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https://github.com/Facepunch/Facepunch.Steamworks.git
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Format descriptions
parent
3026928223
commit
5a2f068e93
@ -5,7 +5,7 @@ int BuildId
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```
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## Summary
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```
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Returns the current BuildId of the game.
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This is pretty useless, as it isn't guarenteed to return
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the build id you're playing, or the latest build id.
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Returns the current BuildId of the game.
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This is pretty useless, as it isn't guarenteed to return
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the build id you're playing, or the latest build id.
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```
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@ -5,6 +5,6 @@ Ticket GetAuthSessionTicket( )
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```
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## Summary
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```
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Creates an auth ticket.
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Which you can send to a server to authenticate that you are who you say you are.
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Creates an auth ticket.
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Which you can send to a server to authenticate that you are who you say you are.
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```
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@ -6,5 +6,5 @@ bool IsValid
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## Summary
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```
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Returns true if this instance has initialized properly.
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If this returns false you should Dispose and throw an error.
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If this returns false you should Dispose and throw an error.
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```
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@ -6,5 +6,5 @@ bool IsValid
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## Summary
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```
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Returns true if this instance has initialized properly.
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If this returns false you should Dispose and throw an error.
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If this returns false you should Dispose and throw an error.
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```
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@ -6,6 +6,6 @@ void ForcePlatform( OperatingSystem os, Architecture arch )
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## Summary
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```
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You can force the platform to a particular one here.
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This is useful if you're on OSX because some versions of mono don't have a way
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to tell which platform we're running
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This is useful if you're on OSX because some versions of mono don't have a way
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to tell which platform we're running
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```
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@ -6,9 +6,8 @@ bool UseThisCall
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## Summary
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```
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Some platforms allow/need CallingConvention.ThisCall. If you're crashing with argument null
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errors on certain platforms, try flipping this to true.
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I owe this logic to Riley Labrecque's hard work on Steamworks.net - I don't have the knowledge
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or patience to find this shit on my own, so massive thanks to him. And also massive thanks to him
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for releasing his shit open source under the MIT license so we can all learn and iterate.
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errors on certain platforms, try flipping this to true.
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I owe this logic to Riley Labrecque's hard work on Steamworks.net - I don't have the knowledge
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or patience to find this shit on my own, so massive thanks to him. And also massive thanks to him
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for releasing his shit open source under the MIT license so we can all learn and iterate.
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```
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@ -6,5 +6,5 @@ Definition CreateDefinition( int id )
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## Summary
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```
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Some definitions aren't sent to the client, and all aren't available on the server.
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Manually getting a Definition here lets you call functions on those definitions.
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Manually getting a Definition here lets you call functions on those definitions.
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```
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@ -5,6 +5,6 @@ Definition[] Definitions
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```
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## Summary
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```
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A list of items defined for this app.
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This should be immediately populated and available.
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A list of items defined for this app.
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This should be immediately populated and available.
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```
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@ -6,5 +6,5 @@ Definition FindDefinition( int DefinitionId )
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## Summary
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```
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You really need me to explain what this does?
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Use your brains.
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Use your brains.
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```
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@ -5,6 +5,6 @@ Item[] Items
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```
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## Summary
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```
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A list of items owned by this user. You should call Refresh() before trying to access this,
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and then wait until it's non null or listen to OnUpdate to find out immediately when it's populated.
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A list of items owned by this user. You should call Refresh() before trying to access this,
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and then wait until it's non null or listen to OnUpdate to find out immediately when it's populated.
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```
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@ -6,5 +6,5 @@ Action OnUpdate
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## Summary
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```
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Called when the local client's items are first retrieved, and when they change.
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Obviously not called on the server.
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Obviously not called on the server.
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```
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@ -6,7 +6,7 @@ void PlaytimeHeartbeat( )
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## Summary
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```
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Call this at least every two minutes, every frame doesn't hurt.
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You should call it when you consider it active play time.
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IE - your player is alive, and playing.
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Don't stress on it too much tho cuz it's super hijackable anyway.
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You should call it when you consider it active play time.
