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https://github.com/Facepunch/Facepunch.Steamworks.git
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Server stats callback include client steamid
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parent
7bd8aaa793
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@ -19,7 +19,7 @@ public void StatsGet()
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bool GotStats = false;
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server.Stats.Refresh( MySteamId, success =>
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server.Stats.Refresh( MySteamId, (steamid, success) =>
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{
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GotStats = true;
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Assert.IsTrue( success );
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@ -31,7 +31,7 @@ public struct StatsReceived
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/// this will be called when the stats are recieved, the bool will signify whether
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/// it was successful or not.
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/// </summary>
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public void Refresh( ulong steamid, Action<bool> Callback = null )
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public void Refresh( ulong steamid, Action<ulong, bool> Callback = null )
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{
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if ( Callback == null )
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{
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@ -41,7 +41,7 @@ public void Refresh( ulong steamid, Action<bool> Callback = null )
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server.native.gameServerStats.RequestUserStats( steamid, ( o, failed ) =>
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{
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Callback( o.Result == SteamNative.Result.OK && !failed );
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Callback( steamid, o.Result == SteamNative.Result.OK && !failed );
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} );
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}
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@ -50,7 +50,7 @@ public void Refresh( ulong steamid, Action<bool> Callback = null )
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/// You can do that using this function. The callback will let you know if
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/// your action succeeded, but most of the time you can fire and forget.
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/// </summary>
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public void Commit( ulong steamid, Action<bool> Callback = null )
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public void Commit( ulong steamid, Action<ulong, bool> Callback = null )
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{
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if ( Callback == null )
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{
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@ -60,7 +60,7 @@ public void Commit( ulong steamid, Action<bool> Callback = null )
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server.native.gameServerStats.StoreUserStats( steamid, ( o, failed ) =>
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{
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Callback( o.Result == SteamNative.Result.OK && !failed );
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Callback( steamid, o.Result == SteamNative.Result.OK && !failed );
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} );
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}
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