mirror of
https://github.com/Facepunch/Facepunch.Steamworks.git
synced 2025-04-11 20:10:07 +03:00
124 lines
3.4 KiB
C#
124 lines
3.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using Facepunch.Steamworks.Interop;
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namespace Facepunch.Steamworks
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{
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/// <summary>
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/// Implements shared functionality between Steamworks.Client and Steamworks.Server
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/// </summary>
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public class BaseSteamworks : IDisposable
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{
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/// <summary>
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/// Current running program's AppId
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/// </summary>
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public uint AppId { get; internal set; }
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public Networking Networking { get; internal set; }
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public Inventory Inventory { get; internal set; }
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public Workshop Workshop { get; internal set; }
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internal event Action OnUpdate;
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internal Interop.NativeInterface native;
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private List<SteamNative.CallbackHandle> CallbackHandles = new List<SteamNative.CallbackHandle>();
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public virtual void Dispose()
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{
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foreach ( var h in CallbackHandles )
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{
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h.Dispose();
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}
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CallbackHandles.Clear();
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if ( Workshop != null )
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{
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Workshop.Dispose();
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Workshop = null;
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}
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if ( Inventory != null )
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{
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Inventory.Dispose();
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Inventory = null;
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}
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if ( Networking != null )
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{
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Networking.Dispose();
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Networking = null;
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}
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if ( native != null )
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{
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native.Dispose();
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native = null;
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}
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}
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protected void SetupCommonInterfaces()
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{
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Networking = new Steamworks.Networking( this, native.networking );
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Inventory = new Steamworks.Inventory( this, native.inventory, IsGameServer );
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Workshop = new Steamworks.Workshop( this, native.ugc, native.remoteStorage );
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}
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/// <summary>
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/// Returns true if this instance has initialized properly.
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/// If this returns false you should Dispose and throw an error.
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/// </summary>
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public bool IsValid
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{
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get { return native != null; }
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}
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internal virtual bool IsGameServer { get { return false; } }
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internal void RegisterCallbackHandle( SteamNative.CallbackHandle handle )
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{
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CallbackHandles.Add( handle );
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}
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public virtual void Update()
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{
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Inventory.Update();
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Networking.Update();
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RunUpdateCallbacks();
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}
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/// <summary>
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/// This gets called automatically in Update. Only call it manually if you know why you're doing it.
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/// </summary>
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public void RunUpdateCallbacks()
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{
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if ( OnUpdate != null )
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OnUpdate();
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}
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/// <summary>
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/// Run Update until func returns false.
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/// This will cause your program to lock up until it finishes.
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/// This is useful for things like tests or command line utilities etc.
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/// </summary>
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public void UpdateWhile( Func<bool> func )
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{
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const int sleepMs = 1;
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while ( func() )
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{
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Update();
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#if NET_CORE
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System.Threading.Tasks.Task.Delay( sleepMs ).Wait();
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#else
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System.Threading.Thread.Sleep( sleepMs );
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#endif
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}
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}
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}
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} |