Format descriptions

Garry Newman 2016-11-04 20:57:34 +00:00
parent 3026928223
commit 5a2f068e93
39 changed files with 72 additions and 84 deletions

@ -5,7 +5,7 @@ int 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.
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.
```

@ -5,6 +5,6 @@ Ticket GetAuthSessionTicket( )
```
## Summary
```
Creates an auth ticket.
Which you can send to a server to authenticate that you are who you say you are.
Creates an auth ticket.
Which you can send to a server to authenticate that you are who you say you are.
```

@ -6,5 +6,5 @@ bool IsValid
## Summary
```
Returns true if this instance has initialized properly.
If this returns false you should Dispose and throw an error.
If this returns false you should Dispose and throw an error.
```

@ -6,5 +6,5 @@ bool IsValid
## Summary
```
Returns true if this instance has initialized properly.
If this returns false you should Dispose and throw an error.
If this returns false you should Dispose and throw an error.
```

@ -6,6 +6,6 @@ void ForcePlatform( OperatingSystem os, Architecture arch )
## 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
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
```

@ -6,9 +6,8 @@ bool 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.
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.
```

@ -6,5 +6,5 @@ Definition CreateDefinition( int id )
## 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.
Manually getting a Definition here lets you call functions on those definitions.
```

@ -5,6 +5,6 @@ Definition[] Definitions
```
## Summary
```
A list of items defined for this app.
This should be immediately populated and available.
A list of items defined for this app.
This should be immediately populated and available.
```

@ -6,5 +6,5 @@ Definition FindDefinition( int DefinitionId )
## Summary
```
You really need me to explain what this does?
Use your brains.
Use your brains.
```

@ -5,6 +5,6 @@ Item[] 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.
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.
```

@ -6,5 +6,5 @@ Action OnUpdate
## Summary
```
Called when the local client's items are first retrieved, and when they change.
Obviously not called on the server.
Obviously not called on the server.
```

@ -6,7 +6,7 @@ void 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.
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.
```

@ -6,6 +6,6 @@ void 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
Note that if this has already been called it won't
trigger a call to OnUpdate unless the items have changed
```

@ -6,5 +6,5 @@ byte[] 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.
and get a verified list of items.
```

@ -6,6 +6,6 @@ void SetListenChannel( int ChannelId, bool Listen )
## Summary
```
Enable or disable listening on a specific channel.
If you donp't enable the channel we won't listen to it,
so you won't be able to receive messages on it.
If you donp't enable the channel we won't listen to it,
so you won't be able to receive messages on it.
```

@ -5,6 +5,6 @@ int BotCount
```
## Summary
```
Gets or sets the current BotCount.
This doesn't enforce any kind of limit, it just updates the master server.
Gets or sets the current BotCount.
This doesn't enforce any kind of limit, it just updates the master server.
```

@ -6,5 +6,5 @@ string GameTags
## Summary
```
Gets or sets the current GameTags. This is a comma seperated list of tags for this server.
When querying the server list you can filter by these tags.
When querying the server list you can filter by these tags.
```

@ -6,5 +6,5 @@ bool IsValid
## Summary
```
Returns true if this instance has initialized properly.
If this returns false you should Dispose and throw an error.
If this returns false you should Dispose and throw an error.
```

@ -6,5 +6,5 @@ bool LoggedOn
## Summary
```
Returns true if the server is connected and registered with the Steam master server
You should have called LogOnAnonymous etc on startup.
You should have called LogOnAnonymous etc on startup.
```

@ -5,6 +5,6 @@ int MaxPlayers
```
## Summary
```
Gets or sets the current MaxPlayers.
This doesn't enforce any kind of limit, it just updates the master server.
Gets or sets the current MaxPlayers.
This doesn't enforce any kind of limit, it just updates the master server.
```

@ -6,6 +6,6 @@ IPAddress PublicIp
## Summary
```
To the best of its ability this tries to get the server's
current public ip address. Be aware that this is likely to return
null for the first few seconds after initialization.
current public ip address. Be aware that this is likely to return
null for the first few seconds after initialization.
```

@ -6,5 +6,5 @@ Server( uint appId, uint IpAddress, UInt16 GamePort, bool Secure, string Version
## Summary
```
Initialize a server - query port will use the same as GamePort (MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE)
This means you'll need to detect and manually process and reply to server queries.
This means you'll need to detect and manually process and reply to server queries.
```

@ -6,7 +6,6 @@ void SetKey( string Key, string Value )
## Summary
```
Sets a Key Value. These can be anything you like, and are accessible
when querying servers from the server list.
Information describing gamemodes are common here.
when querying servers from the server list.
Information describing gamemodes are common here.
```

@ -6,6 +6,6 @@ void UpdatePlayer( ulong steamid, string name, int score )
## Summary
```
Update this connected player's information. You should really call this
any time a player's name or score changes. This keeps the information shown
to server queries up to date.
any time a player's name or score changes. This keeps the information shown
to server queries up to date.
```

