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Update README.md
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README.md
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README.md
@ -17,12 +17,22 @@ C# is meant to make things easier. So lets try to wrap it up in a way that makes
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## What
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So say you want to print a list of your friends?
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### Get your own information
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```csharp
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foreach ( var friend in client.Friends.All )
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SteamClient.SteamId // Your SteamId
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SteamClient.Name // Your Name
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```
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### View your friends list
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```csharp
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foreach ( var friend in SteamFriends.GetFriends() )
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{
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Console.WriteLine( "{0}: {1}", friend.Id, friend.Name );
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Console.WriteLine( "{friend.Id}: {friend.Name}" );
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Console.WriteLine( "{friend.IsOnline} / {friend.SteamLevel}" );
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friend.SendMessage( "Hello Friend" );
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}
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```
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@ -31,11 +41,122 @@ But what if you want to get a list of friends playing the same game that we're p
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```csharp
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foreach ( var friend in client.Friends.All.Where( x => x.IsPlayingThisGame ) )
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{
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Console.WriteLine( "{0}: {1}", friend.Id, friend.Name );
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//
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}
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```
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You can view examples of everything in the Facepunch.Steamworks.Test project.
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### App Info
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```csharp
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Console.WriteLine( SteamApps.GameLanguage ); // Print the current game language
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var installDir = SteamApps.AppInstallDir( 4000 ); // Get the path to the Garry's Mod install folder
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var fileinfo = await SteamApps.GetFileDetailsAsync( "hl2.exe" ); // async get file details
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DoSomething( fileinfo.SizeInBytes, fileinfo.Sha1 );
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```
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### Get Avatars
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```csharp
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var image = await SteamFriends.GetLargeAvatarAsync( steamid );
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if ( !image.HasValue ) return DefaultImage;
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return MakeTextureFromRGBA( image.Data, image.Width, image.Height );
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```
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### Get a list of servers
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```csharp
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using ( var list = new ServerList.Internet() )
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{
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list.AddFilter( "map", "de_dust" );
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await list.RunQueryAsync();
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foreach ( var server in list.Responsive )
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{
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Console.WriteLine( $"{server.Address} {server.Name}" );
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}
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}
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```
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### Achievements
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List them
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```csharp
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foreach ( var a in SteamUserStats.Achievements )
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{
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Console.WriteLine( $"{a.Name} ({a.State}})" );
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}
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```
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Unlock them
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```csharp
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var ach = new Achievement( "GM_PLAYED_WITH_GARRY" );
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ach.Trigger();
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```
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### Voice
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```csharp
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SteamUser.VoiceRecord = KeyDown( "V" );
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if ( SteamUser.HasVoiceData )
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{
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var bytesrwritten = SteamUser.ReadVoiceData( stream );
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// Send Stream Data To Server or Something
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}
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```
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### Auth
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```csharp
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// Client sends ticket data to server somehow
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var ticket = SteamUser.GetAuthSessionTicket();
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// server listens to event
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SteamServer.OnValidateAuthTicketResponse += ( steamid, ownerid, rsponse ) =>
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{
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if ( rsponse == AuthResponse.OK )
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TellUserTheyCanBeOnServer( steamid );
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else
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KickUser( steamid );
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};
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// server gets ticket data from client, calls this function.. which either returns
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// false straight away, or will issue a TicketResponse.
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if ( !SteamServer.BeginAuthSession( ticketData, clientSteamId ) )
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{
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KickUser( clientSteamId );
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}
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//
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// Client is leaving, cancels their ticket OnValidateAuth is called on the server again
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// this time with AuthResponse.AuthTicketCanceled
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//
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ticket.Cancel();
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```
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### Utils
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```csharp
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SteamUtils.SecondsSinceAppActive;
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SteamUtils.SecondsSinceComputerActive;
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SteamUtils.IpCountry;
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SteamUtils.UsingBatteryPower;
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SteamUtils.CurrentBatteryPower;
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SteamUtils.AppId;
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SteamUtils.IsOverlayEnabled;
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SteamUtils.IsSteamRunningInVR;
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SteamUtils.IsSteamInBigPictureMode;
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```
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# Usage
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