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https://github.com/Facepunch/Facepunch.Steamworks.git
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94 lines
2.8 KiB
Markdown
94 lines
2.8 KiB
Markdown
# Facepunch.Steamworks
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Another fucking c# Steamworks implementation
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[![Build Status](http://build.facepunch.com/buildStatus/icon?job=Facepunch/Facepunch.Steamworks/master)](http://build.facepunch.com/job/Facepunch/job/Facepunch.Steamworks/job/master/)
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## Why
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The Steamworks C# implementations I found that were compatible with Unity have worked for a long time. But I hate them all. For a number of different reasons.
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* They're not C#, they're just a collection of functions.
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* They're not up to date.
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* They require a 3rd party native dll.
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* They can't be compiled into a standalone dll (in Unity).
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* They have a license.
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C# is meant to make things easier. So lets try to wrap it up in a way that makes it all easier.
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## What
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So say you want to print a list of your friends?
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```csharp
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foreach ( var friend in client.Friends.All )
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{
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Console.WriteLine( "{0}: {1}", friend.Id, friend.Name );
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}
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```
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But what if you want to get a list of friends playing the same game that we're playing?
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```csharp
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foreach ( var friend in client.Friends.All.Where( x => x.IsPlayingThisGame ) )
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{
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Console.WriteLine( "{0}: {1}", friend.Id, friend.Name );
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}
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```
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You can view examples of everything in the Facepunch.Steamworks.Test project.
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# Usage
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## Client
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Compile and add the library to your project. To create a client you can do this.
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```csharp
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var client = new Facepunch.Steamworks.Client( 252490 );
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```
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Replace 252490 with the appid of your game. This should be a singleton - you should only create one client, right at the start of your game.
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The client is disposable, so when you're closing your game should probably call..
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```csharp
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client.Dispose();
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```
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Or use it in a using block if you can.
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## Server
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To create a server do this.
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```csharp
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var server = new Facepunch.Steamworks.Server( 252490, 0, 28015, true, "MyGame453" );
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```
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This will register a secure server for game 252490, any ip, port 28015. Again, more usage in the Facepunch.Steamworks.Test project.
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# Unity
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Yeah this works under Unity. That's half the point of it.
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There's another repo with an example project with it working in Unity. You can find it [here](https://github.com/Facepunch/Facepunch.Steamworks.Unity/blob/master/Assets/Scripts/SteamTest.cs).
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The TLDR is before you create the Client or the Server, call this to let Facepunch.Steamworks know which platform we're on - because it can't tell the difference between osx and linux by itself.
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```csharp
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Facepunch.Steamworks.Config.ForUnity( Application.platform.ToString() );
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```
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You'll also want to put steam_api64.dll and steam_appid.txt (on windows 64) in your project root next to Assets.
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# Help
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Wanna help? Go for it, pull requests, bug reports, yes, do it.
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You can also hit up the [Steamworks Thread](http://steamcommunity.com/groups/steamworks/discussions/0/1319961618833314524/) for help/discussion.
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# License
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MIT - do whatever you want.
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