When the
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/// connection is restored a SteamServersConnected_t callback will be posted.
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/// You usually don't need to check for this yourself. All of the API calls that rely on this will
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/// check internally. Forcefully disabling stuff when the player loses access is usually not a
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/// very good experience for the player and you could be preventing them from accessing APIs that do not
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/// need a live connection to Steam.
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/// </summary>
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public static bool IsLoggedOn => SteamUser.Internal.BLoggedOn();
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/// <summary>
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/// Gets the Steam ID of the account currently logged into the Steam client. This is
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/// commonly called the 'current user', or 'local user'.
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/// A Steam ID is a unique identifier for a Steam accounts, Steam groups, Lobbies and Chat
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/// rooms, and used to differentiate users in all parts of the Steamworks API.
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/// </summary>
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public static SteamId SteamId => SteamUser.Internal.GetSteamID();
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/// <summary>
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/// returns the local players name - guaranteed to not be NULL.
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/// this is the same name as on the users community profile page
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/// </summary>
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public static string Name => SteamFriends.Internal.GetPersonaName();
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/// <summary>
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/// gets the status of the current user
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/// </summary>
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public static FriendState State => SteamFriends.Internal.GetPersonaState();
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}
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}
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@ -104,17 +104,6 @@ namespace Steamworks
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}
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}
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/// <summary>
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/// returns the local players name - guaranteed to not be NULL.
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/// this is the same name as on the users community profile page
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/// </summary>
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public static string Name => Internal.GetPersonaName();
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/// <summary>
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/// gets the status of the current user
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/// </summary>
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public static FriendState State => Internal.GetPersonaState();
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public static IEnumerable<Friend> GetFriends()
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{
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for ( int i=0; i<Internal.GetFriendCount( (int) FriendFlags.Immediate ); i++ )
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@ -99,25 +99,7 @@ namespace Steamworks
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/// </summary>
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public static event Action<string> OnGameWebCallback;
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/// <summary>
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/// Checks if the current user's Steam client is connected to the Steam servers.
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/// If it's not then no real-time services provided by the Steamworks API will be enabled. The Steam
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/// client will automatically be trying to recreate the connection as often as possible. When the
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/// connection is restored a SteamServersConnected_t callback will be posted.
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/// You usually don't need to check for this yourself. All of the API calls that rely on this will
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/// check internally. Forcefully disabling stuff when the player loses access is usually not a
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/// very good experience for the player and you could be preventing them from accessing APIs that do not
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/// need a live connection to Steam.
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/// </summary>
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public static bool IsLoggedOn => Internal.BLoggedOn();
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/// <summary>
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/// Gets the Steam ID of the account currently logged into the Steam client. This is
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/// commonly called the 'current user', or 'local user'.
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/// A Steam ID is a unique identifier for a Steam accounts, Steam groups, Lobbies and Chat
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/// rooms, and used to differentiate users in all parts of the Steamworks API.
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/// </summary>
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public static SteamId SteamId => Internal.GetSteamID();
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static bool _recordingVoice;
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