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@ -16,7 +16,7 @@ public partial class Client : BaseSteamworks
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public ulong SteamId { get; private set; }
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/// <summary>
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/// Current Beta name, if ser
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/// Current Beta name, if we're using a beta branch.
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/// </summary>
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public string BetaName { get; private set; }
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@ -36,12 +36,6 @@ public Client( uint appId )
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return;
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}
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//
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// Set up warning hook callback
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//
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// SteamAPIWarningMessageHook ptr = InternalOnWarning;
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// native.client.SetWarningMessageHook( Marshal.GetFunctionPointerForDelegate( ptr ) );
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//
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// Setup interfaces that client and server both have
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//
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@ -69,9 +63,6 @@ public Client( uint appId )
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Update();
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}
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[UnmanagedFunctionPointer( CallingConvention.Cdecl )]
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public delegate void SteamAPIWarningMessageHook( int nSeverity, System.Text.StringBuilder pchDebugText );
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private void InternalOnWarning( int nSeverity, System.Text.StringBuilder text )
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{
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if ( OnMessage != null )
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@ -94,6 +85,9 @@ public override void Update()
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base.Update();
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}
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/// <summary>
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/// Call when finished to shut down the Steam client.
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/// </summary>
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public override void Dispose()
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{
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if ( Voice != null )
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@ -6,6 +6,11 @@
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namespace Facepunch.Steamworks
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{
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/// <summary>
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/// Initialize this class for Game Servers.
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///
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/// Game servers offer a limited amount of Steam functionality - and don't require the Steam client.
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/// </summary>
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public partial class Server : BaseSteamworks
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{
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/// <summary>
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@ -20,6 +25,15 @@ public partial class Server : BaseSteamworks
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internal override bool IsGameServer { get { return true; } }
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/// <summary>
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/// Initialize a Steam Server instance
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/// </summary>
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/// <param name="appId">You game's AppId</param>
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/// <param name="IpAddress">The IP Address to bind to. Can be 0 to mean "any".</param>
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/// <param name="GamePort">The port you game listens to for connections.</param>
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/// <param name="QueryPort">The port Steam should use for server queries.</param>
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/// <param name="Secure">True if you want to use VAC</param>
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/// <param name="VersionString">A string defining version, ie "1001"</param>
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public Server( uint appId, uint IpAddress, ushort GamePort, ushort QueryPort, bool Secure, string VersionString )
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{
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native = new Interop.NativeInterface();
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@ -34,14 +48,6 @@ public Server( uint appId, uint IpAddress, ushort GamePort, ushort QueryPort, bo
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return;
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}
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//
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// Set up warning hook callback
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//
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// SteamAPIWarningMessageHook ptr = InternalOnWarning;
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// var d = Marshal.GetFunctionPointerForDelegate( ptr );
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// var rr = GCHandle.Alloc( d );
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// native.utils.SetWarningMessageHook( d );
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//
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// Setup interfaces that client and server both have
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//
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@ -68,15 +74,13 @@ public Server( uint appId, uint IpAddress, ushort GamePort, ushort QueryPort, bo
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/// <summary>
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/// Initialize a server - query port will use the same as GamePort (MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE)
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/// This means you'll need to detect and manually process and reply to server queries.
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/// </summary>
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public Server( uint appId, uint IpAddress, ushort GamePort, bool Secure, string VersionString ) : this( appId, IpAddress, GamePort, 0xFFFF, Secure, VersionString )
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{
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}
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[UnmanagedFunctionPointer( CallingConvention.Cdecl )]
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public delegate void SteamAPIWarningMessageHook( int nSeverity, string pchDebugText );
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private void InternalOnWarning( int nSeverity, string text )
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{
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if ( OnMessage != null )
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@ -143,7 +147,7 @@ public string ModDir
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private string _modDir = "";
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/// <summary>
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/// Gets or sets the current Product
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/// Gets or sets the current product. This isn't really used.
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/// </summary>
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public string Product
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{
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@ -173,7 +177,7 @@ public string ServerName
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private string _serverName = "";
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/// <summary>
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/// Gets or sets the current Passworded
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/// Set whether the server should report itself as passworded
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/// </summary>
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public bool Passworded
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{
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@ -183,7 +187,8 @@ public bool Passworded
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private bool _passworded;
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/// <summary>
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/// Gets or sets the current GameTags
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/// Gets or sets the current GameTags. This is a comma seperated list of tags for this server.
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/// When querying the server list you can filter by these tags.
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/// </summary>
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public string GameTags
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{
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@ -193,7 +198,7 @@ public string GameTags
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private string _gametags = "";
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/// <summary>
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/// Log onto Steam anonymously
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/// Log onto Steam anonymously.
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/// </summary>
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public void LogOnAnonymous()
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{
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@ -203,7 +208,10 @@ public void LogOnAnonymous()
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Dictionary<string, string> KeyValue = new Dictionary<string, string>();
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/// <summary>
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/// Sets a Key Value
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/// Sets a Key Value. These can be anything you like, and are accessible
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/// when querying servers from the server list.
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///
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/// Information describing gamemodes are common here.
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/// </summary>
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public void SetKey( string Key, string Value )
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{
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@ -222,11 +230,20 @@ public void SetKey( string Key, string Value )
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native.gameServer.SetKeyValue( Key, Value );
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}
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/// <summary>
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/// Update this connected player's information. You should really call this
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/// any time a player's name or score changes. This keeps the information shown
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/// to server queries up to date.
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/// </summary>
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public void UpdatePlayer( ulong steamid, string name, int score )
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{
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native.gameServer.BUpdateUserData( steamid, name, (uint) score );
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}
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/// <summary>
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/// Returns true if the server is connected and registered with the Steam master server
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/// You should have called LogOnAnonymous etc on startup.
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/// </summary>
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public bool LoggedOn
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{
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get { return native.gameServer.BLoggedOn(); }
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