mirror of
https://github.com/Facepunch/Facepunch.Steamworks.git
synced 2024-12-28 23:55:31 +03:00
274 lines
9.4 KiB
C#
274 lines
9.4 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.Runtime.InteropServices;
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using System.Text;
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using System.Threading.Tasks;
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using Steamworks.Data;
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namespace Steamworks
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{
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/// <summary>
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/// Exposes a wide range of information and actions for applications and Downloadable Content (DLC).
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/// </summary>
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public class SteamApps : SteamClass
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{
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internal static ISteamApps Internal;
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internal override SteamInterface Interface => Internal;
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internal override void InitializeInterface( bool server )
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{
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Internal = new ISteamApps( server );
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}
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internal static void InstallEvents()
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{
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Dispatch.Install<DlcInstalled_t>( x => OnDlcInstalled?.Invoke( x.AppID ) );
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Dispatch.Install<NewUrlLaunchParameters_t>( x => OnNewLaunchParameters?.Invoke() );
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}
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/// <summary>
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/// posted after the user gains ownership of DLC and that DLC is installed
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/// </summary>
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public static event Action<AppId> OnDlcInstalled;
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/// <summary>
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/// posted after the user gains executes a Steam URL with command line or query parameters
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/// such as steam://run/appid//-commandline/?param1=value1(and)param2=value2(and)param3=value3 etc
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/// while the game is already running. The new params can be queried
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/// with GetLaunchQueryParam and GetLaunchCommandLine
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/// </summary>
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public static event Action OnNewLaunchParameters;
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/// <summary>
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/// Checks if the active user is subscribed to the current App ID
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/// </summary>
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public static bool IsSubscribed => Internal.BIsSubscribed();
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/// <summary>
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/// Check if user borrowed this game via Family Sharing, If true, call GetAppOwner() to get the lender SteamID
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/// </summary>
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public static bool IsSubscribedFromFamilySharing => Internal.BIsSubscribedFromFamilySharing();
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/// <summary>
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/// Checks if the license owned by the user provides low violence depots.
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/// Low violence depots are useful for copies sold in countries that have content restrictions
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/// </summary>
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public static bool IsLowVoilence => Internal.BIsLowViolence();
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/// <summary>
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/// Checks whether the current App ID license is for Cyber Cafes.
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/// </summary>
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public static bool IsCybercafe => Internal.BIsCybercafe();
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/// <summary>
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/// CChecks if the user has a VAC ban on their account
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/// </summary>
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public static bool IsVACBanned => Internal.BIsVACBanned();
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/// <summary>
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/// Gets the current language that the user has set.
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/// This falls back to the Steam UI language if the user hasn't explicitly picked a language for the title.
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/// </summary>
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public static string GameLanguage => Internal.GetCurrentGameLanguage();
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/// <summary>
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/// Gets a list of the languages the current app supports.
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/// </summary>
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public static string[] AvailableLanguages => Internal.GetAvailableGameLanguages().Split( new[] { ',' }, StringSplitOptions.RemoveEmptyEntries );
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/// <summary>
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/// Checks if the active user is subscribed to a specified AppId.
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/// Only use this if you need to check ownership of another game related to yours, a demo for example.
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/// </summary>
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public static bool IsSubscribedToApp( AppId appid ) => Internal.BIsSubscribedApp( appid.Value );
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/// <summary>
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/// Checks if the user owns a specific DLC and if the DLC is installed
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/// </summary>
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public static bool IsDlcInstalled( AppId appid ) => Internal.BIsDlcInstalled( appid.Value );
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/// <summary>
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/// Returns the time of the purchase of the app
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/// </summary>
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public static DateTime PurchaseTime( AppId appid = default )
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{
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if ( appid == 0 )
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appid = SteamClient.AppId;
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return Epoch.ToDateTime(Internal.GetEarliestPurchaseUnixTime(appid.Value ) );
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}
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/// <summary>
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/// Checks if the user is subscribed to the current app through a free weekend
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/// This function will return false for users who have a retail or other type of license
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/// Before using, please ask your Valve technical contact how to package and secure your free weekened
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/// </summary>
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public static bool IsSubscribedFromFreeWeekend => Internal.BIsSubscribedFromFreeWeekend();
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/// <summary>
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/// Returns metadata for all available DLC
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/// </summary>
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public static IEnumerable<DlcInformation> DlcInformation()
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{
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var appid = default( AppId );
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var available = false;
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for ( int i = 0; i < Internal.GetDLCCount(); i++ )
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{
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if ( !Internal.BGetDLCDataByIndex( i, ref appid, ref available, out var strVal ) )
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continue;
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yield return new DlcInformation
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{
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AppId = appid.Value,
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Name = strVal,
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Available = available
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};
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}
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}
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/// <summary>
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/// Install/Uninstall control for optional DLC
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/// </summary>
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public static void InstallDlc( AppId appid ) => Internal.InstallDLC( appid.Value );
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/// <summary>
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/// Install/Uninstall control for optional DLC
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/// </summary>
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public static void UninstallDlc( AppId appid ) => Internal.UninstallDLC( appid.Value );
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/// <summary>
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/// Returns null if we're not on a beta branch, else the name of the branch
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/// </summary>
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public static string CurrentBetaName
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{
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get
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{
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if ( !Internal.GetCurrentBetaName( out var strVal ) )
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return null;
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return strVal;
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}
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}
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/// <summary>
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/// Allows you to force verify game content on next launch.
