Facepunch.Steamworks/Facepunch.Steamworks.Test/bin/Debug/Facepunch.Steamworks.xml
2016-11-03 10:57:52 +00:00

644 lines
27 KiB
XML

<?xml version="1.0"?>
<doc>
<assembly>
<name>Facepunch.Steamworks</name>
</assembly>
<members>
<member name="P:Facepunch.Steamworks.BaseSteamworks.AppId">
<summary>
Current running program's AppId
</summary>
</member>
<member name="F:Facepunch.Steamworks.BaseSteamworks.OnMessage">
<summary>
Called with a message from Steam
</summary>
</member>
<member name="M:Facepunch.Steamworks.BaseSteamworks.UpdateWhile(System.Func{System.Boolean})">
<summary>
Run Update until func returns false.
This will cause your program to lock up until it finishes.
This is useful for things like tests or command line utilities etc.
</summary>
</member>
<member name="T:Facepunch.Steamworks.Inventory.Item">
<summary>
An item in your inventory.
</summary>
</member>
<member name="F:Facepunch.Steamworks.Inventory.Item.Definition">
<summary>
Careful, this might not be available. Especially on a game server.
</summary>
</member>
<member name="F:Facepunch.Steamworks.Inventory.OnUpdate">
<summary>
Called when the local client's items are first retrieved, and when they change.
Obviously not called on the server.
</summary>
</member>
<member name="F:Facepunch.Steamworks.Inventory.Items">
<summary>
A list of items owned by this user. You should call Refresh() before trying to access this,
and then wait until it's non null or listen to OnUpdate to find out immediately when it's populated.
</summary>
</member>
<member name="F:Facepunch.Steamworks.Inventory.SerializedItems">
<summary>
You can send this data to a server, or another player who can then deserialize it
and get a verified list of items.
</summary>
</member>
<member name="F:Facepunch.Steamworks.Inventory.SerializedExpireTime">
<summary>
Serialized data exprires after an hour. This is the time the value in SerializedItems will expire.
</summary>
</member>
<member name="M:Facepunch.Steamworks.Inventory.PlaytimeHeartbeat">
<summary>
Call this at least every two minutes, every frame doesn't hurt.
You should call it when you consider it active play time.
IE - your player is alive, and playing.
Don't stress on it too much tho cuz it's super hijackable anyway.
</summary>
</member>
<member name="M:Facepunch.Steamworks.Inventory.Refresh">
<summary>
Call this to retrieve the items.
Note that if this has already been called it won't
trigger a call to OnUpdate unless the items have changed
</summary>
</member>
<member name="M:Facepunch.Steamworks.Inventory.CreateDefinition(System.Int32)">
<summary>
Some definitions aren't sent to the client, and all aren't available on the server.
Manually getting a Definition here lets you call functions on those definitions.
</summary>
</member>
<member name="M:Facepunch.Steamworks.Inventory.Update">
<summary>
Called every frame
</summary>
</member>
<member name="M:Facepunch.Steamworks.Inventory.UpdateLocalRequest">
<summary>
If we have a local player request process it.
</summary>
</member>
<member name="F:Facepunch.Steamworks.Inventory.Definitions">
<summary>
A list of items defined for this app.
This should be immediately populated and available.
</summary>
</member>
<member name="M:Facepunch.Steamworks.Inventory.PriceCategoryToFloat(System.String)">
<summary>
Utility, given a "1;VLV250" string, convert it to a 2.5
</summary>
</member>
<member name="M:Facepunch.Steamworks.Inventory.FindDefinition(System.Int32)">
<summary>
You really need me to explain what this does?
Use your brains.
</summary>
</member>
<member name="T:Facepunch.Steamworks.Inventory.Definition">
<summary>
An item definition. This describes an item in your Steam inventory, but is
not unique to that item. For example, this might be a tshirt, but you might be able to own
multiple tshirts.
</summary>
</member>
<member name="M:Facepunch.Steamworks.Inventory.Definition.SetProperty(System.String,System.String)">
<summary>
If you're manually occupying the Definition (because maybe you're on a server
and want to hack around the fact that definitions aren't presented to you),
you can use this to set propertis.
</summary>
</member>
<member name="M:Facepunch.Steamworks.Inventory.Definition.TriggerItemDrop">
<summary>
Trigger an item drop. Call this when it's a good time to award
an item drop to a player. This won't automatically result in giving
an item to a player. Just call it every minute or so, or on launch.
