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