mirror of
https://github.com/Facepunch/Facepunch.Steamworks.git
synced 2025-01-16 08:38:11 +03:00
147 lines
4.2 KiB
C#
147 lines
4.2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading.Tasks;
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namespace Steamworks
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{
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public static class SteamClient
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{
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static bool initialized;
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public static void Init( uint appid )
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{
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if ( IntPtr.Size != 8 )
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{
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throw new System.Exception( "Only 64bit processes are currently supported" );
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}
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System.Environment.SetEnvironmentVariable( "SteamAppId", appid.ToString() );
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System.Environment.SetEnvironmentVariable( "SteamGameId", appid.ToString() );
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if ( !SteamAPI.Init() )
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{
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throw new System.Exception( "SteamApi_Init returned false. Steam isn't running, couldn't find Steam, AppId is ureleased, Don't own AppId." );
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}
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AppId = appid;
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initialized = true;
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SteamApps.InstallEvents();
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SteamUtils.InstallEvents();
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SteamParental.InstallEvents();
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SteamMusic.InstallEvents();
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SteamVideo.InstallEvents();
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SteamUser.InstallEvents();
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SteamFriends.InstallEvents();
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SteamScreenshots.InstallEvents();
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SteamUserStats.InstallEvents();
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SteamInventory.InstallEvents();
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SteamNetworking.InstallEvents();
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SteamMatchmaking.InstallEvents();
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SteamParties.InstallEvents();
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SteamNetworkingSockets.InstallEvents();
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RunCallbacksAsync();
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}
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public static Action<Exception> OnCallbackException;
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public static bool IsValid => initialized;
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internal static async void RunCallbacksAsync()
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{
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while ( IsValid )
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{
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await Task.Delay( 16 );
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RunCallbacks();
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}
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}
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public static void Shutdown()
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{
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Event.DisposeAllClient();
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initialized = false;
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SteamApps.Shutdown();
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SteamUtils.Shutdown();
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SteamParental.Shutdown();
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SteamMusic.Shutdown();
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SteamVideo.Shutdown();
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SteamUser.Shutdown();
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SteamFriends.Shutdown();
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SteamScreenshots.Shutdown();
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SteamUserStats.Shutdown();
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SteamInventory.Shutdown();
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SteamNetworking.Shutdown();
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SteamMatchmaking.Shutdown();
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SteamParties.Shutdown();
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SteamNetworkingUtils.Shutdown();
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SteamNetworkingSockets.Shutdown();
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SteamAPI.Shutdown();
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}
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internal static void RegisterCallback( IntPtr intPtr, int callbackId )
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{
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SteamAPI.RegisterCallback( intPtr, callbackId );
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}
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public static void RunCallbacks()
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{
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try
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{
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SteamAPI.RunCallbacks();
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}
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catch ( System.Exception e )
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{
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OnCallbackException?.Invoke( e );
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}
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}
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internal static void UnregisterCallback( IntPtr intPtr )
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{
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SteamAPI.UnregisterCallback( intPtr );
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}
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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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/// If it's not then no real-time services provided by the Steamworks API will be enabled. The Steam
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/// client will automatically be trying to recreate the connection as often as possible. When the
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/// connection is restored a SteamServersConnected_t callback will be posted.
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/// You usually don't need to check for this yourself. All of the API calls that rely on this will
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/// check internally. Forcefully disabling stuff when the player loses access is usually not a
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/// very good experience for the player and you could be preventing them from accessing APIs that do not
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/// need a live connection to Steam.
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/// </summary>
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public static bool IsLoggedOn => SteamUser.Internal.BLoggedOn();
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/// <summary>
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/// Gets the Steam ID of the account currently logged into the Steam client. This is
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/// commonly called the 'current user', or 'local user'.
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/// A Steam ID is a unique identifier for a Steam accounts, Steam groups, Lobbies and Chat
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/// rooms, and used to differentiate users in all parts of the Steamworks API.
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/// </summary>
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public static SteamId SteamId => SteamUser.Internal.GetSteamID();
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/// <summary>
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/// returns the local players name - guaranteed to not be NULL.
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/// this is the same name as on the users community profile page
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/// </summary>
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public static string Name => SteamFriends.Internal.GetPersonaName();
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/// <summary>
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/// gets the status of the current user
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/// </summary>
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public static FriendState State => SteamFriends.Internal.GetPersonaState();
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/// <summary>
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/// returns the appID of the current process
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/// </summary>
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public static AppId AppId { get; internal set; }
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}
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} |