Facepunch.Steamworks/Facepunch.Steamworks/SteamApps.cs
2023-03-17 16:32:18 +01:00

312 lines
11 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
using Steamworks.Data;
namespace Steamworks
{
/// <summary>
/// Exposes a wide range of information and actions for applications and Downloadable Content (DLC).
/// </summary>
public class SteamApps : SteamSharedClass<SteamApps>
{
internal static ISteamApps Internal => Interface as ISteamApps;
internal override bool InitializeInterface( bool server )
{
SetInterface( server, new ISteamApps( server ) );
if ( Interface.Self == IntPtr.Zero ) return false;
InstallEvents();
return true;
}
internal static void InstallEvents()
{
Dispatch.Install<DlcInstalled_t>( x => OnDlcInstalled?.Invoke( x.AppID ) );
Dispatch.Install<NewUrlLaunchParameters_t>( x => OnNewLaunchParameters?.Invoke() );
}
/// <summary>
/// Posted after the user gains ownership of DLC and that DLC is installed.
/// </summary>
public static event Action<AppId> OnDlcInstalled;
/// <summary>
/// Posted after the user gains executes a Steam URL with command line or query parameters
/// such as steam://run/appid//-commandline/?param1=value1(and)param2=value2(and)param3=value3 etc
/// while the game is already running. The new params can be queried
/// with GetLaunchQueryParam and GetLaunchCommandLine.
/// </summary>
public static event Action OnNewLaunchParameters;
/// <summary>
/// Gets whether or not the active user is subscribed to the current App ID.
/// </summary>
public static bool IsSubscribed => Internal.BIsSubscribed();
/// <summary>
/// Gets whether or not the user borrowed this game via Family Sharing. If true, call GetAppOwner() to get the lender SteamID.
/// </summary>
public static bool IsSubscribedFromFamilySharing => Internal.BIsSubscribedFromFamilySharing();
/// <summary>
/// Gets whether or not the license owned by the user provides low violence depots.
/// Low violence depots are useful for copies sold in countries that have content restrictions
/// </summary>
public static bool IsLowViolence => Internal.BIsLowViolence();
/// <summary>
/// Gets whether or not the current App ID license is for Cyber Cafes.
/// </summary>
public static bool IsCybercafe => Internal.BIsCybercafe();
/// <summary>
/// Gets whether or not the user has a VAC ban on their account.
/// </summary>
public static bool IsVACBanned => Internal.BIsVACBanned();
/// <summary>
/// Gets the current language that the user has set.
/// This falls back to the Steam UI language if the user hasn't explicitly picked a language for the title.
/// </summary>
public static string GameLanguage => Internal.GetCurrentGameLanguage();
/// <summary>
/// Gets a list of the languages the current app supports.
/// </summary>
public static string[] AvailableLanguages => Internal.GetAvailableGameLanguages().Split( new[] { ',' }, StringSplitOptions.RemoveEmptyEntries );
/// <summary>
/// Gets whether or not the active user is subscribed to a specified App ID.
/// Only use this if you need to check ownership of another game related to yours, a demo for example.
/// </summary>
/// <param name="appid">The App ID of the DLC to check.</param>
public static bool IsSubscribedToApp( AppId appid ) => Internal.BIsSubscribedApp( appid.Value );
/// <summary>
/// Gets whether or not the user owns a specific DLC and if the DLC is installed.
/// </summary>
/// <param name="appid">The App ID of the DLC to check.</param>
public static bool IsDlcInstalled( AppId appid ) => Internal.BIsDlcInstalled( appid.Value );
/// <summary>
/// Returns the time of the purchase of the app.
/// </summary>
/// <param>The App ID to check the purchase time for.</param>
public static DateTime PurchaseTime( AppId appid = default )
{
if ( appid == 0 )
appid = SteamClient.AppId;
return Epoch.ToDateTime(Internal.GetEarliestPurchaseUnixTime(appid.Value ) );
}
/// <summary>
/// Checks if the user is subscribed to the current app through a free weekend.
/// This function will return false for users who have a retail or other type of license.
/// Before using, please ask your Valve technical contact how to package and secure your free weekened.
/// </summary>
public static bool IsSubscribedFromFreeWeekend => Internal.BIsSubscribedFromFreeWeekend();
/// <summary>
/// Returns metadata for all available DLC.
/// </summary>
public static IEnumerable<DlcInformation> DlcInformation()
{
var appid = default( AppId );
var available = false;
for ( int i = 0; i < Internal.GetDLCCount(); i++ )
{
if ( !Internal.BGetDLCDataByIndex( i, ref appid, ref available, out var strVal ) )
continue;
yield return new DlcInformation
{
AppId = appid.Value,
Name = strVal,
Available = available
};
}
}
/// <summary>
/// Install control for optional DLC.
/// </summary>
/// <param name="appid">The App ID of the DLC to install.</param>
public static void InstallDlc( AppId appid ) => Internal.InstallDLC( appid.Value );
/// <summary>
/// Uninstall control for optional DLC.
/// </summary>
/// <param name="appid">The App ID of the DLC to uninstall.</param>
public static void UninstallDlc( AppId appid ) => Internal.UninstallDLC( appid.Value );
/// <summary>
/// Gets the name of the beta branch that is launched, or <see langword="null"/> if the application is not running on a beta branch.