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///
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/// If you detect the game is out-of-date(for example, by having the client detect a version mismatch with a server),
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/// you can call use MarkContentCorrupt to force a verify, show a message to the user, and then quit.
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/// </summary>
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public static void MarkContentCorrupt( bool missingFilesOnly ) => Internal.MarkContentCorrupt( missingFilesOnly );
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/// <summary>
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/// Gets a list of all installed depots for a given App ID in mount order
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/// </summary>
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public static IEnumerable<DepotId> InstalledDepots( AppId appid = default )
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{
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if ( appid == 0 )
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appid = SteamClient.AppId;
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var depots = new DepotId_t[32];
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uint count = 0;
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count = Internal.GetInstalledDepots( appid.Value, depots, (uint) depots.Length );
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for ( int i = 0; i < count; i++ )
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{
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yield return new DepotId { Value = depots[i].Value };
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}
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}
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/// <summary>
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/// Gets the install folder for a specific AppID.
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/// This works even if the application is not installed, based on where the game would be installed with the default Steam library location.
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/// </summary>
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public static string AppInstallDir( AppId appid = default )
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{
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if ( appid == 0 )
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appid = SteamClient.AppId;
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if ( Internal.GetAppInstallDir( appid.Value, out var strVal ) == 0 )
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return null;
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return strVal;
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}
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/// <summary>
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/// The app may not actually be owned by the current user, they may have it left over from a free weekend, etc.
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/// </summary>
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public static bool IsAppInstalled( AppId appid ) => Internal.BIsAppInstalled( appid.Value );
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/// <summary>
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/// Gets the Steam ID of the original owner of the current app. If it's different from the current user then it is borrowed..
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/// </summary>
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public static SteamId AppOwner => Internal.GetAppOwner().Value;
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/// <summary>
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/// Gets the associated launch parameter if the game is run via steam://run/appid/?param1=value1;param2=value2;param3=value3 etc.
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/// Parameter names starting with the character '@' are reserved for internal use and will always return an empty string.
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/// Parameter names starting with an underscore '_' are reserved for steam features -- they can be queried by the game,
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/// but it is advised that you not param names beginning with an underscore for your own features.
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/// </summary>
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public static string GetLaunchParam( string param ) => Internal.GetLaunchQueryParam( param );
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/// <summary>
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/// Gets the download progress for optional DLC.
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/// </summary>
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public static DownloadProgress DlcDownloadProgress( AppId appid )
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{
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ulong punBytesDownloaded = 0;
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ulong punBytesTotal = 0;
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if ( !Internal.GetDlcDownloadProgress( appid.Value, ref punBytesDownloaded, ref punBytesTotal ) )
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return default( DownloadProgress );
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return new DownloadProgress { BytesDownloaded = punBytesDownloaded, BytesTotal = punBytesTotal, Active = true };
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}
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/// <summary>
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/// Gets the buildid of this app, may change at any time based on backend updates to the game.
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/// Defaults to 0 if you're not running a build downloaded from steam.
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/// </summary>
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public static int BuildId => Internal.GetAppBuildId();
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/// <summary>
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/// Asynchronously retrieves metadata details about a specific file in the depot manifest.
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/// Currently provides:
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/// </summary>
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public static async Task<FileDetails?> GetFileDetailsAsync( string filename )
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{
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var r = await Internal.GetFileDetails( filename );
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if ( !r.HasValue || r.Value.Result != Result.OK )
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return null;
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return new FileDetails
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{
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SizeInBytes = r.Value.FileSize,
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Flags = r.Value.Flags,
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Sha1 = string.Join( "", r.Value.FileSHA.Select( x => x.ToString( "x" ) ) )
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};
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}
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/// <summary>
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/// Get command line if game was launched via Steam URL, e.g. steam://run/appid//command line/.
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/// This method of passing a connect string (used when joining via rich presence, accepting an
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/// invite, etc) is preferable to passing the connect string on the operating system command
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/// line, which is a security risk. In order for rich presence joins to go through this
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/// path and not be placed on the OS command line, you must set a value in your app's
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/// configuration on Steam. Ask Valve for help with this.
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/// </summary>
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public static string CommandLine
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{
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get
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{
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var len = Internal.GetLaunchCommandLine( out var strVal );
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return strVal;
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}
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}
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}
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} |