diff --git a/Facepunch.Steamworks.Test/AppTest.cs b/Facepunch.Steamworks.Test/AppTest.cs index 5ef8213..51921b7 100644 --- a/Facepunch.Steamworks.Test/AppTest.cs +++ b/Facepunch.Steamworks.Test/AppTest.cs @@ -95,7 +95,7 @@ public void InstalledDepots() [TestMethod] public async Task GetFileDetails() { - var fileinfo = await SteamApps.GetFileDetailsAsync( "hl2.exe" ); + var fileinfo = await SteamApps.GetFileDetailsAsync( "RustClient.exe" ); Console.WriteLine( $"fileinfo.SizeInBytes: {fileinfo?.SizeInBytes}" ); Console.WriteLine( $"fileinfo.Sha1: {fileinfo?.Sha1}" ); diff --git a/Facepunch.Steamworks.Test/Facepunch.Steamworks.TestWin32.csproj b/Facepunch.Steamworks.Test/Facepunch.Steamworks.TestWin32.csproj index 03f2d4b..9b2faa0 100644 --- a/Facepunch.Steamworks.Test/Facepunch.Steamworks.TestWin32.csproj +++ b/Facepunch.Steamworks.Test/Facepunch.Steamworks.TestWin32.csproj @@ -99,6 +99,8 @@ + + diff --git a/Facepunch.Steamworks.Test/Facepunch.Steamworks.TestWin64.csproj b/Facepunch.Steamworks.Test/Facepunch.Steamworks.TestWin64.csproj index 9f40a26..908c7b6 100644 --- a/Facepunch.Steamworks.Test/Facepunch.Steamworks.TestWin64.csproj +++ b/Facepunch.Steamworks.Test/Facepunch.Steamworks.TestWin64.csproj @@ -99,6 +99,8 @@ + + diff --git a/Facepunch.Steamworks.Test/FriendsTest.cs b/Facepunch.Steamworks.Test/FriendsTest.cs index f8183f9..fb13d85 100644 --- a/Facepunch.Steamworks.Test/FriendsTest.cs +++ b/Facepunch.Steamworks.Test/FriendsTest.cs @@ -7,6 +7,7 @@ namespace Steamworks { [DeploymentItem( "steam_api64.dll" )] + [DeploymentItem( "steam_api.dll" )] [TestClass] public class FriendsTest { diff --git a/Facepunch.Steamworks.Test/GameServerTest.cs b/Facepunch.Steamworks.Test/GameServerTest.cs index 6ed4150..090ba6b 100644 --- a/Facepunch.Steamworks.Test/GameServerTest.cs +++ b/Facepunch.Steamworks.Test/GameServerTest.cs @@ -5,7 +5,8 @@ namespace Steamworks { [DeploymentItem( "steam_api64.dll" )] - [TestClass] + [DeploymentItem( "steam_api.dll" )] + [TestClass] public partial class GameServerTest { [TestMethod] diff --git a/Facepunch.Steamworks.Test/InputTest.cs b/Facepunch.Steamworks.Test/InputTest.cs index 0c425db..b2eb60a 100644 --- a/Facepunch.Steamworks.Test/InputTest.cs +++ b/Facepunch.Steamworks.Test/InputTest.cs @@ -11,7 +11,8 @@ namespace Steamworks { [TestClass] [DeploymentItem( "steam_api64.dll" )] - [DeploymentItem( "controller_config/game_actions_252490.vdf" )] + [DeploymentItem( "steam_api.dll" )] + [DeploymentItem( "controller_config/game_actions_252490.vdf" )] public class InputTest { [TestMethod] diff --git a/Facepunch.Steamworks.Test/InventoryTest.cs b/Facepunch.Steamworks.Test/InventoryTest.cs index 27f04fe..4e8179a 100644 --- a/Facepunch.Steamworks.Test/InventoryTest.cs +++ b/Facepunch.Steamworks.Test/InventoryTest.cs @@ -10,7 +10,8 @@ namespace Steamworks { [TestClass] [DeploymentItem( "steam_api64.dll" )] - public class InventoryTest + [DeploymentItem( "steam_api.dll" )] + public class InventoryTest { [TestMethod] public async Task LoadItemDefinitionsAsync() diff --git a/Facepunch.Steamworks.Test/NetworkingSockets.cs b/Facepunch.Steamworks.Test/NetworkingSockets.cs index 9fca88b..16c1ea3 100644 --- a/Facepunch.Steamworks.Test/NetworkingSockets.cs +++ b/Facepunch.Steamworks.Test/NetworkingSockets.cs @@ -9,9 +9,10 @@ namespace