mirror of
https://github.com/Facepunch/Facepunch.Steamworks.git
synced 2024-12-27 07:05:50 +03:00
644 lines
27 KiB
XML
644 lines
27 KiB
XML
<?xml version="1.0"?>
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<doc>
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<assembly>
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<name>Facepunch.Steamworks</name>
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</assembly>
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<members>
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<member name="P:Facepunch.Steamworks.BaseSteamworks.AppId">
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<summary>
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Current running program's AppId
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</summary>
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</member>
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<member name="F:Facepunch.Steamworks.BaseSteamworks.OnMessage">
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<summary>
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Called with a message from Steam
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</summary>
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</member>
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<member name="M:Facepunch.Steamworks.BaseSteamworks.UpdateWhile(System.Func{System.Boolean})">
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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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</member>
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<member name="T:Facepunch.Steamworks.Inventory.Item">
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<summary>
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An item in your inventory.
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</summary>
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</member>
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<member name="F:Facepunch.Steamworks.Inventory.Item.Definition">
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<summary>
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Careful, this might not be available. Especially on a game server.
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</summary>
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</member>
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<member name="F:Facepunch.Steamworks.Inventory.OnUpdate">
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<summary>
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Called when the local client's items are first retrieved, and when they change.
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Obviously not called on the server.
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</summary>
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</member>
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<member name="F:Facepunch.Steamworks.Inventory.Items">
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<summary>
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A list of items owned by this user. You should call Refresh() before trying to access this,
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and then wait until it's non null or listen to OnUpdate to find out immediately when it's populated.
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</summary>
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</member>
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<member name="F:Facepunch.Steamworks.Inventory.SerializedItems">
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<summary>
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You can send this data to a server, or another player who can then deserialize it
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and get a verified list of items.
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</summary>
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</member>
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<member name="F:Facepunch.Steamworks.Inventory.SerializedExpireTime">
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<summary>
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Serialized data exprires after an hour. This is the time the value in SerializedItems will expire.
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</summary>
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</member>
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<member name="M:Facepunch.Steamworks.Inventory.PlaytimeHeartbeat">
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<summary>
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Call this at least every two minutes, every frame doesn't hurt.
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You should call it when you consider it active play time.
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IE - your player is alive, and playing.
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Don't stress on it too much tho cuz it's super hijackable anyway.
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</summary>
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</member>
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<member name="M:Facepunch.Steamworks.Inventory.Refresh">
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<summary>
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Call this to retrieve the items.
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Note that if this has already been called it won't
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trigger a call to OnUpdate unless the items have changed
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</summary>
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</member>
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<member name="M:Facepunch.Steamworks.Inventory.CreateDefinition(System.Int32)">
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<summary>
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Some definitions aren't sent to the client, and all aren't available on the server.
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Manually getting a Definition here lets you call functions on those definitions.
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</summary>
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</member>
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<member name="M:Facepunch.Steamworks.Inventory.Update">
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<summary>
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Called every frame
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</summary>
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</member>
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<member name="M:Facepunch.Steamworks.Inventory.UpdateLocalRequest">
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<summary>
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If we have a local player request process it.
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</summary>
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</member>
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<member name="F:Facepunch.Steamworks.Inventory.Definitions">
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<summary>
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A list of items defined for this app.
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This should be immediately populated and available.
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</summary>
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</member>
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<member name="M:Facepunch.Steamworks.Inventory.PriceCategoryToFloat(System.String)">
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<summary>
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Utility, given a "1;VLV250" string, convert it to a 2.5
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</summary>
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</member>
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<member name="M:Facepunch.Steamworks.Inventory.FindDefinition(System.Int32)">
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<summary>
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You really need me to explain what this does?
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Use your brains.
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</summary>
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</member>
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<member name="T:Facepunch.Steamworks.Inventory.Definition">
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<summary>
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An item definition. This describes an item in your Steam inventory, but is
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not unique to that item. For example, this might be a tshirt, but you might be able to own
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multiple tshirts.
