Facepunch.Steamworks/Facepunch.Steamworks/SteamApps.cs
2020-02-22 20:23:19 +00:00

274 lines
9.4 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 : SteamClass
{
internal static ISteamApps Internal;
internal override SteamInterface Interface => Internal;
internal override void InitializeInterface( bool server )
{
Internal = new ISteamApps( server );
}
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>
/// Checks if the active user is subscribed to the current App ID
/// </summary>
public static bool IsSubscribed => Internal.BIsSubscribed();
/// <summary>
/// Check if user borrowed this game via Family Sharing, If true, call GetAppOwner() to get the lender SteamID
/// </summary>
public static bool IsSubscribedFromFamilySharing => Internal.BIsSubscribedFromFamilySharing();
/// <summary>
/// Checks if 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 IsLowVoilence => Internal.BIsLowViolence();
/// <summary>
/// Checks whether the current App ID license is for Cyber Cafes.
/// </summary>
public static bool IsCybercafe => Internal.BIsCybercafe();
/// <summary>
/// CChecks if 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>
/// Checks if the active user is subscribed to a specified AppId.
/// Only use this if you need to check ownership of another game related to yours, a demo for example.
/// </summary>
public static bool IsSubscribedToApp( AppId appid ) => Internal.BIsSubscribedApp( appid.Value );
/// <summary>
/// Checks if the user owns a specific DLC and if the DLC is installed
/// </summary>
public static bool IsDlcInstalled( AppId appid ) => Internal.BIsDlcInstalled( appid.Value );
/// <summary>
/// Returns the time of the purchase of the app
/// </summary>
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/Uninstall control for optional DLC
/// </summary>
public static void InstallDlc( AppId appid ) => Internal.InstallDLC( appid.Value );
/// <summary>
/// Install/Uninstall control for optional DLC
/// </summary>
public static void UninstallDlc( AppId appid ) => Internal.UninstallDLC( appid.Value );
/// <summary>
/// Returns null if we're not on a beta branch, else the name of the branch
/// </summary>
public static string CurrentBetaName
{
get
{
if ( !Internal.GetCurrentBetaName( out var strVal ) )
return null;
return strVal;
}
}
/// <summary>
/// Allows you to force verify game content on next launch.
///
/// 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 use MarkContentCorrupt to force a verify, show a message to the user, and then quit.
/// </summary>
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>
public static IEnumerable<DepotId> InstalledDepots( AppId appid = default )
{
if ( appid == 0 )
appid = SteamClient.AppId;
var depots = new DepotId_t[32];
uint count = 0;
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 AppID.
/// This works even if the application is not installed, based on where the game would be installed with the default Steam library location.
/// </summary>
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>
/// The app may not actually be owned by the current user, they may have it left over from a free weekend, etc.
/// </summary>
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.
/// Parameter names starting with the character '@' are reserved for internal use and will always return an empty string.
/// Parameter names starting with an underscore '_' 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.
/// </summary>
public static string GetLaunchParam( string param ) => Internal.GetLaunchQueryParam( param );
/// <summary>
/// Gets the download progress for optional DLC.
/// </summary>
public static DownloadProgress DlcDownloadProgress( AppId appid )
{
ulong punBytesDownloaded = 0;
ulong punBytesTotal = 0;
if ( !Internal.GetDlcDownloadProgress( appid.Value, ref punBytesDownloaded, ref punBytesTotal ) )
return default( DownloadProgress );
return new DownloadProgress { BytesDownloaded = punBytesDownloaded, BytesTotal = punBytesTotal, Active = true };
}
/// <summary>
/// Gets the buildid of this app, may change at any time based on backend updates to the game.
/// Defaults to 0 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.
/// Currently provides:
/// </summary>
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
{
var len = Internal.GetLaunchCommandLine( out var strVal );
return strVal;
}
}
}
}