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IE - your player is alive, and playing.
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Don't stress on it too much tho cuz it's super hijackable anyway.
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```
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@ -6,6 +6,6 @@ void Refresh( )
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## Summary
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```
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Call this to retrieve the items.
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Note that if this has already been called it won't
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trigger a call to OnUpdate unless the items have changed
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Note that if this has already been called it won't
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trigger a call to OnUpdate unless the items have changed
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```
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@ -6,5 +6,5 @@ byte[] SerializedItems
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## Summary
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```
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You can send this data to a server, or another player who can then deserialize it
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and get a verified list of items.
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and get a verified list of items.
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```
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@ -6,6 +6,6 @@ void SetListenChannel( int ChannelId, bool Listen )
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## Summary
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```
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Enable or disable listening on a specific channel.
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If you donp't enable the channel we won't listen to it,
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so you won't be able to receive messages on it.
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If you donp't enable the channel we won't listen to it,
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so you won't be able to receive messages on it.
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```
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@ -5,6 +5,6 @@ int BotCount
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```
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## Summary
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```
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Gets or sets the current BotCount.
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This doesn't enforce any kind of limit, it just updates the master server.
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Gets or sets the current BotCount.
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This doesn't enforce any kind of limit, it just updates the master server.
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```
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@ -6,5 +6,5 @@ string GameTags
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## Summary
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```
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Gets or sets the current GameTags. This is a comma seperated list of tags for this server.
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When querying the server list you can filter by these tags.
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When querying the server list you can filter by these tags.
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```
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@ -6,5 +6,5 @@ bool IsValid
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## Summary
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```
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Returns true if this instance has initialized properly.
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If this returns false you should Dispose and throw an error.
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If this returns false you should Dispose and throw an error.
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```
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@ -6,5 +6,5 @@ bool LoggedOn
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## Summary
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```
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Returns true if the server is connected and registered with the Steam master server
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You should have called LogOnAnonymous etc on startup.
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You should have called LogOnAnonymous etc on startup.
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```
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@ -5,6 +5,6 @@ int MaxPlayers
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```
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## Summary
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```
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Gets or sets the current MaxPlayers.
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This doesn't enforce any kind of limit, it just updates the master server.
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Gets or sets the current MaxPlayers.
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This doesn't enforce any kind of limit, it just updates the master server.
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```
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@ -6,6 +6,6 @@ IPAddress PublicIp
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## Summary
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```
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To the best of its ability this tries to get the server's
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current public ip address. Be aware that this is likely to return
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null for the first few seconds after initialization.
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current public ip address. Be aware that this is likely to return
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null for the first few seconds after initialization.
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```
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@ -6,5 +6,5 @@ Server( uint appId, uint IpAddress, UInt16 GamePort, bool Secure, string Version
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## Summary
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```
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Initialize a server - query port will use the same as GamePort (MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE)
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This means you'll need to detect and manually process and reply to server queries.
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This means you'll need to detect and manually process and reply to server queries.
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```
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@ -6,7 +6,6 @@ void SetKey( string Key, string Value )
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## Summary
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```
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Sets a Key Value. These can be anything you like, and are accessible
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when querying servers from the server list.
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Information describing gamemodes are common here.
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when querying servers from the server list.
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Information describing gamemodes are common here.
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```
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@ -6,6 +6,6 @@ void UpdatePlayer( ulong steamid, string name, int score )
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## Summary
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```
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Update this connected player's information. You should really call this
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any time a player's name or score changes. This keeps the information shown
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to server queries up to date.
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any time a player's name or score changes. This keeps the information shown
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to server queries up to date.
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```
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@ -3,8 +3,7 @@
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### Summary
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```
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Initialize this class for Game Servers.
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Game servers offer a limited amount of Steam functionality - and don't require the Steam client.
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Game servers offer a limited amount of Steam functionality - and don't require the Steam client.
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```
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### Constructors
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@ -20,6 +19,7 @@ Initialize this class for Game Servers.