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</summary>
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</member>
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<member name="M:Facepunch.Steamworks.Inventory.Definition.SetProperty(System.String,System.String)">
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<summary>
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If you're manually occupying the Definition (because maybe you're on a server
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and want to hack around the fact that definitions aren't presented to you),
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you can use this to set propertis.
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</summary>
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</member>
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<member name="M:Facepunch.Steamworks.Inventory.Definition.TriggerItemDrop">
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<summary>
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Trigger an item drop. Call this when it's a good time to award
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an item drop to a player. This won't automatically result in giving
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an item to a player. Just call it every minute or so, or on launch.
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ItemDefinition is usually a generator
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</summary>
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</member>
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<member name="F:Facepunch.Steamworks.Networking.SendType.Unreliable">
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<summary>
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Basic UDP send. Packets can't be bigger than 1200 bytes (your typical MTU size). Can be lost, or arrive out of order (rare).
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The sending API does have some knowledge of the underlying connection, so if there is no NAT-traversal accomplished or
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there is a recognized adjustment happening on the connection, the packet will be batched until the connection is open again.
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</summary>
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</member>
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<member name="F:Facepunch.Steamworks.Networking.SendType.UnreliableNoDelay">
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<summary>
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As above, but if the underlying p2p connection isn't yet established the packet will just be thrown away. Using this on the first
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packet sent to a remote host almost guarantees the packet will be dropped.
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This is only really useful for kinds of data that should never buffer up, i.e. voice payload packets
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</summary>
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</member>
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<!-- Badly formed XML comment ignored for member "F:Facepunch.Steamworks.Networking.SendType.Reliable" -->
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<member name="F:Facepunch.Steamworks.Networking.SendType.ReliableWithBuffering">
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<summary>
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As above, but applies the Nagle algorithm to the send - sends will accumulate
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until the current MTU size (typically ~1200 bytes, but can change) or ~200ms has passed (Nagle algorithm).
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Useful if you want to send a set of smaller messages but have the coalesced into a single packet
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Since the reliable stream is all ordered, you can do several small message sends with k_EP2PSendReliableWithBuffering and then
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do a normal k_EP2PSendReliable to force all the buffered data to be sent.
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</summary>
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</member>
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<member name="P:Facepunch.Steamworks.Client.Username">
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<summary>
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Current user's Username
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</summary>
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</member>
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<member name="P:Facepunch.Steamworks.Client.SteamId">
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<summary>
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Current user's SteamId
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</summary>
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</member>
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<member name="P:Facepunch.Steamworks.Client.BetaName">
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<summary>
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Current Beta name, if ser
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</summary>
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</member>
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<member name="M:Facepunch.Steamworks.Client.Update">
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<summary>
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Should be called at least once every frame
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</summary>
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</member>
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<member name="M:Facepunch.Steamworks.ServerList.History">
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<summary>
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History filters don't seem to work, so we don't bother.
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You should apply them post process'dly
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</summary>
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</member>
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<member name="M:Facepunch.Steamworks.ServerList.Favourites">
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<summary>
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Favourite filters don't seem to work, so we don't bother.
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You should apply them post process'dly
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</summary>
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</member>
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<member name="F:Facepunch.Steamworks.ServerList.Request.Responded">
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<summary>
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A list of servers that responded. If you're only interested in servers that responded since you
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last updated, then simply clear this list.
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</summary>
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</member>
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<member name="F:Facepunch.Steamworks.ServerList.Request.Unresponsive">
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<summary>
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A list of servers that were in the master list but didn't respond.
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</summary>
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</member>
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<member name="F:Facepunch.Steamworks.ServerList.Request.Finished">
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<summary>
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True when we have finished
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</summary>
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</member>
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<member name="M:Facepunch.Steamworks.ServerList.Request.Dispose">
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<summary>
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Disposing will end the query
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</summary>
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</member>
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<member name="F:Facepunch.Steamworks.ServerList.Server.OnReceivedRules">
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<summary>
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Callback when rules are receieved.