ItemDefinition is usually a generator
</summary>
</member>
<member name="F:Facepunch.Steamworks.Networking.SendType.Unreliable">
<summary>
Basic UDP send. Packets can't be bigger than 1200 bytes (your typical MTU size). Can be lost, or arrive out of order (rare).
The sending API does have some knowledge of the underlying connection, so if there is no NAT-traversal accomplished or
there is a recognized adjustment happening on the connection, the packet will be batched until the connection is open again.
</summary>
</member>
<member name="F:Facepunch.Steamworks.Networking.SendType.UnreliableNoDelay">
<summary>
As above, but if the underlying p2p connection isn't yet established the packet will just be thrown away. Using this on the first
packet sent to a remote host almost guarantees the packet will be dropped.
This is only really useful for kinds of data that should never buffer up, i.e. voice payload packets
</summary>
</member>
<!-- Badly formed XML comment ignored for member "F:Facepunch.Steamworks.Networking.SendType.Reliable" -->
<member name="F:Facepunch.Steamworks.Networking.SendType.ReliableWithBuffering">
<summary>
As above, but applies the Nagle algorithm to the send - sends will accumulate
until the current MTU size (typically ~1200 bytes, but can change) or ~200ms has passed (Nagle algorithm).
Useful if you want to send a set of smaller messages but have the coalesced into a single packet
Since the reliable stream is all ordered, you can do several small message sends with k_EP2PSendReliableWithBuffering and then
do a normal k_EP2PSendReliable to force all the buffered data to be sent.
</summary>
</member>
<member name="P:Facepunch.Steamworks.Client.Username">
<summary>
Current user's Username
</summary>
</member>
<member name="P:Facepunch.Steamworks.Client.SteamId">
<summary>
Current user's SteamId
</summary>
</member>
<member name="P:Facepunch.Steamworks.Client.BetaName">
<summary>
Current Beta name, if ser
</summary>
</member>
<member name="M:Facepunch.Steamworks.Client.Update">
<summary>
Should be called at least once every frame
</summary>
</member>
<member name="M:Facepunch.Steamworks.ServerList.History">
<summary>
History filters don't seem to work, so we don't bother.
You should apply them post process'dly
</summary>
</member>
<member name="M:Facepunch.Steamworks.ServerList.Favourites">
<summary>
Favourite filters don't seem to work, so we don't bother.
You should apply them post process'dly
</summary>
</member>
<member name="F:Facepunch.Steamworks.ServerList.Request.Responded">
<summary>
A list of servers that responded. If you're only interested in servers that responded since you
last updated, then simply clear this list.
</summary>
</member>
<member name="F:Facepunch.Steamworks.ServerList.Request.Unresponsive">
<summary>
A list of servers that were in the master list but didn't respond.
</summary>
</member>
<member name="F:Facepunch.Steamworks.ServerList.Request.Finished">
<summary>
True when we have finished
</summary>
</member>
<member name="M:Facepunch.Steamworks.ServerList.Request.Dispose">
<summary>
Disposing will end the query
</summary>
</member>
<member name="F:Facepunch.Steamworks.ServerList.Server.OnReceivedRules">
<summary>
Callback when rules are receieved.
The bool is true if server responded properly.
</summary>
</member>
<member name="F:Facepunch.Steamworks.ServerList.Server.Rules">
<summary>
List of server rules. Use HasRules to see if this is safe to access.
</summary>
</member>
<member name="P:Facepunch.Steamworks.ServerList.Server.HasRules">
<summary>
Returns true if this server has rules
</summary>
</member>
<member name="M:Facepunch.Steamworks.ServerList.Server.FetchRules">
<summary>
Populates Rules for this server
</summary>
</member>
<member name="M:Facepunch.Steamworks.Auth.Ticket.Cancel">
<summary>
Cancels a ticket.
You should cancel your ticket when you close the game or leave a server.
</summary>
</member>
<member name="M:Facepunch.Steamworks.Auth.GetAuthSessionTicket">
<summary>
Creates an auth ticket.
Which you can send to a server to authenticate that you are who you say you are.
</summary>
</member>
<member name="P:Facepunch.Steamworks.App.BuildId">
<summary>
Returns the current BuildId of the game.
This is pretty useless, as it isn't guarenteed to return
the build id you're playing, or the latest build id.