Steamworks { - [TestClass] + [TestClass] [DeploymentItem( "steam_api64.dll" )] - public class NetworkingSocketsTest + [DeploymentItem( "steam_api.dll" )] + public partial class NetworkingSocketsTest { [TestMethod] @@ -43,12 +44,20 @@ public async Task CreateNormalServer() [TestMethod] public async Task RelayEndtoEnd() { - var socket = SteamNetworkingSockets.CreateRelaySocket( 7788 ); + SteamNetworkingUtils.InitRelayNetworkAccess(); + + // For some reason giving steam a couple of seconds here + // seems to prevent it returning null connections from ConnectNormal + await Task.Delay( 2000 ); + + Console.WriteLine( $"----- Creating Socket Relay Socket.." ); + var socket = SteamNetworkingSockets.CreateRelaySocket( 6 ); var server = socket.RunAsync(); await Task.Delay( 1000 ); - var connection = SteamNetworkingSockets.ConnectRelay( SteamClient.SteamId, 7788 ); + Console.WriteLine( $"----- Connecting To Socket via SteamId ({SteamClient.SteamId})" ); + var connection = SteamNetworkingSockets.ConnectRelay( SteamClient.SteamId, 6 ); var client = connection.RunAsync(); await Task.WhenAll( server, client ); @@ -57,231 +66,26 @@ public async Task RelayEndtoEnd() [TestMethod] public async Task NormalEndtoEnd() { + // For some reason giving steam a couple of seconds here + // seems to prevent it returning null connections from ConnectNormal + await Task.Delay( 2000 ); + + // + // Start the server + // + Console.WriteLine( "CreateNormalSocket" ); var socket = SteamNetworkingSockets.CreateNormalSocket( NetAddress.AnyIp( 12445 ) ); var server = socket.RunAsync(); - await Task.Delay( 1000 ); - + // + // Start the client + // + Console.WriteLine( "ConnectNormal" ); var connection = SteamNetworkingSockets.ConnectNormal( NetAddress.From( System.Net.IPAddress.Parse( "127.0.0.1" ), 12445 ) ); var client = connection.RunAsync(); await Task.WhenAll( server, client ); } - - private class TestConnectionInterface : ConnectionInterface - { - public override void OnConnectionChanged( ConnectionInfo data ) - { - Console.WriteLine( $"[Connection][{Connection}] [{data.State}]" ); - - base.OnConnectionChanged( data ); - } - - public override void OnConnecting( ConnectionInfo data ) - { - Console.WriteLine( $" - OnConnecting" ); - base.OnConnecting( data ); - } - - /// - /// Client is connected. They move from connecting to Connections - /// - public override void OnConnected( ConnectionInfo data ) - { - Console.WriteLine( $" - OnConnected" ); - base.OnConnected( data ); - } - - /// - /// The connection has been closed remotely or disconnected locally. Check data.State for details. - /// - public override void OnDisconnected( ConnectionInfo data ) - { - Console.WriteLine( $" - OnDisconnected" ); - base.OnDisconnected( data ); - } - - internal async Task RunAsync() - { - Console.WriteLine( "[Connection] RunAsync" ); - - var sw = System.Diagnostics.Stopwatch.StartNew(); - - while ( Connecting ) - { - await Task.Delay( 10 ); - - if ( sw.Elapsed.TotalSeconds > 30 ) - break; - } - - if ( !Connected ) - { - Console.WriteLine( "[Connection] Couldn't connect!" ); - Console.WriteLine( Connection.DetailedStatus() ); - return; - } - - Console.WriteLine( "[Connection] Hey We're Connected!" ); - - - sw = System.Diagnostics.Stopwatch.StartNew(); - while ( Connected ) - { - Receive(); - await Task.Delay( 