Facepunch.Steamworks/Facepunch.Steamworks/Client.cs

279 lines
8.9 KiB
C#

using System;
using System.IO;
using System.Runtime.InteropServices;
namespace Facepunch.Steamworks
{
public partial class Client : BaseSteamworks
{
/// <summary>
/// A singleton accessor to get the current client instance.
/// </summary>
public static Client Instance { get; private set; }
/// <summary>
/// Current user's Username
/// </summary>
public string Username { get; private set; }
/// <summary>
/// Current user's SteamId
/// </summary>
public ulong SteamId { get; private set; }
/// <summary>
/// If we're sharing this game, this is the owner of it.
/// </summary>
public ulong OwnerSteamId { get; private set; }
/// <summary>
/// Current Beta name, if we're using a beta branch.
/// </summary>
public string BetaName { get; private set; }
/// <summary>
/// The BuildId of the current build
/// </summary>
public int BuildId { get; private set; }
/// <summary>
/// The folder in which this app is installed
/// </summary>
public DirectoryInfo InstallFolder { get; private set; }
/// <summary>
/// The currently selected language
/// </summary>
public string CurrentLanguage { get; }
/// <summary>
/// List of languages available to the game
/// </summary>
public string[] AvailableLanguages { get; }
public Voice Voice { get; private set; }
public ServerList ServerList { get; private set; }
public LobbyList LobbyList { get; private set; }
public App App { get; private set; }
public Achievements Achievements { get; private set; }
public Stats Stats { get; private set; }
public MicroTransactions MicroTransactions { get; private set; }
public User User { get; private set; }
public RemoteStorage RemoteStorage { get; private set; }
public Client( uint appId )
{
Instance = this;
native = new Interop.NativeInterface();
//
// Get other interfaces
//
if ( !native.InitClient( this ) )
{
native.Dispose();
native = null;
Instance = null;
return;
}
//
// Setup interfaces that client and server both have
//
SetupCommonInterfaces();
//
// Client only interfaces
//
Voice = new Voice( this );
ServerList = new ServerList( this );
LobbyList = new LobbyList(this);
App = new App( this );
Stats = new Stats( this );
Achievements = new Achievements( this );
MicroTransactions = new MicroTransactions( this );
User = new User( this );
RemoteStorage = new RemoteStorage( this );
Workshop.friends = Friends;
Stats.UpdateStats();
//
// Cache common, unchanging info
//
AppId = appId;
Username = native.friends.GetPersonaName();
SteamId = native.user.GetSteamID();
BetaName = native.apps.GetCurrentBetaName();
OwnerSteamId = native.apps.GetAppOwner();
InstallFolder = new DirectoryInfo( native.apps.GetAppInstallDir( AppId ) );
BuildId = native.apps.GetAppBuildId();
CurrentLanguage = native.apps.GetCurrentGameLanguage();
AvailableLanguages = native.apps.GetAvailableGameLanguages().Split( new[] {';'}, StringSplitOptions.RemoveEmptyEntries ); // TODO: Assumed colon separated
//
// Run update, first call does some initialization
//
Update();
}
/// <summary>
/// Should be called at least once every frame
/// </summary>
public override void Update()
{
if ( !IsValid )
return;
RunCallbacks();
Voice.Update();
base.Update();
}
/// <summary>
/// This is called in Update() - there's no need to call it manually unless you're running your own Update
/// </summary>
public void RunCallbacks()
{
native.api.SteamAPI_RunCallbacks();
}
/// <summary>
/// Call when finished to shut down the Steam client.
/// </summary>
public override void Dispose()
{
if ( Voice != null )
{
Voice.Dispose();
Voice = null;
}
if ( ServerList != null )
{
ServerList.Dispose();
ServerList = null;
}
if (LobbyList != null)
{
LobbyList.Dispose();
LobbyList = null;
}
if ( App != null )
{
App.Dispose();
App = null;
}
if ( Stats != null )
{
Stats.Dispose();
Stats = null;
}
if ( Achievements != null )
{
Achievements.Dispose();
Achievements = null;
}
if ( MicroTransactions != null )
{
MicroTransactions.Dispose();
MicroTransactions = null;
}
if ( User != null )
{
User.Dispose();
User = null;
}
if ( RemoteStorage != null )
{
RemoteStorage.Dispose();
RemoteStorage = null;
}
if ( Instance == this )
{
Instance = null;
}
base.Dispose();
}
public enum LeaderboardSortMethod
{
None = 0,
Ascending = 1, // top-score is lowest number
Descending = 2, // top-score is highest number
};
// the display type (used by the Steam Community web site) for a leaderboard
public enum LeaderboardDisplayType
{
None = 0,
Numeric = 1, // simple numerical score
TimeSeconds = 2, // the score represents a time, in seconds
TimeMilliSeconds = 3, // the score represents a time, in milliseconds
};
public Leaderboard GetLeaderboard( string name, LeaderboardSortMethod sortMethod = LeaderboardSortMethod.None, LeaderboardDisplayType displayType = LeaderboardDisplayType.None )
{
var board = new Leaderboard( this );
native.userstats.FindOrCreateLeaderboard( name, (SteamNative.LeaderboardSortMethod)sortMethod, (SteamNative.LeaderboardDisplayType)displayType, board.OnBoardCreated );
return board;
}
/// <summary>
/// True if we're subscribed/authorised to be running this app
/// </summary>
public bool IsSubscribed => native.apps.BIsSubscribed();
/// <summary>
/// True if we're a cybercafe account
/// </summary>
public bool IsCybercafe => native.apps.BIsCybercafe();
/// <summary>
/// True if we're subscribed/authorised to be running this app, but only temporarily
/// due to a free weekend etc.
/// </summary>
public bool IsSubscribedFromFreeWeekend => native.apps.BIsSubscribedFromFreeWeekend();
/// <summary>
/// True if we're in low violence mode (germans are only allowed to see the insides of bodies in porn)
/// </summary>
public bool IsLowViolence => native.apps.BIsLowViolence();
/// <summary>
/// Checks if your executable was launched through Steam and relaunches it through Steam if it wasn't.
/// If this returns true then it starts the Steam client if required and launches your game again through it,
/// and you should quit your process as soon as possible. This effectively runs steam://run/AppId so it may
/// not relaunch the exact executable that called it, as it will always relaunch from the version installed
/// in your Steam library folder.
/// If it returns false, then your game was launched by the Steam client and no action needs to be taken.
/// One exception is if a steam_appid.txt file is present then this will return false regardless. This allows
/// you to develop and test without launching your game through the Steam client. Make sure to remove the
/// steam_appid.txt file when uploading the game to your Steam depot!
/// </summary>
public static bool RestartIfNecessary( uint appid )
{
using ( var api = new SteamNative.SteamApi() )
{
return api.SteamAPI_RestartAppIfNecessary( appid );
}
}
}
}