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The bool is true if server responded properly.
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</summary>
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</member>
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<member name="F:Facepunch.Steamworks.ServerList.Server.Rules">
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<summary>
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List of server rules. Use HasRules to see if this is safe to access.
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</summary>
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</member>
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<member name="P:Facepunch.Steamworks.ServerList.Server.HasRules">
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<summary>
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Returns true if this server has rules
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</summary>
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</member>
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<member name="M:Facepunch.Steamworks.ServerList.Server.FetchRules">
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<summary>
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Populates Rules for this server
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</summary>
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</member>
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<member name="M:Facepunch.Steamworks.Auth.Ticket.Cancel">
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<summary>
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Cancels a ticket.
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You should cancel your ticket when you close the game or leave a server.
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</summary>
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</member>
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<member name="M:Facepunch.Steamworks.Auth.GetAuthSessionTicket">
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<summary>
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Creates an auth ticket.
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Which you can send to a server to authenticate that you are who you say you are.
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</summary>
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</member>
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<member name="P:Facepunch.Steamworks.App.BuildId">
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<summary>
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Returns the current BuildId of the game.
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This is pretty useless, as it isn't guarenteed to return
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the build id you're playing, or the latest build id.
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</summary>
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</member>
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<member name="P:Facepunch.Steamworks.SteamFriend.Id">
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<summary>
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Steam Id
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</summary>
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</member>
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<member name="P:Facepunch.Steamworks.SteamFriend.IsBlocked">
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<summary>
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Return true if blocked
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</summary>
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</member>
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<member name="P:Facepunch.Steamworks.SteamFriend.IsFriend">
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<summary>
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Return true if is a friend. Returns false if blocked, request etc.
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</summary>
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</member>
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<member name="F:Facepunch.Steamworks.SteamFriend.Name">
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<summary>
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Their current display name
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</summary>
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</member>
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<member name="P:Facepunch.Steamworks.SteamFriend.IsOnline">
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<summary>
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Returns true if this friend is online
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</summary>
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</member>
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<member name="P:Facepunch.Steamworks.SteamFriend.IsPlayingThisGame">
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<summary>
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Returns true if this friend is online and playing this game
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</summary>
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</member>
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<member name="P:Facepunch.Steamworks.SteamFriend.IsPlaying">
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<summary>
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Returns true if this friend is online and playing this game
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</summary>
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</member>
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<member name="P:Facepunch.Steamworks.SteamFriend.CurrentAppId">
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<summary>
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The AppId this guy is playing
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</summary>
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</member>
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<member name="P:Facepunch.Steamworks.Friends.All">
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<summary>
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Returns all friends, even blocked, ignored, friend requests etc
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</summary>
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</member>
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<member name="F:Facepunch.Steamworks.Friends.AvatarSize.Small">
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<summary>
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Should be 32x32 - but make sure to check!
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</summary>
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</member>
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<member name="F:Facepunch.Steamworks.Friends.AvatarSize.Medium">
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<summary>
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Should be 64x64 - but make sure to check!
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</summary>
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</member>
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<member name="F:Facepunch.Steamworks.Friends.AvatarSize.Large">
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<summary>
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Should be 184x184 - but make sure to check!
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</summary>
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</member>
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<member name="P:Facepunch.Steamworks.Image.IsError">
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<summary>
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Return true if this image couldn't be loaded for some reason
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</summary>
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</member>
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<member name="P:Facepunch.Steamworks.Voice.OptimalSampleRate">
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<summary>
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Returns the optimal sample rate for voice - according to Steam
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</summary>
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</member>
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<member name="P:Facepunch.Steamworks.Voice.WantsRecording">
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<summary>
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If set to true we are listening to the mic.
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You should usually toggle this with the press of a key for push to talk.