100 ); - - if ( sw.Elapsed.TotalSeconds > 10 ) - { - Assert.Fail( "Client Took Too Long" ); - break; - } - } - } - - public override unsafe void OnMessage( IntPtr data, int size, long messageNum, long recvTime, int channel ) - { - // We're only sending strings, so it's fine to read this like this - var str = UTF8Encoding.UTF8.GetString( (byte*) data, size ); - - Console.WriteLine( $"[Connection][{messageNum}][{recvTime}][{channel}] \"{str}\"" ); - - if ( str.Contains( "Hello" ) ) - { - Connection.SendMessage( "Hello, How are you!?" ); - - Connection.SendMessage( "How do you like 20 messages in a row?" ); - - for ( int i=0; i<20; i++ ) - { - Connection.SendMessage( $"BLAMMO!" ); - } - } - - if ( str.Contains( "status" )) - { - Console.WriteLine( Connection.DetailedStatus() ); - } - - if ( str.Contains( "how about yourself" ) ) - { - Connection.SendMessage( "I'm great, but I have to go now, bye." ); - } - - if ( str.Contains( "hater" ) ) - { - Close(); - } - - } - } - - - private class TestSocketInterface : SocketInterface - { - public bool HasFinished = false; - - public override void OnConnectionChanged( Connection connection, ConnectionInfo data ) - { - Console.WriteLine( $"[Socket{Socket}][{connection}] [{data.State}]" ); - - base.OnConnectionChanged( connection, data ); - } - - public override void OnConnecting( Connection connection, ConnectionInfo data ) - { - Console.WriteLine( $" - OnConnecting" ); - base.OnConnecting( connection, data ); - } - - /// - /// Client is connected. They move from connecting to Connections - /// - public override void OnConnected( Connection connection, ConnectionInfo data ) - { - Console.WriteLine( $" - OnConnected" ); - base.OnConnected( connection, data ); - } - - /// - /// The connection has been closed remotely or disconnected locally. Check data.State for details. - /// - public override void OnDisconnected( Connection connection, ConnectionInfo data ) - { - Console.WriteLine( $" - OnDisconnected" ); - base.OnDisconnected( connection, data ); - } - - internal async Task RunAsync() - { - var sw = System.Diagnostics.Stopwatch.StartNew(); - - while ( Connected.Count == 0 ) - { - await Task.Delay( 10 ); - - if ( sw.Elapsed.TotalSeconds > 2 ) - { - Assert.Fail( "Client Took Too Long To Connect" ); - break; - } - } - - await Task.Delay( 1000 ); - - var singleClient = Connected.First(); - - singleClient.SendMessage( "Hey?" ); - await Task.Delay( 100 ); - singleClient.SendMessage( "Anyone?" ); - await Task.Delay( 100 ); - singleClient.SendMessage( "What's this?" ); - await Task.Delay( 100 ); - singleClient.SendMessage( "What's your status?" ); - await Task.Delay( 10 ); - singleClient.SendMessage( "Greetings!!??" ); - await Task.Delay( 100 ); - singleClient.SendMessage( "Hello Client!?" ); - - sw = System.Diagnostics.Stopwatch.StartNew(); - - while ( Connected.Contains( singleClient ) ) - { - Receive(); - await Task.Delay( 100 ); - - if ( sw.Elapsed.TotalSeconds > 10 ) - { - Assert.Fail( "Socket Took Too Long" ); - break; - } - } - - await Task.Delay( 1000 ); - - Close(); - } - - public override unsafe void OnMessage( Connection connection, NetIdentity identity, IntPtr data, int size, long messageNum, long recvTime, int channel ) - { - // We're only sending strings, so it's fine to read this like this - var str = UTF8Encoding.UTF8.GetString( (byte*)data, size ); - - Console.WriteLine( $"[SOCKET][{connection}[{identity}][{messageNum}][{recvTime}][{channel}] \"{str}\"" ); - - if ( str.Contains( "Hello, How are you" ) ) - { - connection.SendMessage( "I'm great thanks, how about yourself?" ); - } - - if ( str.Contains( "bye" ) ) - { - connection.SendMessage( "See you later, hater." ); - connection.Flush(); - connection.Close( true, 10, "Said Bye" ); - } - } - } } -} +} \ No newline at end of file diff --git a/Facepunch.Steamworks.Test/NetworkingSocketsTest.TestConnectionInterface.cs b/Facepunch.Steamworks.Test/NetworkingSocketsTest.TestConnectionInterface.cs new file mode 100644 index 0000000..e5b5756 --- /dev/null +++ b/Facepunch.Steamworks.Test/NetworkingSocketsTest.TestConnectionInterface.cs @@ -0,0 +1,120 @@ +using System; +using System.Text; +using System.Threading.Tasks; +using Microsoft.VisualStudio.TestTools.UnitTesting; +using Steamworks.Data; + +namespace Steamworks +{ + public partial class NetworkingSocketsTest + { + private class TestConnectionInterface : ConnectionInterface + { + public override void OnConnectionChanged( ConnectionInfo data ) + { + Console.WriteLine( $"[Connection][{Connection}] [{data.State}]" ); + + base.OnConnectionChanged( data ); + } + + public override void OnConnecting( ConnectionInfo data ) + { + Console.WriteLine( $" - OnConnecting" ); + base.OnConnecting( data ); + } + + /// + /// Client is connected. They move from connecting to Connections + /// + public override void OnConnected( ConnectionInfo data ) + { + Console.WriteLine( $" - OnConnected" ); + base.OnConnected( data ); + } + + /// + /// The connection has been closed remotely or disconnected locally. Check data.State for details. + /// + public override void OnDisconnected( ConnectionInfo data ) + { + Console.WriteLine( $" - OnDisconnected" ); + base.OnDisconnected( data ); + } + + internal async Task RunAsync() + { + Console.WriteLine( "[Connection] RunAsync" ); + + var sw = System.Diagnostics.Stopwatch.StartNew(); + + while ( Connecting ) + { + await Task.Delay( 10 ); + + if ( sw.Elapsed.TotalSeconds > 30 ) + break; + } + + if ( !Connected ) + { + Console.WriteLine( "[Connection] Couldn't connect!" ); + Console.WriteLine( Connection.DetailedStatus() ); + return; + } + + Console.WriteLine( "[Connection] Hey We're Connected!" ); + + + sw = System.Diagnostics.Stopwatch.StartNew(); + while ( Connected ) + { + Receive(); + await Task.Delay( 100 ); + + if ( sw.Elapsed.TotalSeconds > 10 ) + { + Assert.Fail( "Client Took Too Long" ); + break; + } + } + } + + public override unsafe void OnMessage( IntPtr data, int size, long messageNum, long recvTime, int channel ) + { + // We're only sending strings, so it's fine to read this like this + var str = UTF8Encoding.UTF8.GetString( (byte*) data, size ); + + Console.WriteLine( $"[Connection][{messageNum}][{recvTime}][{channel}] \"{str}\"" ); + + if ( str.Contains( "Hello" ) ) + { + Connection.SendMessage( "Hello, How are you!?" ); + + Connection.SendMessage( "How do you like 20 messages in a row?" ); + + for ( int i=0; i<20; i++ ) + { + Connection.SendMessage( $"BLAMMO!" ); + } + } + + if ( str.Contains( "status" )) + { + Console.WriteLine( Connection.DetailedStatus() ); + } + + if ( str.Contains( "how about