</summary>
</member>
<member name="P:Facepunch.Steamworks.SteamFriend.Id">
<summary>
Steam Id
</summary>
</member>
<member name="P:Facepunch.Steamworks.SteamFriend.IsBlocked">
<summary>
Return true if blocked
</summary>
</member>
<member name="P:Facepunch.Steamworks.SteamFriend.IsFriend">
<summary>
Return true if is a friend. Returns false if blocked, request etc.
</summary>
</member>
<member name="F:Facepunch.Steamworks.SteamFriend.Name">
<summary>
Their current display name
</summary>
</member>
<member name="P:Facepunch.Steamworks.SteamFriend.IsOnline">
<summary>
Returns true if this friend is online
</summary>
</member>
<member name="P:Facepunch.Steamworks.SteamFriend.IsPlayingThisGame">
<summary>
Returns true if this friend is online and playing this game
</summary>
</member>
<member name="P:Facepunch.Steamworks.SteamFriend.IsPlaying">
<summary>
Returns true if this friend is online and playing this game
</summary>
</member>
<member name="P:Facepunch.Steamworks.SteamFriend.CurrentAppId">
<summary>
The AppId this guy is playing
</summary>
</member>
<member name="P:Facepunch.Steamworks.Friends.All">
<summary>
Returns all friends, even blocked, ignored, friend requests etc
</summary>
</member>
<member name="F:Facepunch.Steamworks.Friends.AvatarSize.Small">
<summary>
Should be 32x32 - but make sure to check!
</summary>
</member>
<member name="F:Facepunch.Steamworks.Friends.AvatarSize.Medium">
<summary>
Should be 64x64 - but make sure to check!
</summary>
</member>
<member name="F:Facepunch.Steamworks.Friends.AvatarSize.Large">
<summary>
Should be 184x184 - but make sure to check!
</summary>
</member>
<member name="P:Facepunch.Steamworks.Image.IsError">
<summary>
Return true if this image couldn't be loaded for some reason
</summary>
</member>
<member name="P:Facepunch.Steamworks.Voice.OptimalSampleRate">
<summary>
Returns the optimal sample rate for voice - according to Steam
</summary>
</member>
<member name="P:Facepunch.Steamworks.Voice.WantsRecording">
<summary>
If set to true we are listening to the mic.
You should usually toggle this with the press of a key for push to talk.
</summary>
</member>
<member name="P:Facepunch.Steamworks.Voice.LastVoiceRecordTime">
<summary>
The last time voice was detected, recorded
</summary>
</member>
<member name="F:Facepunch.Steamworks.Voice.DesiredSampleRate">
<summary>
If set we will capture the audio at this rate. If unset (set to 0) will capture at OptimalSampleRate
</summary>
</member>
<member name="P:Facepunch.Steamworks.Config.UseThisCall">
<summary>
Some platforms allow/need CallingConvention.ThisCall. If you're crashing with argument null
errors on certain platforms, try flipping this to true.
I owe this logic to Riley Labrecque's hard work on Steamworks.net - I don't have the knowledge
or patience to find this shit on my own, so massive thanks to him. And also massive thanks to him
for releasing his shit open source under the MIT license so we can all learn and iterate.
</summary>
</member>
<member name="M:Facepunch.Steamworks.Config.ForcePlatform(Facepunch.Steamworks.OperatingSystem,Facepunch.Steamworks.Architecture)">
<summary>
You can force the platform to a particular one here.
This is useful if you're on OSX because some versions of mono don't have a way
to tell which platform we're running
</summary>
</member>
<member name="T:Facepunch.Steamworks.Workshop">
<summary>
Allows you to interact with Steam's UGC stuff (User Generated Content).
To put simply, this allows you to upload a folder of files to Steam.
To upload a new file use CreateItem. This returns an Editor object.
This object is also used to edit existing items.
To get a list of items you can call CreateQuery. From there you can download
an item and retrieve the folder that it's downloaded to.
Generally there's no need to compress and decompress your uploads, so you should
usually be able to use the content straight from the destination folder.
</summary>
</member>
<member name="E:Facepunch.Steamworks.Workshop.OnFileDownloaded">
<summary>
Called when an item has been downloaded. This could have been
because of a call to Download or because of a subscription triggered
via the browser/app.
