213 lines
6.2 KiB
C#

using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
using Steamworks.Data;
namespace Steamworks
{
public static class SteamClient
{
static bool initialized;
/// <summary>
/// Initialize the steam client.
/// If asyncCallbacks is false you need to call RunCallbacks manually every frame.
/// </summary>
public static void Init( uint appid, bool asyncCallbacks = true )
{
System.Environment.SetEnvironmentVariable( "SteamAppId", appid.ToString() );
System.Environment.SetEnvironmentVariable( "SteamGameId", appid.ToString() );
if ( !SteamAPI.Init() )
{
throw new System.Exception( "SteamApi_Init returned false. Steam isn't running, couldn't find Steam, AppId is ureleased, Don't own AppId." );
}
AppId = appid;
initialized = true;
SteamApps.InstallEvents();
SteamUtils.InstallEvents();
SteamParental.InstallEvents();
SteamMusic.InstallEvents();
SteamVideo.InstallEvents();
SteamUser.InstallEvents();
SteamFriends.InstallEvents();
SteamScreenshots.InstallEvents();
SteamUserStats.InstallEvents();
SteamInventory.InstallEvents();
SteamNetworking.InstallEvents();
SteamMatchmaking.InstallEvents();
SteamParties.InstallEvents();
SteamNetworkingSockets.InstallEvents();
SteamInput.InstallEvents();
if ( asyncCallbacks )
{
RunCallbacksAsync();
}
}
static List<SteamInterface> openIterfaces = new List<SteamInterface>();
internal static void WatchInterface( SteamInterface steamInterface )
{
if ( openIterfaces.Contains( steamInterface ) )
throw new System.Exception( "openIterfaces already contains interface!" );
openIterfaces.Add( steamInterface );
}
internal static void ShutdownInterfaces()
{
foreach ( var e in openIterfaces )
{
e.Shutdown();
}
openIterfaces.Clear();
}
public static Action<Exception> OnCallbackException;
public static bool IsValid => initialized;
internal static async void RunCallbacksAsync()
{
while ( IsValid )
{
await Task.Delay( 16 );
try
{
RunCallbacks();
}
catch ( System.Exception e )
{
OnCallbackException?.Invoke( e );
}
}
}
public static void Shutdown()
{
if ( !IsValid ) return;
SteamInput.Shutdown();
Cleanup();
SteamAPI.Shutdown();
}
internal static void Cleanup()
{
initialized = false;
Event.DisposeAllClient();
ShutdownInterfaces();
SteamInput.Shutdown();
SteamApps.Shutdown();
SteamUtils.Shutdown();
SteamParental.Shutdown();
SteamMusic.Shutdown();
SteamVideo.Shutdown();
SteamUser.Shutdown();
SteamFriends.Shutdown();
SteamScreenshots.Shutdown();
SteamUserStats.Shutdown();
SteamInventory.Shutdown();
SteamNetworking.Shutdown();
SteamMatchmaking.Shutdown();
SteamParties.Shutdown();
SteamNetworkingUtils.Shutdown();
SteamNetworkingSockets.Shutdown();
ServerList.Base.Shutdown();
}
internal static void RegisterCallback( IntPtr intPtr, int callbackId )
{
SteamAPI.RegisterCallback( intPtr, callbackId );
}
public static void RunCallbacks()
{
if ( !IsValid ) return;
SteamAPI.RunCallbacks();
}
internal static void UnregisterCallback( IntPtr intPtr )
{
SteamAPI.UnregisterCallback( intPtr );
}
/// <summary>
/// Checks if the current user's Steam client is connected to the Steam servers.
/// If it's not then no real-time services provided by the Steamworks API will be enabled. The Steam
/// client will automatically be trying to recreate the connection as often as possible. When the
/// connection is restored a SteamServersConnected_t callback will be posted.
/// You usually don't need to check for this yourself. All of the API calls that rely on this will
/// check internally. Forcefully disabling stuff when the player loses access is usually not a
/// very good experience for the player and you could be preventing them from accessing APIs that do not
/// need a live connection to Steam.
/// </summary>
public static bool IsLoggedOn => SteamUser.Internal.BLoggedOn();
/// <summary>
/// Gets the Steam ID of the account currently logged into the Steam client. This is
/// commonly called the 'current user', or 'local user'.
/// A Steam ID is a unique identifier for a Steam accounts, Steam groups, Lobbies and Chat
/// rooms, and used to differentiate users in all parts of the Steamworks API.
/// </summary>
public static SteamId SteamId => SteamUser.Internal.GetSteamID();
/// <summary>
/// returns the local players name - guaranteed to not be NULL.
/// this is the same name as on the users community profile page
/// </summary>
public static string Name => SteamFriends.Internal.GetPersonaName();
/// <summary>
/// gets the status of the current user
/// </summary>
public static FriendState State => SteamFriends.Internal.GetPersonaState();
/// <summary>
/// returns the appID of the current process
/// </summary>
public static AppId AppId { get; internal set; }
/// <summary>
/// Checks if your executable was launched through Steam and relaunches it through Steam if it wasn't
/// this returns true then it starts the Steam client if required and launches your game again through it,
/// and you should quit your process as soon as possible. This effectively runs steam://run/AppId so it
/// may not relaunch the exact executable that called it, as it will always relaunch from the version
/// installed in your Steam library folder/
/// Note that during development, when not launching via Steam, this might always return true.
/// </summary>
public static bool RestartAppIfNecessary( uint appid )
{
// Having these here would probably mean it always returns false?
//System.Environment.SetEnvironmentVariable( "SteamAppId", appid.ToString() );
//System.Environment.SetEnvironmentVariable( "SteamGameId", appid.ToString() );
return SteamAPI.RestartAppIfNecessary( appid );
}
/// <summary>
/// Called in interfaces that rely on this being initialized
/// </summary>
internal static void ValidCheck()
{
if ( !IsValid )
throw new System.Exception( "SteamClient isn't initialized" );
}
}
}