yourself" ) ) + { + Connection.SendMessage( "I'm great, but I have to go now, bye." ); + } + + if ( str.Contains( "hater" ) ) + { + Close(); + } + + } + } + } + +} \ No newline at end of file diff --git a/Facepunch.Steamworks.Test/NetworkingSocketsTest.TestSocketInterface.cs b/Facepunch.Steamworks.Test/NetworkingSocketsTest.TestSocketInterface.cs new file mode 100644 index 0000000..8941fcb --- /dev/null +++ b/Facepunch.Steamworks.Test/NetworkingSocketsTest.TestSocketInterface.cs @@ -0,0 +1,119 @@ +using System; +using System.Linq; +using System.Text; +using System.Threading.Tasks; +using Microsoft.VisualStudio.TestTools.UnitTesting; +using Steamworks.Data; + +namespace Steamworks +{ + public partial class NetworkingSocketsTest + { + private class TestSocketInterface : SocketInterface + { + public bool HasFinished = false; + + public override void OnConnectionChanged( Connection connection, ConnectionInfo data ) + { + Console.WriteLine( $"[Socket{Socket}][{connection}] [{data.State}]" ); + + base.OnConnectionChanged( connection, data ); + } + + public override void OnConnecting( Connection connection, ConnectionInfo data ) + { + Console.WriteLine( $" - OnConnecting" ); + base.OnConnecting( connection, data ); + } + + /// + /// Client is connected. They move from connecting to Connections + /// + public override void OnConnected( Connection connection, ConnectionInfo data ) + { + Console.WriteLine( $" - OnConnected" ); + base.OnConnected( connection, data ); + } + + /// + /// The connection has been closed remotely or disconnected locally. Check data.State for details. + /// + public override void OnDisconnected( Connection connection, ConnectionInfo data ) + { + Console.WriteLine( $" - OnDisconnected" ); + base.OnDisconnected( connection, data ); + } + + internal async Task RunAsync() + { + var sw = System.Diagnostics.Stopwatch.StartNew(); + + while ( Connected.Count == 0 ) + { + await Task.Delay( 10 ); + + if ( sw.Elapsed.TotalSeconds > 5 ) + { + Assert.Fail( "Client Took Too Long To Connect" ); + break; + } + } + + await Task.Delay( 1000 ); + + var singleClient = Connected.First(); + + singleClient.SendMessage( "Hey?" ); + await Task.Delay( 100 ); + singleClient.SendMessage( "Anyone?" ); + await Task.Delay( 100 ); + singleClient.SendMessage( "What's this?" ); + await Task.Delay( 100 ); + singleClient.SendMessage( "What's your status?" ); + await Task.Delay( 10 ); + singleClient.SendMessage( "Greetings!!??" ); + await Task.Delay( 100 ); + singleClient.SendMessage( "Hello Client!?" ); + + sw = System.Diagnostics.Stopwatch.StartNew(); + + while ( Connected.Contains( singleClient ) ) + { + Receive(); + await Task.Delay( 100 ); + + if ( sw.Elapsed.TotalSeconds > 10 ) + { + Assert.Fail( "Socket Took Too Long" ); + break; + } + } + + await Task.Delay( 1000 ); + + Close(); + } + + public override unsafe void OnMessage( Connection connection, NetIdentity identity, IntPtr data, int size, long messageNum, long recvTime, int channel ) + { + // We're only sending strings, so it's fine to read this like this + var str = UTF8Encoding.UTF8.GetString( (byte*)data, size ); + + Console.WriteLine( $"[SOCKET][{connection}[{identity}][{messageNum}][{recvTime}][{channel}] \"{str}\"" ); + + if ( str.Contains( "Hello, How are you" ) ) + { + connection.SendMessage( "I'm great thanks, how