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</summary>
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</member>
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<member name="P:Facepunch.Steamworks.Voice.LastVoiceRecordTime">
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<summary>
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The last time voice was detected, recorded
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</summary>
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</member>
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<member name="F:Facepunch.Steamworks.Voice.DesiredSampleRate">
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<summary>
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If set we will capture the audio at this rate. If unset (set to 0) will capture at OptimalSampleRate
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</summary>
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</member>
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<member name="P:Facepunch.Steamworks.Config.UseThisCall">
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<summary>
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Some platforms allow/need CallingConvention.ThisCall. If you're crashing with argument null
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errors on certain platforms, try flipping this to true.
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I owe this logic to Riley Labrecque's hard work on Steamworks.net - I don't have the knowledge
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or patience to find this shit on my own, so massive thanks to him. And also massive thanks to him
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for releasing his shit open source under the MIT license so we can all learn and iterate.
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</summary>
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</member>
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<member name="M:Facepunch.Steamworks.Config.ForcePlatform(Facepunch.Steamworks.OperatingSystem,Facepunch.Steamworks.Architecture)">
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<summary>
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You can force the platform to a particular one here.
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This is useful if you're on OSX because some versions of mono don't have a way
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to tell which platform we're running
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</summary>
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</member>
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<member name="T:Facepunch.Steamworks.Workshop">
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<summary>
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Allows you to interact with Steam's UGC stuff (User Generated Content).
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To put simply, this allows you to upload a folder of files to Steam.
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To upload a new file use CreateItem. This returns an Editor object.
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This object is also used to edit existing items.
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To get a list of items you can call CreateQuery. From there you can download
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an item and retrieve the folder that it's downloaded to.
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Generally there's no need to compress and decompress your uploads, so you should
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usually be able to use the content straight from the destination folder.
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</summary>
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</member>
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<member name="E:Facepunch.Steamworks.Workshop.OnFileDownloaded">
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<summary>
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Called when an item has been downloaded. This could have been
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because of a call to Download or because of a subscription triggered
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via the browser/app.
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</summary>
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</member>
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<member name="E:Facepunch.Steamworks.Workshop.OnItemInstalled">
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<summary>
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Called when an item has been installed. This could have been
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because of a call to Download or because of a subscription triggered
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via the browser/app.
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</summary>
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</member>
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<member name="M:Facepunch.Steamworks.Workshop.Dispose">
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<summary>
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You should never have to call this manually
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</summary>
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</member>
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<member name="M:Facepunch.Steamworks.Workshop.CreateQuery">
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<summary>
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Creates a query object, which is used to get a list of items.
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This could be a list of the most popular items, or a search,
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or just getting a list of the items you've uploaded.
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</summary>
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</member>
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<member name="M:Facepunch.Steamworks.Workshop.CreateItem(Facepunch.Steamworks.Workshop.ItemType)">
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<summary>
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Create a new Editor object with the intention of creating a new item.
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Your item won't actually be created until you call Publish() on the object.
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</summary>
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</member>
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<member name="M:Facepunch.Steamworks.Workshop.EditItem(System.UInt64)">
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<summary>
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Returns a class representing this ItemId. We don't query
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item name, description etc. We don't verify that item exists.
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We don't verify that this item belongs to your app.
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</summary>
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</member>
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<member name="M:Facepunch.Steamworks.Workshop.GetItem(System.UInt64)">
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<summary>
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Gets an Item object for a specific item. This doesn't currently
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query the item's name and description. It's only really useful
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if you know an item's ID and want to download it, or check its
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current download status.
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</summary>
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</member>
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<member name="T:Facepunch.Steamworks.Workshop.Order">
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<summary>
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How a query should be ordered.
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</summary>
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</member>
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<member name="T:Facepunch.Steamworks.Workshop.QueryType">
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<summary>
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The type of item you are querying for
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</summary>
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</member>
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<member name="F:Facepunch.Steamworks.Workshop.QueryType.Items">
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<summary>
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Both MicrotransactionItems and subscriptionItems
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</summary>
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</member>
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<member name="F:Facepunch.Steamworks.Workshop.QueryType.MicrotransactionItems">
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<summary>
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Workshop item that is meant to be voted on for the purpose of selling in-game
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</summary>
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</member>
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<member name="F:Facepunch.Steamworks.Workshop.QueryType.SubscriptionItems">
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<summary>
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normal Workshop item that can be subscribed to
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</summary>
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</member>
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<member name="T:Facepunch.Steamworks.Workshop.ItemType">
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<summary>
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Used to define the item type when creating
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</summary>
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</member>
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<member name="T:Facepunch.Steamworks.Workshop.UserQueryType">
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<summary>
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When querying a specific user's items this defines what
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type of items you're looking for.
