diff --git a/Facepunch.Steamworks.Test/bin/Debug/Facepunch.Steamworks.xml b/Facepunch.Steamworks.Test/bin/Debug/Facepunch.Steamworks.xml deleted file mode 100644 index 683812b..0000000 --- a/Facepunch.Steamworks.Test/bin/Debug/Facepunch.Steamworks.xml +++ /dev/null @@ -1,643 +0,0 @@ - - - - Facepunch.Steamworks - - - - - Current running program's AppId - - - - - Called with a message from Steam - - - - - Run Update until func returns false. - This will cause your program to lock up until it finishes. - This is useful for things like tests or command line utilities etc. - - - - - An item in your inventory. - - - - - Careful, this might not be available. Especially on a game server. - - - - - Called when the local client's items are first retrieved, and when they change. - Obviously not called on the server. - - - - - A list of items owned by this user. You should call Refresh() before trying to access this, - and then wait until it's non null or listen to OnUpdate to find out immediately when it's populated. - - - - - You can send this data to a server, or another player who can then deserialize it - and get a verified list of items. - - - - - Serialized data exprires after an hour. This is the time the value in SerializedItems will expire. - - - - - Call this at least every two minutes, every frame doesn't hurt. - You should call it when you consider it active play time. - IE - your player is alive, and playing. - Don't stress on it too much tho cuz it's super hijackable anyway. - - - - - Call this to retrieve the items. - Note that if this has already been called it won't - trigger a call to OnUpdate unless the items have changed - - - - - Some definitions aren't sent to the client, and all aren't available on the server. - Manually getting a Definition here lets you call functions on those definitions. - - - - - Called every frame - - - - - If we have a local player request process it. - - - - - A list of items defined for this app. - This should be immediately populated and available. - - - - - Utility, given a "1;VLV250" string, convert it to a 2.5 - - - - - You really need me to explain what this does? - Use your brains. - - - - - An item definition. This describes an item in your Steam inventory, but is - not unique to that item. For example, this might be a tshirt, but you might be able to own - multiple tshirts. - - - - - If you're manually occupying the Definition (because maybe you're on a server - and want to hack around the fact that definitions aren't presented to you), - you can use this to set propertis. - - - - - Trigger an item drop. Call this when it's a good time to award - an item drop to a player. This won't automatically result in giving - an item to a player. Just call it every minute or so, or on launch. - ItemDefinition is usually a generator - - - - - Basic UDP send. Packets can't be bigger than 1200 bytes (your typical MTU size). Can be lost, or arrive out of order (rare). - The sending API does have some knowledge of the underlying connection, so if there is no NAT-traversal accomplished or - there is a recognized adjustment happening on the connection, the packet will be batched until the connection is open again. - - - - - As above, but if the underlying p2p connection isn't yet established the packet will just be thrown away. Using this on the first - packet sent to a remote host almost guarantees the packet will be dropped. - This is only really useful for kinds of data that should never buffer up, i.e. voice payload packets - - - - - - As above, but applies the Nagle algorithm to the send - sends will accumulate - until the current MTU size (typically ~1200 bytes, but can change) or ~200ms has passed (Nagle algorithm). - Useful if you want to send a set of smaller messages but have the coalesced into a single packet - Since the reliable stream is all ordered, you can do several small message sends with k_EP2PSendReliableWithBuffering and then - do a normal k_EP2PSendReliable to force all the buffered data to be sent. - - - - - Current user's Username - - - - - Current user's SteamId - - - - - Current Beta name, if ser - - - - - Should be called at least once every frame - - - - - History filters don't seem to work, so we don't bother. - You should apply them post process'dly - - - - - Favourite filters don't seem to work, so we don't bother. - You should apply them post process'dly - - - - - A list of servers that responded. If you're only interested in servers that responded since you - last updated, then simply clear this list. - - - - - A list of servers that were in the master list but didn't respond. - - - - - True when we have finished - - - - - Disposing will end the query - - - - - Callback when rules are receieved. - The bool is true if server responded properly. - - - - - List of server rules. Use HasRules to see if this is safe to access. - - - - - Returns true if this server has rules - - - - - Populates Rules for this server - - - - - Cancels a ticket. - You should cancel your ticket when you close the game or leave a server. - - - - - Creates an auth ticket. - Which you can send to a server to authenticate that you are who you say you are. - - - - - Returns the current BuildId of the game. - This is pretty useless, as it