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
-
-
-
-