</summary>
</member>
<member name="E:Facepunch.Steamworks.Workshop.OnItemInstalled">
<summary>
Called when an item has been installed. This could have been
because of a call to Download or because of a subscription triggered
via the browser/app.
</summary>
</member>
<member name="M:Facepunch.Steamworks.Workshop.Dispose">
<summary>
You should never have to call this manually
</summary>
</member>
<member name="M:Facepunch.Steamworks.Workshop.CreateQuery">
<summary>
Creates a query object, which is used to get a list of items.
This could be a list of the most popular items, or a search,
or just getting a list of the items you've uploaded.
</summary>
</member>
<member name="M:Facepunch.Steamworks.Workshop.CreateItem(Facepunch.Steamworks.Workshop.ItemType)">
<summary>
Create a new Editor object with the intention of creating a new item.
Your item won't actually be created until you call Publish() on the object.
</summary>
</member>
<member name="M:Facepunch.Steamworks.Workshop.EditItem(System.UInt64)">
<summary>
Returns a class representing this ItemId. We don't query
item name, description etc. We don't verify that item exists.
We don't verify that this item belongs to your app.
</summary>
</member>
<member name="M:Facepunch.Steamworks.Workshop.GetItem(System.UInt64)">
<summary>
Gets an Item object for a specific item. This doesn't currently
query the item's name and description. It's only really useful
if you know an item's ID and want to download it, or check its
current download status.
</summary>
</member>
<member name="T:Facepunch.Steamworks.Workshop.Order">
<summary>
How a query should be ordered.
</summary>
</member>
<member name="T:Facepunch.Steamworks.Workshop.QueryType">
<summary>
The type of item you are querying for
</summary>
</member>
<member name="F:Facepunch.Steamworks.Workshop.QueryType.Items">
<summary>
Both MicrotransactionItems and subscriptionItems
</summary>
</member>
<member name="F:Facepunch.Steamworks.Workshop.QueryType.MicrotransactionItems">
<summary>
Workshop item that is meant to be voted on for the purpose of selling in-game
</summary>
</member>
<member name="F:Facepunch.Steamworks.Workshop.QueryType.SubscriptionItems">
<summary>
normal Workshop item that can be subscribed to
</summary>
</member>
<member name="T:Facepunch.Steamworks.Workshop.ItemType">
<summary>
Used to define the item type when creating
</summary>
</member>
<member name="T:Facepunch.Steamworks.Workshop.UserQueryType">
<summary>
When querying a specific user's items this defines what
type of items you're looking for.
</summary>
</member>
<member name="P:Facepunch.Steamworks.Workshop.Item.Url">
<summary>
Return a URL to view this item online
</summary>
</member>
<member name="P:Facepunch.Steamworks.Workshop.Query.AppId">
<summary>
The AppId you're querying. This defaults to this appid.
</summary>
</member>
<member name="P:Facepunch.Steamworks.Workshop.Query.UploaderAppId">
<summary>
The AppId of the app used to upload the item. This defaults to 0
which means all/any.
</summary>
</member>
<member name="P:Facepunch.Steamworks.Workshop.Query.Page">
<summary>
Page starts at 1 !!
</summary>
</member>
<member name="P:Facepunch.Steamworks.Workshop.Query.RequireTags">
<summary>
Only return items with these tags
</summary>
</member>
<member name="P:Facepunch.Steamworks.Workshop.Query.RequireAllTags">
<summary>
If true, return items that have all RequireTags
If false, return items that have any tags in RequireTags
</summary>
</member>
<member name="P:Facepunch.Steamworks.Workshop.Query.ExcludeTags">
<summary>
Don't return any items with this tag
</summary>
</member>
<member name="P:Facepunch.Steamworks.Workshop.Query.FileId">
<summary>
If you're querying for a particular file or files, add them to this.
</summary>
</member>
<member name="M:Facepunch.Steamworks.Workshop.Query.Block">
<summary>
Don't call this in production!
</summary>
</member>
<member name="P:Facepunch.Steamworks.Server.Username">
<summary>
Current user's Username
</summary>
</member>
<member name="P:Facepunch.Steamworks.Server.SteamId">
<summary>
Current user's SteamId
</summary>
</member>
<member name="M:Facepunch.Steamworks.Server.#ctor(System.UInt32,System.UInt32,System.UInt16,System.Boolean,System.String)">
<summary>
Initialize a server - query port will use the same as GamePort (MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE)
</summary>
</member>
<member name="M:Facepunch.Steamworks.Server.Update">
<summary>
Should be called at least once every frame
</summary>
</member>
<member name="P:Facepunch.Steamworks.Server.MaxPlayers">
<summary>
Gets or sets the current MaxPlayers.