isn't guarenteed to return - the build id you're playing, or the latest build id. - - - - - Steam Id - - - - - Return true if blocked - - - - - Return true if is a friend. Returns false if blocked, request etc. - - - - - Their current display name - - - - - Returns true if this friend is online - - - - - Returns true if this friend is online and playing this game - - - - - Returns true if this friend is online and playing this game - - - - - The AppId this guy is playing - - - - - Returns all friends, even blocked, ignored, friend requests etc - - - - - Should be 32x32 - but make sure to check! - - - - - Should be 64x64 - but make sure to check! - - - - - Should be 184x184 - but make sure to check! - - - - - Return true if this image couldn't be loaded for some reason - - - - - Returns the optimal sample rate for voice - according to Steam - - - - - If set to true we are listening to the mic. - You should usually toggle this with the press of a key for push to talk. - - - - - The last time voice was detected, recorded - - - - - If set we will capture the audio at this rate. If unset (set to 0) will capture at OptimalSampleRate - - - - - Some platforms allow/need CallingConvention.ThisCall. If you're crashing with argument null - errors on certain platforms, try flipping this to true. - - I owe this logic to Riley Labrecque's hard work on Steamworks.net - I don't have the knowledge - or patience to find this shit on my own, so massive thanks to him. And also massive thanks to him - for releasing his shit open source under the MIT license so we can all learn and iterate. - - - - - - You can force the platform to a particular one here. - This is useful if you're on OSX because some versions of mono don't have a way - to tell which platform we're running - - - - - Allows you to interact with Steam's UGC stuff (User Generated Content). - To put simply, this allows you to upload a folder of files to Steam. - - To upload a new file use CreateItem. This returns an Editor object. - This object is also used to edit existing items. - - To get a list of items you can call CreateQuery. From there you can download - an item and retrieve the folder that it's downloaded to. - - Generally there's no need to compress and decompress your uploads, so you should - usually be able to use the content straight from the destination folder. - - - - - - Called when an item has been downloaded. This could have been - because of a call to Download or because of a subscription triggered - via the browser/app. - - - - - Called when an item has been installed. This could have been - because of a call to Download or because of a subscription triggered - via the browser/app. - - - - - You should never have to call this manually - - - - - Creates a query object, which is used to get a list of items. - - This could be a list of the most popular items, or a search, - or just getting a list of the items you've uploaded. - - - - - Create a new Editor object with the intention of creating a new item. - Your item won't actually be created until you call Publish() on the object. - - - - - Returns a class representing this ItemId. We don't query - item name, description etc. We don't verify that item exists. - We don't verify that this item belongs to your app. - - - - - Gets an Item object for a specific item. This doesn't currently - query the item's name and description. It's only really useful - if you know an item's ID and want to download it, or check its - current download status. - - - - - How a query should be ordered. - - - - - The type of item you are querying for - - - - - Both MicrotransactionItems and subscriptionItems - - - - - Workshop item that is meant to be voted on for the purpose of selling in-game - - - - - normal Workshop item that can be subscribed to - - - - - Used to define the item type when creating - - - - - When querying a specific user's items this defines what - type of items you're looking for. - - - - - Return a URL to view this item online - - - - - The AppId you're querying. This defaults to this appid. - - - - - The AppId of the app used to upload the item. This defaults to 0 - which means all/any. - - - - - Page starts at 1 !! - - - - - Only return items with these tags - - - - - If true, return items that have all RequireTags - If false, return items that have any tags in RequireTags - - - - - Don't return any items with this tag - - - - - If you're querying for a particular file or files, add them to this. - - - - - Don't call this in production! - - - - - Current user's Username - - - - - Current user's SteamId - - - - - Initialize a server - query port will use the same as GamePort (MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE) - - - - - Should be called at least once every frame - - - - - Gets or sets the current MaxPlayers. - This doesn't enforce any kind of limit, it just updates the master server. - - - - - Gets or sets the current BotCount. - This doesn't enforce any kind of limit, it just updates the master server. - - - - - Gets or sets the current Map Name. - - - - - Gets or sets the current ModDir - - - - - Gets or sets the current Product - - - - - Gets or sets the current Product - - - - - Gets or sets the current ServerName - - - - - Gets or sets