/// </summary>
public static string CurrentBetaName
{
get
{
if ( !Internal.GetCurrentBetaName( out var strVal ) )
return null;
return strVal;
}
}
/// <summary>
/// Force verify game content on next launch.
/// <para>
/// If you detect the game is out-of-date (for example, by having the client detect a version mismatch with a server),
/// you can call MarkContentCorrupt to force a verify, show a message to the user, and then quit.
/// </para>
/// </summary>
/// <param name="missingFilesOnly">Whether or not to only verify missing files.</param>
public static void MarkContentCorrupt( bool missingFilesOnly ) => Internal.MarkContentCorrupt( missingFilesOnly );
/// <summary>
/// Gets a list of all installed depots for a given App ID in mount order.
/// </summary>
/// <param name="appid">The App ID.</param>
public static IEnumerable<DepotId> InstalledDepots( AppId appid = default )
{
if ( appid == 0 )
appid = SteamClient.AppId;
var depots = new DepotId_t[32];
uint count = Internal.GetInstalledDepots( appid.Value, depots, (uint) depots.Length );
for ( int i = 0; i < count; i++ )
{
yield return new DepotId { Value = depots[i].Value };
}
}
/// <summary>
/// Gets the install folder for a specific App ID.
/// This works even if the application is not installed, based on where the game would be installed with the default Steam library location.
/// </summary>
/// <param name="appid">The App ID.</param>
public static string AppInstallDir( AppId appid = default )
{
if ( appid == 0 )
appid = SteamClient.AppId;
if ( Internal.GetAppInstallDir( appid.Value, out var strVal ) == 0 )
return null;
return strVal;
}
/// <summary>
/// Gets whether or not the app is owned by the current user. The app may not actually be owned by the current user; they may have it left over from a free weekend, etc.
/// </summary>
/// <param name="appid">The App ID.</param>
public static bool IsAppInstalled( AppId appid ) => Internal.BIsAppInstalled( appid.Value );
/// <summary>
/// Gets the Steam ID of the original owner of the current app. If it's different from the current user then it is borrowed.
/// </summary>
public static SteamId AppOwner => Internal.GetAppOwner().Value;
/// <summary>
/// Gets the associated launch parameter if the game is run via steam://run/appid/?param1=value1;param2=value2;param3=value3 etc.
/// <para>
/// Parameter names starting with the character '<c>@</c>' are reserved for internal use and will always return an empty string.
/// Parameter names starting with an underscore '<c>_</c>' are reserved for steam features -- they can be queried by the game,
/// but it is advised that you not param names beginning with an underscore for your own features.
/// </para>
/// </summary>
/// <param name="param">The name of the parameter.</param>
/// <returns>The launch parameter value.</returns>
public static string GetLaunchParam( string param ) => Internal.GetLaunchQueryParam( param );
/// <summary>
/// Gets the download progress for optional DLC.
/// </summary>
/// <param name="appid">The App ID to check the progress for.</param>
public static DownloadProgress DlcDownloadProgress( AppId appid )
{
ulong punBytesDownloaded = 0;
ulong punBytesTotal = 0;
if ( !Internal.GetDlcDownloadProgress( appid.Value, ref punBytesDownloaded, ref punBytesTotal ) )
return default;
return new DownloadProgress { BytesDownloaded = punBytesDownloaded, BytesTotal = punBytesTotal, Active = true };
}
/// <summary>
/// Gets the Build ID of this app, which can change at any time based on backend updates to the game.
/// Defaults to <c>0</c> if you're not running a build downloaded from steam.
/// </summary>
public static int BuildId => Internal.GetAppBuildId();
/// <summary>
/// Asynchronously retrieves metadata details about a specific file in the depot manifest.
/// </summary>
/// <param name="filename">The name of the file.</param>
public static async Task<FileDetails?> GetFileDetailsAsync( string filename )
{
var r = await Internal.GetFileDetails( filename );
if ( !r.HasValue || r.Value.Result != Result.OK )
return null;
return new FileDetails
{
SizeInBytes = r.Value.FileSize,
Flags = r.Value.Flags,
Sha1 = string.Join( "", r.Value.FileSHA.Select( x => x.ToString( "x" ) ) )
};
}
/// <summary>
/// Get command line if game was launched via Steam URL, e.g. steam://run/appid//command line/.
/// This method of passing a connect string (used when joining via rich presence, accepting an
/// invite, etc) is preferable to passing the connect string on the operating system command
/// line, which is a security risk. In order for rich presence joins to go through this
/// path and not be placed on the OS command line, you must set a value in your app's
/// configuration on Steam. Ask Valve for help with this.
/// </summary>
public static string CommandLine
{
get
{
Internal.GetLaunchCommandLine( out var strVal );
return strVal;
}
}
/// <summary>
/// Check if game is a timed trial with limited playtime.
/// </summary>
/// <param name="secondsAllowed">The amount of seconds left on the timed trial.</param>
/// <param name="secondsPlayed">The amount of seconds played on the timed trial.</param>
public static bool IsTimedTrial( out int secondsAllowed, out int secondsPlayed )
{
uint a = 0;
uint b = 0;
secondsAllowed = 0;
secondsPlayed = 0;
if ( !Internal.BIsTimedTrial( ref a, ref b ) )
return false;
secondsAllowed = (int) a;
secondsPlayed = (int) b;
return true;
}
}
}