This doesn't enforce any kind of limit, it just updates the master server.
</summary>
</member>
<member name="P:Facepunch.Steamworks.Server.BotCount">
<summary>
Gets or sets the current BotCount.
This doesn't enforce any kind of limit, it just updates the master server.
</summary>
</member>
<member name="P:Facepunch.Steamworks.Server.MapName">
<summary>
Gets or sets the current Map Name.
</summary>
</member>
<member name="P:Facepunch.Steamworks.Server.ModDir">
<summary>
Gets or sets the current ModDir
</summary>
</member>
<member name="P:Facepunch.Steamworks.Server.Product">
<summary>
Gets or sets the current Product
</summary>
</member>
<member name="P:Facepunch.Steamworks.Server.GameDescription">
<summary>
Gets or sets the current Product
</summary>
</member>
<member name="P:Facepunch.Steamworks.Server.ServerName">
<summary>
Gets or sets the current ServerName
</summary>
</member>
<member name="P:Facepunch.Steamworks.Server.Passworded">
<summary>
Gets or sets the current Passworded
</summary>
</member>
<member name="P:Facepunch.Steamworks.Server.GameTags">
<summary>
Gets or sets the current GameTags
</summary>
</member>
<member name="M:Facepunch.Steamworks.Server.LogOnAnonymous">
<summary>
Log onto Steam anonymously
</summary>
</member>
<member name="M:Facepunch.Steamworks.Server.SetKey(System.String,System.String)">
<summary>
Sets a Key Value
</summary>
</member>
<member name="F:Facepunch.Steamworks.ServerAuth.OnAuthChange">
<summary>
Steamid, Ownerid, Status
</summary>
</member>
<member name="T:Facepunch.Steamworks.ServerAuth.Status">
<summary>
Steam authetication statuses
</summary>
</member>
<member name="M:Facepunch.Steamworks.ServerAuth.StartSession(System.Byte[],System.UInt64)">
<summary>
Start authorizing a ticket. This user isn't authorized yet. Wait for a call to OnAuthChange.
</summary>
</member>
<member name="M:Facepunch.Steamworks.ServerAuth.EndSession(System.UInt64)">
<summary>
Forget this guy. They're no longer in the game.
</summary>
</member>
<member name="M:Facepunch.Steamworks.ServerQuery.GetOutgoingPacket(Facepunch.Steamworks.ServerQuery.Packet@)">
<summary>
If true, Steam wants to send a packet. You should respond by sending
this packet in an unconnected way to the returned Address and Port
</summary>
<param name="packet"></param>
<returns></returns>
</member>
<member name="M:Facepunch.Steamworks.ServerQuery.Handle(System.Byte[],System.Int32,System.UInt32,System.UInt16)">
<summary>
We have received a server query on our game port. Pass it to Steam to handle.
</summary>
</member>
<member name="T:Facepunch.Steamworks.ServerStats">
<summary>
Allows getting and setting stats on users from the gameserver
</summary>
</member>
<member name="M:Facepunch.Steamworks.ServerStats.Refresh(System.UInt64,System.Action{System.Boolean})">
<summary>
Retrieve the stats for this user. If you pass a callback function in
this will be called when the stats are recieved, the bool will signify whether
it was successful or not.
</summary>
</member>
<member name="M:Facepunch.Steamworks.ServerStats.Set(System.UInt64,System.String,System.Int32)">
<summary>
Set the named statistic for this user
</summary>
</member>
<member name="M:Facepunch.Steamworks.ServerStats.Set(System.UInt64,System.String,System.Single)">
<summary>
Set the named statistic for this user
</summary>
</member>
<member name="M:Facepunch.Steamworks.ServerStats.GetInt(System.UInt64,System.String,System.Int32)">
<summary>
Set the named stat for this user
</summary>
</member>
<member name="M:Facepunch.Steamworks.ServerStats.GetFloat(System.UInt64,System.String,System.Single)">
<summary>
Set the named stat for this user
</summary>
</member>
<member name="P:SteamNative.Platform.PackSmall">
<summary>
We're only Pack = 8 on Windows
</summary>
</member>
</members>
</doc>