the current Passworded - - - - - Gets or sets the current GameTags - - - - - Log onto Steam anonymously - - - - - Sets a Key Value - - - - - Steamid, Ownerid, Status - - - - - Steam authetication statuses - - - - - Start authorizing a ticket. This user isn't authorized yet. Wait for a call to OnAuthChange. - - - - - Forget this guy. They're no longer in the game. - - - - - If true, Steam wants to send a packet. You should respond by sending - this packet in an unconnected way to the returned Address and Port - - - - - - - We have received a server query on our game port. Pass it to Steam to handle. - - - - - Allows getting and setting stats on users from the gameserver - - - - - Retrieve the stats for this user. If you pass a callback function in - this will be called when the stats are recieved, the bool will signify whether - it was successful or not. - - - - - Set the named statistic for this user - - - - - Set the named statistic for this user - - - - - Set the named stat for this user - - - - - Set the named stat for this user - - - - - We're only Pack = 8 on Windows - - - - diff --git a/Facepunch.Steamworks/bin/Release/Facepunch.Steamworks.XML b/Facepunch.Steamworks/bin/Release/Facepunch.Steamworks.XML deleted file mode 100644 index 79a0dd1..0000000 --- a/Facepunch.Steamworks/bin/Release/Facepunch.Steamworks.XML +++ /dev/null @@ -1,551 +0,0 @@ - - - - Facepunch.Steamworks - - - - - Current running program's AppId - - - - - Called with a message from Steam - - - - - An item in your inventory. - - - - - Careful, this might not be available. Especially on a game server. - - - - - Called when the local client's items are first retrieved, and when they change. - Obviously not called on the server. - - - - - A list of items owned by this user. You should call Refresh() before trying to access this, - and then wait until it's non null or listen to OnUpdate to find out immediately when it's populated. - - - - - You can send this data to a server, or another player who can then deserialize it - and get a verified list of items. - - - - - Serialized data exprires after an hour. This is the time the value in SerializedItems will expire. - - - - - Call this at least every two minutes, every frame doesn't hurt. - You should call it when you consider it active play time. - IE - your player is alive, and playing. - Don't stress on it too much tho cuz it's super hijackable anyway. - - - - - Call this to retrieve the items. - Note that if this has already been called it won't - trigger a call to OnUpdate unless the items have changed - - - - - Some definitions aren't sent to the client, and all aren't available on the server. - Manually getting a Definition here lets you call functions on those definitions. - - - - - Called every frame - - - - - If we have a local player request process it. - - - - - A list of items defined for this app. - This should be immediately populated and available. - - - - - Utility, given a "1;VLV250" string, convert it to a 2.5 - - - - - You really need me to explain what this does? - Use your brains. - - - - - An item definition. This describes an item in your Steam inventory, but is - not unique to that item. For example, this might be a tshirt, but you might be able to own - multiple tshirts. - - - - - If you're manually occupying the Definition (because maybe you're on a server - and want to hack around the fact that definitions aren't presented to you), - you can use this to set propertis. - - - - - Trigger an item drop. Call this when it's a good time to award - an item drop to a player. This won't automatically result in giving - an item to a player. Just call it every minute or so, or on launch. - ItemDefinition is usually a generator - - - - - Basic UDP send. Packets can't be bigger than 1200 bytes (your typical MTU size). Can be lost, or arrive out of order (rare). - The sending API does have some knowledge of the underlying connection, so if there is no NAT-traversal accomplished or - there is a recognized adjustment happening on the connection, the packet will be batched until the connection is open again. - - - - - As above, but if the underlying p2p connection isn't yet established the packet will just be thrown away. Using this on the first - packet sent to a remote host almost guarantees the packet will be dropped. - This is only really useful for kinds of data that should never buffer up, i.e. voice payload packets - - - - - - As above, but applies the Nagle algorithm to the send - sends will accumulate - until the current MTU size (typically ~1200 bytes, but can change) or ~200ms has passed (Nagle algorithm). - Useful if you want to send a set of smaller messages but have the coalesced into a single packet - Since the reliable stream is all ordered, you can do several small message sends with k_EP2PSendReliableWithBuffering and then - do a normal k_EP2PSendReliable to force all the buffered data to be sent. - - - - - Current user's Username - - - - - Current user's SteamId - - - - - Current Beta name, if ser - - - - - Should be called at least once every frame - - - - - History filters don't seem to work, so we don't bother. - You should apply them post process'dly - - - - - Favourite filters don't seem to work, so we don't bother. - You