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</summary>
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</member>
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<member name="P:Facepunch.Steamworks.Workshop.Item.Url">
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<summary>
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Return a URL to view this item online
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</summary>
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</member>
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<member name="P:Facepunch.Steamworks.Workshop.Query.AppId">
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<summary>
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The AppId you're querying. This defaults to this appid.
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</summary>
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</member>
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<member name="P:Facepunch.Steamworks.Workshop.Query.UploaderAppId">
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<summary>
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The AppId of the app used to upload the item. This defaults to 0
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which means all/any.
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</summary>
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</member>
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<member name="P:Facepunch.Steamworks.Workshop.Query.Page">
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<summary>
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Page starts at 1 !!
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</summary>
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</member>
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<member name="P:Facepunch.Steamworks.Workshop.Query.RequireTags">
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<summary>
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Only return items with these tags
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</summary>
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</member>
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<member name="P:Facepunch.Steamworks.Workshop.Query.RequireAllTags">
|
|
<summary>
|
|
If true, return items that have all RequireTags
|
|
If false, return items that have any tags in RequireTags
|
|
</summary>
|
|
</member>
|
|
<member name="P:Facepunch.Steamworks.Workshop.Query.ExcludeTags">
|
|
<summary>
|
|
Don't return any items with this tag
|
|
</summary>
|
|
</member>
|
|
<member name="P:Facepunch.Steamworks.Workshop.Query.FileId">
|
|
<summary>
|
|
If you're querying for a particular file or files, add them to this.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Facepunch.Steamworks.Workshop.Query.Block">
|
|
<summary>
|
|
Don't call this in production!
|
|
</summary>
|
|
</member>
|
|
<member name="P:Facepunch.Steamworks.Server.Username">
|
|
<summary>
|
|
Current user's Username
|
|
</summary>
|
|
</member>
|
|
<member name="P:Facepunch.Steamworks.Server.SteamId">
|
|
<summary>
|
|
Current user's SteamId
|
|
</summary>
|
|
</member>
|
|
<member name="M:Facepunch.Steamworks.Server.#ctor(System.UInt32,System.UInt32,System.UInt16,System.Boolean,System.String)">
|
|
<summary>
|
|
Initialize a server - query port will use the same as GamePort (MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE)
|
|
</summary>
|
|
</member>
|
|
<member name="M:Facepunch.Steamworks.Server.Update">
|
|
<summary>
|
|
Should be called at least once every frame
|
|
</summary>
|
|
</member>
|
|
<member name="P:Facepunch.Steamworks.Server.MaxPlayers">
|
|
<summary>
|
|
Gets or sets the current MaxPlayers.
|
|
This doesn't enforce any kind of limit, it just updates the master server.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Facepunch.Steamworks.Server.BotCount">
|
|
<summary>
|
|
Gets or sets the current BotCount.
