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https://github.com/Facepunch/Facepunch.Steamworks.git
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Add Friend.Nickname to get Steam nicknames for players
Expose FriendGameInfo.GameID so you can see what appID friends are playing
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@ -40,7 +40,7 @@ public override string ToString()
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/// <summary>
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/// Return true if this user is playing the game we're running
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/// </summary>
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public bool IsPlayingThisGame => GameInfo?.GameID == SteamClient.AppId;
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public bool IsPlayingThisGame => GameInfo?.GameID is { Type: GameIdType.App } && GameInfo.Value.GameID.AppId == SteamClient.AppId;
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/// <summary>
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/// Returns true if this friend is online
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@ -75,7 +75,26 @@ public async Task RequestInfoAsync()
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public Relationship Relationship => SteamFriends.Internal.GetFriendRelationship( Id );
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public FriendState State => SteamFriends.Internal.GetFriendPersonaState( Id );
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/// <summary>
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/// Returns the player's current Steam name.
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/// <remarks>
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/// Steam returns nicknames here if "Append nicknames to friends' names" is disabled in the Steam client.
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/// </remarks>
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/// </summary>
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public string Name => SteamFriends.Internal.GetFriendPersonaName( Id );
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/// <summary>
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/// Returns the nickname that was set for this Steam player, if any.
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/// <remarks>
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/// Steam will never return nicknames if "Append nicknames to friends' names" is disabled in the Steam client.
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/// </remarks>
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/// </summary>
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public string Nickname => SteamFriends.Internal.GetPlayerNickname( Id );
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/// <summary>
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/// Returns the player's Steam name history.
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/// </summary>
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public IEnumerable<string> NameHistory
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{
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get
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@ -114,10 +133,10 @@ public bool IsIn( SteamId group_or_room )
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public struct FriendGameInfo
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{
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internal ulong GameID; // m_gameID class CGameID
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internal uint GameIP; // m_unGameIP uint32
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internal ulong SteamIDLobby; // m_steamIDLobby class CSteamID
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public GameId GameID;
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public int ConnectionPort;
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public int QueryPort;
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@ -1,25 +1,18 @@
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using System.Text;
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namespace Steamworks.Data
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{
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public struct GameId
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public enum GameIdType : byte
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{
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// TODO - Be able to access these vars
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App = 0,
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GameMod = 1,
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Shortcut = 2,
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P2P = 3,
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}
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public struct GameId : IEquatable<GameId>
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{
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/*
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enum EGameIDType
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{
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k_EGameIDTypeApp = 0,
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k_EGameIDTypeGameMod = 1,
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k_EGameIDTypeShortcut = 2,
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k_EGameIDTypeP2P = 3,
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};
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# ifdef VALVE_BIG_ENDIAN
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unsigned int m_nModID : 32;
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unsigned int m_nType : 8;
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@ -30,8 +23,31 @@ enum EGameIDType
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unsigned int m_nModID : 32;
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#endif
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*/
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// 0xAAAAAAAA_BBCCCCCC
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// A = m_nModID
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// B = m_nType
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// C = m_nAppID
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public ulong Value;
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public GameIdType Type
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{
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get => (GameIdType)(byte)( Value >> 24 );
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set => Value = ( Value & 0xFFFFFFFF_00FFFFFF ) | ( (ulong)(byte)value << 24 );
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}
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public uint AppId
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{
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get => (uint)( Value & 0x00000000_00FFFFFF );
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set => Value = ( Value & 0xFFFFFFFF_FF000000 ) | (value & 0x00000000_00FFFFFF);
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}
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public uint ModId
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{
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get => (uint)( Value >> 32 );
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set => Value = ( Value & 0x00000000_FFFFFFFF ) | ( (ulong)value << 32 );
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}
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public static implicit operator GameId( ulong value )
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{
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return new GameId { Value = value };
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@ -41,5 +57,30 @@ public static implicit operator ulong( GameId value )
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{
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return value.Value;
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}
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public bool Equals(GameId other)
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{
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return Value == other.Value;
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}
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public override bool Equals(object obj)
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{
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return obj is GameId other && Equals(other);
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}
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public override int GetHashCode()
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{
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return Value.GetHashCode();
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}
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public static bool operator ==(GameId left, GameId right)
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{
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return left.Equals(right);
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}
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public static bool operator !=(GameId left, GameId right)
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{
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return !left.Equals(right);
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}
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}
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}
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