should apply them post process'dly - - - - - A list of servers that responded. If you're only interested in servers that responded since you - last updated, then simply clear this list. - - - - - A list of servers that were in the master list but didn't respond. - - - - - True when we have finished - - - - - Disposing will end the query - - - - - Callback when rules are receieved. - The bool is true if server responded properly. - - - - - List of server rules. Use HasRules to see if this is safe to access. - - - - - Returns true if this server has rules - - - - - Populates Rules for this server - - - - - Cancels a ticket. - You should cancel your ticket when you close the game or leave a server. - - - - - Creates an auth ticket. - Which you can send to a server to authenticate that you are who you say you are. - - - - - Returns the current BuildId of the game. - This is pretty useless, as it isn't guarenteed to return - the build id you're playing, or the latest build id. - - - - - Steam Id - - - - - Return true if blocked - - - - - Return true if is a friend. Returns false if blocked, request etc. - - - - - Their current display name - - - - - Returns true if this friend is online - - - - - Returns true if this friend is online and playing this game - - - - - Returns true if this friend is online and playing this game - - - - - The AppId this guy is playing - - - - - Returns all friends, even blocked, ignored, friend requests etc - - - - - Should be 32x32 - but make sure to check! - - - - - Should be 64x64 - but make sure to check! - - - - - Should be 184x184 - but make sure to check! - - - - - Return true if this image couldn't be loaded for some reason - - - - - Returns the optimal sample rate for voice - according to Steam - - - - - If set to true we are listening to the mic. - You should usually toggle this with the press of a key for push to talk. - - - - - The last time voice was detected, recorded - - - - - If set we will capture the audio at this rate. If unset (set to 0) will capture at OptimalSampleRate - - - - - Some platforms allow/need CallingConvention.ThisCall. If you're crashing with argument null - errors on certain platforms, try flipping this to true. - - I owe this logic to Riley Labrecque's hard work on Steamworks.net - I don't have the knowledge - or patience to find this shit on my own, so massive thanks to him. And also massive thanks to him - for releasing his shit open source under the MIT license so we can all learn and iterate. - - - - - - You can force the platform to a particular one here. - This is useful if you're on OSX because some versions of mono don't have a way - to tell which platform we're running - - - - - Returns a class representing this ItemId. We don't query - item name, description etc. We don't verify that item exists. - We don't verify that this item belongs to your app. - - - - - Both MicrotransactionItems and subscriptionItems - - - - - Workshop item that is meant to be voted on for the purpose of selling in-game - - - - - normal Workshop item that can be subscribed to - - - - - Return a URL to view this item online - - - - - The AppId you're querying. This defaults to this appid. - - - - - The AppId of the app used to upload the item. This defaults to 0 - which means all/any. - - - - - Page starts at 1 !! - - - - - Only return items with these tags - - - - - If true, return items that have all RequireTags - If false, return items that have any tags in RequireTags - - - - - Don't return any items with this tag - - - - - If you're querying for a particular file or files, add them to this. - - - - - Don't call this in production! - - - - - Current user's Username - - - - - Current user's SteamId - - - - - Initialize a server - query port will use the same as GamePort (MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE) - - - - - Should be called at least once every frame - - - - - Gets or sets the current MaxPlayers. - This doesn't enforce any kind of limit, it just updates the master server. - - - - - Gets or sets the current BotCount. - This doesn't enforce any kind of limit, it just updates the master server. - - - - - Gets or sets the current Map Name. - - - - - Gets or sets the current ModDir - - - - - Gets or sets the current Product - - - - - Gets or sets the current Product - - - - - Gets or sets the current ServerName - - - - - Gets or sets the current Passworded - - - - - Gets or sets the current GameTags - - - - - Log onto Steam anonymously - - - - - Sets a Key Value - - - - - Steamid, Ownerid, Status - - - - - Steam authetication statuses - - - - - Start authorizing a ticket. This user isn't authorized yet. Wait for a call to OnAuthChange. - - - - - Forget this guy. They're no longer in the game. - - - - - If true, Steam wants to send a packet. You should respond by sending - this packet in an unconnected way to the returned Address and Port - - - - - - - We have received a server query on our game port. Pass it to Steam to handle. - - - - - Retrieve the stats for this user - - - - - Set the named statistic for this user - - - - - Set the named statistic for this user - - - - - Set the named stat for this user - - - - - Set the named stat for this user - - - - - We're only Pack = 8 on Windows - - - -