@ -3,8 +3,7 @@
### Summary
```
Initialize this class for Game Servers.
Game servers offer a limited amount of Steam functionality - and don't require the Steam client.
Game servers offer a limited amount of Steam functionality - and don't require the Steam client.
```
### Constructors
@ -20,6 +19,7 @@ Initialize this class for Game Servers.
### Properties
* **uint** [[AppId|Facepunch.Steamworks.Server.AppId]]
* **ServerAuth** [[Auth|Facepunch.Steamworks.Server.Auth]]
* **int** [[BotCount|Facepunch.Steamworks.Server.BotCount]]
* **string** [[GameDescription|Facepunch.Steamworks.Server.GameDescription]]
* **string** [[GameTags|Facepunch.Steamworks.Server.GameTags]]
@ -33,12 +33,9 @@ Initialize this class for Game Servers.
* **bool** [[Passworded|Facepunch.Steamworks.Server.Passworded]]
* **string** [[Product|Facepunch.Steamworks.Server.Product]]
* **IPAddress** [[PublicIp|Facepunch.Steamworks.Server.PublicIp]]
* **ServerQuery** [[Query|Facepunch.Steamworks.Server.Query]]
* **string** [[ServerName|Facepunch.Steamworks.Server.ServerName]]
* **ulong** [[SteamId|Facepunch.Steamworks.Server.SteamId]]
* **string** [[Username|Facepunch.Steamworks.Server.Username]]
* **ServerStats** [[Stats|Facepunch.Steamworks.Server.Stats]]
* **Workshop** [[Workshop|Facepunch.Steamworks.Server.Workshop]]
### Fields
* **ServerQuery** [[Query|Facepunch.Steamworks.Server.Query]]
* **ServerStats** [[Stats|Facepunch.Steamworks.Server.Stats]]
* **ServerAuth** [[Auth|Facepunch.Steamworks.Server.Auth]]

@ -6,5 +6,5 @@ Request Favourites( )
## Summary
```
Favourite filters don't seem to work, so we don't bother.
You should apply them post process'dly
You should apply them post process'dly
```

@ -6,5 +6,5 @@ Request History( )
## Summary
```
History filters don't seem to work, so we don't bother.
You should apply them post process'dly
You should apply them post process'dly
```

@ -6,5 +6,5 @@ bool GetOutgoingPacket( Packet& 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.
this packet in an unconnected way to the returned Address and Port.
```

@ -6,6 +6,6 @@ float GetFloat( ulong steamid, string name, float defaultValue )
## Summary
```
Get the named stat for this user. If getting the stat failed, will return
defaultValue. You should have called Refresh for this userid - which downloads
the stats from the backend. If you didn't call it this will always return defaultValue.
defaultValue. You should have called Refresh for this userid - which downloads
the stats from the backend. If you didn't call it this will always return defaultValue.
```

@ -6,6 +6,6 @@ int GetInt( ulong steamid, string name, int defaultValue )
## Summary
```
Get the named stat for this user. If getting the stat failed, will return
defaultValue. You should have called Refresh for this userid - which downloads
the stats from the backend. If you didn't call it this will always return defaultValue.
defaultValue. You should have called Refresh for this userid - which downloads
the stats from the backend. If you didn't call it this will always return defaultValue.
```

@ -6,5 +6,5 @@ bool Set( ulong steamid, string name, float stat )
## Summary
```
Set the named stat for this user. Setting stats should follow the rules
you defined in Steamworks.
you defined in Steamworks.
```

@ -3,7 +3,7 @@
### Summary
```
Allows getting and setting stats on users from the gameserver. These stats
should have been set up on the Steamworks website for your app.
should have been set up on the Steamworks website for your app.
```
### Methods

@ -5,6 +5,6 @@ bool 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.
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.
```

@ -5,9 +5,6 @@
No documentation available
```
### Constructors
* [[Voice|Facepunch.Steamworks.Voice.Voice.1]]( **Client** client )
### Methods
* **bool** [[Decompress|Facepunch.Steamworks.Voice.Decompress]]( **byte[]** input, **MemoryStream** output, **uint** samepleRate )
* **bool** [[Decompress|Facepunch.Steamworks.Voice.Decompress]]( **IntPtr** input, **int** inputoffset, **int** inputsize, **MemoryStream** output, **uint** samepleRate )

@ -6,5 +6,5 @@ Editor CreateItem( ItemType type )
## 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.
Your item won't actually be created until you call Publish() on the object.
```

@ -6,7 +6,6 @@ Query 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.
This could be a list of the most popular items, or a search,
or just getting a list of the items you've uploaded.
```

@ -6,6 +6,6 @@ Editor EditItem( ulong itemId )
## 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.
item name, description etc. We don't verify that item exists.
We don't verify that this item belongs to your app.
```

@ -6,7 +6,7 @@ Item GetItem( ulong itemid )
## 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.
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.
```

@ -3,16 +3,13 @@
### 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.
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.
```
### Methods