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User events
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@ -36,6 +36,7 @@ namespace Steamworks
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Parental.InstallEvents();
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Parental.InstallEvents();
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Music.InstallEvents();
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Music.InstallEvents();
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Video.InstallEvents();
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Video.InstallEvents();
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User.InstallEvents();
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}
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}
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internal static void RegisterCallback( IntPtr intPtr, int callbackId )
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internal static void RegisterCallback( IntPtr intPtr, int callbackId )
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@ -9,7 +9,8 @@ using SteamNative;
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namespace Steamworks
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namespace Steamworks
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{
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{
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/// <summary>
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/// <summary>
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/// Undocumented Parental Settings
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/// Functions for accessing and manipulating Steam user information.
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/// This is also where the APIs for Steam Voice are exposed.
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/// </summary>
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/// </summary>
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public static class User
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public static class User
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{
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{
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@ -35,11 +36,69 @@ namespace Steamworks
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internal static void InstallEvents()
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internal static void InstallEvents()
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{
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{
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// new Event<BroadcastUploadStart_t>( x => OnBroadcastStarted?.Invoke() );
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new Event<SteamServersConnected_t>( x => OnSteamServersConnected?.Invoke() );
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// new Event<BroadcastUploadStop_t>( x => OnBroadcastStopped?.Invoke( x.Result ) );
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new Event<SteamServerConnectFailure_t>( x => OnSteamServerConnectFailure?.Invoke() );
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new Event<SteamServersDisconnected_t>( x => OnSteamServersDisconnected?.Invoke() );
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new Event<ClientGameServerDeny_t>( x => OnClientGameServerDeny?.Invoke() );
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new Event<LicensesUpdated_t>( x => OnLicensesUpdated?.Invoke() );
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new Event<ValidateAuthTicketResponse_t>( x => OnValidateAuthTicketResponse?.Invoke( x.SteamID, x.OwnerSteamID, x.AuthSessionResponse ) );
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new Event<MicroTxnAuthorizationResponse_t>( x => OnMicroTxnAuthorizationResponse?.Invoke( x.AppID, x.OrderID, x.Authorized != 0 ) );
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new Event<GameWebCallback_t>( x => OnGameWebCallback?.Invoke( x.URL ) );
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}
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}
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// public static event Action OnBroadcastStarted;
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/// <summary>
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/// Called when a connections to the Steam back-end has been established.
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/// This means the Steam client now has a working connection to the Steam servers.
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/// Usually this will have occurred before the game has launched, and should only be seen if the
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/// user has dropped connection due to a networking issue or a Steam server update.
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/// </summary>
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public static event Action OnSteamServersConnected;
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/// <summary>
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/// Called when a connection attempt has failed.
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/// This will occur periodically if the Steam client is not connected,
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/// and has failed when retrying to establish a connection.
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/// </summary>
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public static event Action OnSteamServerConnectFailure;
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/// <summary>
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/// Called if the client has lost connection to the Steam servers.
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/// Real-time services will be disabled until a matching OnSteamServersConnected has been posted.
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/// </summary>
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public static event Action OnSteamServersDisconnected;
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/// <summary>
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/// Sent by the Steam server to the client telling it to disconnect from the specified game server,
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/// which it may be in the process of or already connected to.
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/// The game client should immediately disconnect upon receiving this message.
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/// This can usually occur if the user doesn't have rights to play on the game server.
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/// </summary>
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public static event Action OnClientGameServerDeny;
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/// <summary>
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/// Called whenever the users licenses (owned packages) changes.
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/// </summary>
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public static event Action OnLicensesUpdated;
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/// <summary>
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/// Called when an auth ticket has been validated.
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/// The first parameter is the steamid of this user
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/// The second is the Steam ID that owns the game, this will be different from the first if the game is being borrowed via Steam Family Sharing
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/// </summary>
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public static event Action<CSteamID, CSteamID, AuthSessionResponse> OnValidateAuthTicketResponse;
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/// <summary>
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/// Called when a user has responded to a microtransaction authorization request.
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/// ( appid, orderid, user authorized )
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/// </summary>
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public static event Action<AppId, ulong, bool> OnMicroTxnAuthorizationResponse;
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/// <summary>
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/// Sent to your game in response to a steam://gamewebcallback/ command from a user clicking a link in the Steam overlay browser.
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/// You can use this to add support for external site signups where you want to pop back into the browser after some web page
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/// signup sequence, and optionally get back some detail about that.
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/// </summary>
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public static event Action<string> OnGameWebCallback;
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/// <summary>
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/// <summary>
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/// Checks if the current user's Steam client is connected to the Steam servers.
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/// Checks if the current user's Steam client is connected to the Steam servers.
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