diff --git a/Facepunch.Steamworks/Client.cs b/Facepunch.Steamworks/Client.cs index 677dfaa..177e03d 100644 --- a/Facepunch.Steamworks/Client.cs +++ b/Facepunch.Steamworks/Client.cs @@ -254,6 +254,13 @@ public Leaderboard GetLeaderboard( string name, LeaderboardSortMethod sortMethod return board; } + /// + /// Checks if the current user's Steam client is connected and logged on 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. + /// All of the API calls that rely on this will check internally. + /// + public bool IsLoggedOn => native.user.BLoggedOn(); /// /// True if we're subscribed/authorised to be running this app diff --git a/Facepunch.Steamworks/Interop/Native.cs b/Facepunch.Steamworks/Interop/Native.cs index 3bfebc2..6ff8939 100644 --- a/Facepunch.Steamworks/Interop/Native.cs +++ b/Facepunch.Steamworks/Interop/Native.cs @@ -60,14 +60,6 @@ internal bool InitClient( BaseSteamworks steamworks ) return false; } - // Ensure that the user has logged into Steam. This will always return true if the game is launched - // from Steam, but if Steam is at the login prompt when you run your game it will return false. - if ( !user.BLoggedOn() ) - { - Console.Error.WriteLine( "InitClient: Not Logged On" ); - return false; - } - return true; }