about yourself?" ); + } + + if ( str.Contains( "bye" ) ) + { + connection.SendMessage( "See you later, hater." ); + connection.Flush(); + connection.Close( true, 10, "Said Bye" ); + } + } + } + } + +} \ No newline at end of file diff --git a/Facepunch.Steamworks.Test/NetworkingUtils.cs b/Facepunch.Steamworks.Test/NetworkingUtils.cs index 6f8d974..2c84ed7 100644 --- a/Facepunch.Steamworks.Test/NetworkingUtils.cs +++ b/Facepunch.Steamworks.Test/NetworkingUtils.cs @@ -9,9 +9,10 @@ namespace Steamworks { [TestClass] [DeploymentItem( "steam_api64.dll" )] + [DeploymentItem( "steam_api.dll" )] public class NetworkUtilsTest { - static string GarrysLocation = "lhr=19+1,ams=25+2/25+1,par=29+2,fra=31+3/30+1,lux=33+3,vie=44+4/41+1,waw=47+4/45+1,sto2=48+4/46+2,sto=50+5/46+2,iad=107+10/91+1,sgp=186+18,gru=252+25/234+1"; + static string GarrysLocation = "lhr=4+0,ams=13+1/10+0,par=17+1/12+0,lux=17+1,fra=18+1/18+0,sto=25+2,sto2=26+2,mad=27+2,vie=31+3/30+0,iad=90+9/75+0,sgp=173+17/174+17,gru=200+20/219+0"; [TestMethod] public async Task LocalPingLocation() @@ -59,4 +60,4 @@ public async Task GetEstimatedPing() } } -} +} \ No newline at end of file diff --git a/Facepunch.Steamworks.Test/RemoteStorageTest.cs b/Facepunch.Steamworks.Test/RemoteStorageTest.cs index 157315d..512c5eb 100644 --- a/Facepunch.Steamworks.Test/RemoteStorageTest.cs +++ b/Facepunch.Steamworks.Test/RemoteStorageTest.cs @@ -10,7 +10,8 @@ namespace Steamworks { [TestClass] [DeploymentItem( "steam_api64.dll" )] - public class RemoteStorageTest + [DeploymentItem( "steam_api.dll" )] + public class RemoteStorageTest { [TestMethod] public void Quotas() diff --git a/Facepunch.Steamworks.Test/ServerlistTest.cs b/Facepunch.Steamworks.Test/ServerlistTest.cs index 2568564..5a06d77 100644 --- a/Facepunch.Steamworks.Test/ServerlistTest.cs +++ b/Facepunch.Steamworks.Test/ServerlistTest.cs @@ -11,7 +11,8 @@ namespace Steamworks { [TestClass] [DeploymentItem( "steam_api64.dll" )] - public partial class ServerListTest + [DeploymentItem( "steam_api.dll" )] + public partial class ServerListTest { [TestMethod] public void IpAddressConversions() diff --git a/Facepunch.Steamworks.Test/SteamMatchmakingTest.cs b/Facepunch.Steamworks.Test/SteamMatchmakingTest.cs index abfe446..0846e94 100644 --- a/Facepunch.Steamworks.Test/SteamMatchmakingTest.cs +++ b/Facepunch.Steamworks.Test/SteamMatchmakingTest.cs @@ -10,7 +10,8 @@ namespace Steamworks { [TestClass] [DeploymentItem( "steam_api64.dll" )] - public class SteamMatchmakingTest + [DeploymentItem( "steam_api.dll" )] + public class SteamMatchmakingTest { [TestMethod] public async Task LobbyList() diff --git a/Facepunch.Steamworks.Test/SteamNetworkingTest.cs b/Facepunch.Steamworks.Test/SteamNetworkingTest.cs index c07d15e..9c61e2a 100644 --- a/Facepunch.Steamworks.Test/SteamNetworkingTest.cs +++ b/Facepunch.Steamworks.Test/SteamNetworkingTest.cs @@ -10,7 +10,8 @@ namespace Steamworks { [TestClass] [DeploymentItem( "steam_api64.dll" )] - public class SteamNetworkingTest + [DeploymentItem( "steam_api.dll" )] + public class SteamNetworkingTest { [TestMethod] public async Task SendP2PPacket() diff --git a/Facepunch.Steamworks.Test/UgcEditor.cs b/Facepunch.Steamworks.Test/UgcEditor.cs index 6edba5d..ab222b1 100644 --- a/Facepunch.Steamworks.Test/UgcEditor.cs +++ b/Facepunch.Steamworks.Test/UgcEditor.cs @@ -10,7 +10,8 @@ namespace Steamworks { [TestClass] [DeploymentItem( "steam_api64.dll" )] - public class UgcEditor + [DeploymentItem( "steam_api.dll" )] + public class UgcEditor { [TestMethod] public async Task CreateFile() diff --git a/Facepunch.Steamworks.Test/UgcQuery.cs b/Facepunch.Steamworks.Test/UgcQuery.cs index 041e4f5..254141e 100644 --- a/Facepunch.Steamworks.Test/UgcQuery.cs +++ b/Facepunch.Steamworks.Test/UgcQuery.cs @@ -10,7 +10,8 @@ namespace Steamworks { [TestClass] [DeploymentItem( "steam_api64.dll" )] - public class UgcQueryTests + [DeploymentItem( "steam_api.dll" )] + public class UgcQueryTests { [TestMethod] public async Task QueryAll() diff --git a/Facepunch.Steamworks.Test/UgcTest.cs b/Facepunch.Steamworks.Test/UgcTest.cs index 9c15019..14ab767 100644 --- a/Facepunch.Steamworks.Test/UgcTest.cs +++ b/Facepunch.Steamworks.Test/UgcTest.cs @@ -10,7 +10,8 @@ namespace Steamworks { [TestClass] [DeploymentItem( "steam_api64.dll" )] - public class UgcTest + [DeploymentItem( "steam_api.dll" )] + public class UgcTest { [TestMethod] public void Download() diff --git a/Facepunch.Steamworks.Test/UserStatsTest.cs b/Facepunch.Steamworks.Test/UserStatsTest.cs index 1f41180..3e622fe 100644 --- a/Facepunch.Steamworks.Test/UserStatsTest.cs +++ b/Facepunch.Steamworks.Test/UserStatsTest.cs @@ -10,7 +10,8 @@ namespace Steamworks { [TestClass] [DeploymentItem( "steam_api64.dll" )] - public class UserStatsTest + [DeploymentItem( "steam_api.dll" )] + public class UserStatsTest { [TestMethod] public async Task AchievementList() diff --git a/Facepunch.Steamworks.Test/UserTest.cs b/Facepunch.Steamworks.Test/UserTest.cs index 48ef38e..9ddcf4b 100644 --- a/Facepunch.Steamworks.Test/UserTest.cs +++ b/Facepunch.Steamworks.Test/UserTest.cs @@ -11,7 +11,8 @@ namespace Steamworks { [TestClass] [DeploymentItem( "steam_api64.dll" )] - public class UserTest + [DeploymentItem( "steam_api.dll" )] + public class UserTest { [TestMethod] public void GetVoice() diff --git a/Facepunch.Steamworks.Test/UtilsTest.cs b/Facepunch.Steamworks.Test/UtilsTest.cs index 05b4cf7..225faec 100644 --- a/Facepunch.Steamworks.Test/UtilsTest.cs +++ b/Facepunch.Steamworks.Test/UtilsTest.cs @@ -9,7 +9,8 @@ namespace Steamworks { [TestClass] [DeploymentItem( "steam_api64.dll" )] - public class UtilsTest + [DeploymentItem( "steam_api.dll" )] + public class UtilsTest { [TestMethod] public void SecondsSinceAppActive() diff --git a/Facepunch.Steamworks.Test/bin/Release/steam_api.dll b/Facepunch.Steamworks.Test/bin/Release/steam_api.dll index 060b6b9..6e0f440 100644 Binary files a/Facepunch.Steamworks.Test/bin/Release/steam_api.dll and b/Facepunch.Steamworks.Test/bin/Release/steam_api.dll differ diff --git a/Facepunch.Steamworks.Test/bin/Release/steam_api64.dll b/Facepunch.Steamworks.Test/bin/Release/steam_api64.dll index 328dade..ad13f2b 100644 Binary files a/Facepunch.Steamworks.Test/bin/Release/steam_api64.dll and b/Facepunch.Steamworks.Test/bin/Release/steam_api64.dll differ diff --git a/Facepunch.Steamworks.Test/bin/x64/Debug/steam_api64.dll b/Facepunch.Steamworks.Test/bin/x64/Debug/steam_api64.dll index 328dade..ad13f2b 100644 Binary files a/Facepunch.Steamworks.Test/bin/x64/Debug/steam_api64.dll and b/Facepunch.Steamworks.Test/bin/x64/Debug/steam_api64.dll differ