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

168 lines
4.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
using Steamworks.Data;
namespace Steamworks
{
/// <summary>
/// Undocumented Parental Settings
/// </summary>
public class SteamRemoteStorage : SteamClass
{
internal static ISteamRemoteStorage Internal;
internal override SteamInterface Interface => Internal;
internal override void InitializeInterface( bool server )
{
Internal = new ISteamRemoteStorage( server );
}
/// <summary>
/// Creates a new file, writes the bytes to the file, and then closes the file.
/// If the target file already exists, it is overwritten
/// </summary>
public unsafe static bool FileWrite( string filename, byte[] data )
{
fixed ( byte* ptr = data )
{
return Internal.FileWrite( filename, (IntPtr) ptr, data.Length );
}
}
/// <summary>
/// Opens a binary file, reads the contents of the file into a byte array, and then closes the file.
/// </summary>
public unsafe static byte[] FileRead( string filename )
{
var size = FileSize( filename );
if ( size <= 0 ) return null;
var buffer = new byte[size];
fixed ( byte* ptr = buffer )
{
var readsize = Internal.FileRead( filename, (IntPtr)ptr, size );
return buffer;
}
}
/// <summary>
/// Checks whether the specified file exists.
/// </summary>
public static bool FileExists( string filename ) => Internal.FileExists( filename );
/// <summary>
/// Checks if a specific file is persisted in the steam cloud.
/// </summary>
public static bool FilePersisted( string filename ) => Internal.FilePersisted( filename );
/// <summary>
/// Gets the specified file's last modified date/time.
/// </summary>
public static DateTime FileTime( string filename ) => Epoch.ToDateTime( Internal.GetFileTimestamp( filename ) );
/// <summary>
/// Gets the specified files size in bytes. 0 if not exists.
/// </summary>
public static int FileSize( string filename ) => Internal.GetFileSize( filename );
/// <summary>
/// Deletes the file from remote storage, but leaves it on the local disk and remains accessible from the API.
/// </summary>
public static bool FileForget( string filename ) => Internal.FileForget( filename );
/// <summary>
/// Deletes a file from the local disk, and propagates that delete to the cloud.
/// </summary>
public static bool FileDelete( string filename ) => Internal.FileDelete( filename );
/// <summary>
/// Number of bytes total
/// </summary>
public static ulong QuotaBytes
{
get
{
ulong t = 0, a = 0;
Internal.GetQuota( ref t, ref a );
return t;
}
}
/// <summary>
/// Number of bytes used
/// </summary>
public static ulong QuotaUsedBytes
{
get
{
ulong t = 0, a = 0;
Internal.GetQuota( ref t, ref a );
return t - a;
}
}
/// <summary>
/// Number of bytes remaining until your quota is used
/// </summary>
public static ulong QuotaRemainingBytes
{
get
{
ulong t = 0, a = 0;
Internal.GetQuota( ref t, ref a );
return a;
}
}
/// <summary>
/// returns true if IsCloudEnabledForAccount AND IsCloudEnabledForApp
/// </summary>
public static bool IsCloudEnabled => IsCloudEnabledForAccount && IsCloudEnabledForApp;
/// <summary>
/// Checks if the account wide Steam Cloud setting is enabled for this user
/// or if they disabled it in the Settings->Cloud dialog.
/// </summary>
public static bool IsCloudEnabledForAccount => Internal.IsCloudEnabledForAccount();
/// <summary>
/// Checks if the per game Steam Cloud setting is enabled for this user
/// or if they disabled it in the Game Properties->Update dialog.
///
/// This must only ever be set as the direct result of the user explicitly
/// requesting that it's enabled or not. This is typically accomplished with
/// a checkbox within your in-game options
/// </summary>
public static bool IsCloudEnabledForApp
{
get => Internal.IsCloudEnabledForApp();
set => Internal.SetCloudEnabledForApp( value );
}
/// <summary>
/// Gets the total number of local files synchronized by Steam Cloud.
/// </summary>
public static int FileCount => Internal.GetFileCount();
/// <summary>
/// Get a list of filenames synchronized by Steam Cloud
/// </summary>
public static IEnumerable<string> Files
{
get
{
int _ = 0;
for( int i=0; i<FileCount; i++ )
{
var filename = Internal.GetFileNameAndSize( i, ref _ );
yield return filename;
}
}
}
}
}