|
|
This doesn't enforce any kind of limit, it just updates the master server.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Facepunch.Steamworks.Server.MapName">
|
|
<summary>
|
|
Gets or sets the current Map Name.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Facepunch.Steamworks.Server.ModDir">
|
|
<summary>
|
|
Gets or sets the current ModDir
|
|
</summary>
|
|
</member>
|
|
<member name="P:Facepunch.Steamworks.Server.Product">
|
|
<summary>
|
|
Gets or sets the current Product
|
|
</summary>
|
|
</member>
|
|
<member name="P:Facepunch.Steamworks.Server.GameDescription">
|
|
<summary>
|
|
Gets or sets the current Product
|
|
</summary>
|
|
</member>
|
|
<member name="P:Facepunch.Steamworks.Server.ServerName">
|
|
<summary>
|
|
Gets or sets the current ServerName
|
|
</summary>
|
|
</member>
|
|
<member name="P:Facepunch.Steamworks.Server.Passworded">
|
|
<summary>
|
|
Gets or sets the current Passworded
|
|
</summary>
|
|
</member>
|
|
<member name="P:Facepunch.Steamworks.Server.GameTags">
|
|
<summary>
|
|
Gets or sets the current GameTags
|
|
</summary>
|
|
</member>
|
|
<member name="M:Facepunch.Steamworks.Server.LogOnAnonymous">
|
|
<summary>
|
|
Log onto Steam anonymously
|
|
</summary>
|
|
</member>
|
|
<member name="M:Facepunch.Steamworks.Server.SetKey(System.String,System.String)">
|
|
<summary>
|
|
Sets a Key Value
|
|
</summary>
|
|
</member>
|
|
<member name="F:Facepunch.Steamworks.ServerAuth.OnAuthChange">
|
|
<summary>
|
|
Steamid, Ownerid, Status
|
|
</summary>
|
|
</member>
|
|
<member name="T:Facepunch.Steamworks.ServerAuth.Status">
|
|
<summary>
|
|
Steam authetication statuses
|
|
</summary>
|
|
</member>
|
|
<member name="M:Facepunch.Steamworks.ServerAuth.StartSession(System.Byte[],System.UInt64)">
|
|
<summary>
|
|
Start authorizing a ticket. This user isn't authorized yet. Wait for a call to OnAuthChange.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Facepunch.Steamworks.ServerAuth.EndSession(System.UInt64)">
|
|
<summary>
|
|
Forget this guy. They're no longer in the game.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Facepunch.Steamworks.ServerQuery.GetOutgoingPacket(Facepunch.Steamworks.ServerQuery.Packet@)">
|
|
<summary>
|
|
If true, Steam wants to send a packet. You should respond by sending
|
|
this packet in an unconnected way to the returned Address and Port
|
|
</summary>
|
|
<param name="packet"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:Facepunch.Steamworks.ServerQuery.Handle(System.Byte[],System.Int32,System.UInt32,System.UInt16)">
|
|
<summary>
|
|
We have received a server query on our game port. Pass it to Steam to handle.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Facepunch.Steamworks.ServerStats">
|
|
<summary>
|
|
Allows getting and setting stats on users from the gameserver
|
|
</summary>
|
|
</member>
|
|
<member name="M:Facepunch.Steamworks.ServerStats.Refresh(System.UInt64,System.Action{System.Boolean})">
|
|
<summary>
|
|
Retrieve the stats for this user. If you pass a callback function in
|
|
this will be called when the stats are recieved, the bool will signify whether
|
|
it was successful or not.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Facepunch.Steamworks.ServerStats.Set(System.UInt64,System.String,System.Int32)">
|
|
<summary>
|
|
Set the named statistic for this user
|
|
</summary>
|
|
</member>
|
|
<member name="M:Facepunch.Steamworks.ServerStats.Set(System.UInt64,System.String,System.Single)">
|
|
<summary>
|
|
Set the named statistic for this user
|
|
</summary>
|
|
</member>
|
|
<member name="M:Facepunch.Steamworks.ServerStats.GetInt(System.UInt64,System.String,System.Int32)">
|
|
<summary>
|
|
Set the named stat for this user
|
|
</summary>
|
|
</member>
|
|
<member name="M:Facepunch.Steamworks.ServerStats.GetFloat(System.UInt64,System.String,System.Single)">
|
|
<summary>
|
|
Set the named stat for this user
|
|
</summary>
|
|
</member>
|
|
<member name="P:SteamNative.Platform.PackSmall">
|
|
<summary>
|
|
We're only Pack = 8 on Windows
|
|
</summary>
|
|
</member>
|
|
</members>
|
|
</doc>
|