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### Properties
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* **uint** [[AppId|Facepunch.Steamworks.Server.AppId]]
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* **ServerAuth** [[Auth|Facepunch.Steamworks.Server.Auth]]
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* **int** [[BotCount|Facepunch.Steamworks.Server.BotCount]]
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* **string** [[GameDescription|Facepunch.Steamworks.Server.GameDescription]]
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* **string** [[GameTags|Facepunch.Steamworks.Server.GameTags]]
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@ -33,12 +33,9 @@ Initialize this class for Game Servers.
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* **bool** [[Passworded|Facepunch.Steamworks.Server.Passworded]]
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* **string** [[Product|Facepunch.Steamworks.Server.Product]]
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* **IPAddress** [[PublicIp|Facepunch.Steamworks.Server.PublicIp]]
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* **ServerQuery** [[Query|Facepunch.Steamworks.Server.Query]]
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* **string** [[ServerName|Facepunch.Steamworks.Server.ServerName]]
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* **ulong** [[SteamId|Facepunch.Steamworks.Server.SteamId]]
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* **string** [[Username|Facepunch.Steamworks.Server.Username]]
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* **ServerStats** [[Stats|Facepunch.Steamworks.Server.Stats]]
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* **Workshop** [[Workshop|Facepunch.Steamworks.Server.Workshop]]
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### Fields
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* **ServerQuery** [[Query|Facepunch.Steamworks.Server.Query]]
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* **ServerStats** [[Stats|Facepunch.Steamworks.Server.Stats]]
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* **ServerAuth** [[Auth|Facepunch.Steamworks.Server.Auth]]
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@ -6,5 +6,5 @@ Request Favourites( )
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## Summary
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```
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Favourite filters don't seem to work, so we don't bother.
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You should apply them post process'dly
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You should apply them post process'dly
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```
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@ -6,5 +6,5 @@ Request History( )
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## Summary
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```
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History filters don't seem to work, so we don't bother.
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You should apply them post process'dly
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You should apply them post process'dly
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```
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@ -6,5 +6,5 @@ bool GetOutgoingPacket( Packet& packet )
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## Summary
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```
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If true, Steam wants to send a packet. You should respond by sending
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this packet in an unconnected way to the returned Address and Port.
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this packet in an unconnected way to the returned Address and Port.
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```
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@ -6,6 +6,6 @@ float GetFloat( ulong steamid, string name, float defaultValue )
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## Summary
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```
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Get the named stat for this user. If getting the stat failed, will return
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defaultValue. You should have called Refresh for this userid - which downloads
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the stats from the backend. If you didn't call it this will always return defaultValue.
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defaultValue. You should have called Refresh for this userid - which downloads
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the stats from the backend. If you didn't call it this will always return defaultValue.
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```
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@ -6,6 +6,6 @@ int GetInt( ulong steamid, string name, int defaultValue )
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## Summary
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```
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Get the named stat for this user. If getting the stat failed, will return
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defaultValue. You should have called Refresh for this userid - which downloads
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the stats from the backend. If you didn't call it this will always return defaultValue.
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defaultValue. You should have called Refresh for this userid - which downloads
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the stats from the backend. If you didn't call it this will always return defaultValue.
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```
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@ -6,5 +6,5 @@ bool Set( ulong steamid, string name, float stat )
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## Summary
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```
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Set the named stat for this user. Setting stats should follow the rules
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you defined in Steamworks.
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you defined in Steamworks.
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```
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@ -3,7 +3,7 @@
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### Summary
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```
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Allows getting and setting stats on users from the gameserver. These stats
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should have been set up on the Steamworks website for your app.
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should have been set up on the Steamworks website for your app.
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```
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### Methods
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@ -5,6 +5,6 @@ bool WantsRecording
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```
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## Summary
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```
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If set to true we are listening to the mic.
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You should usually toggle this with the press of a key for push to talk.
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If set to true we are listening to the mic.
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You should usually toggle this with the press of a key for push to talk.
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```
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@ -5,9 +5,6 @@
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No documentation available
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```
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### Constructors
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* [[Voice|Facepunch.Steamworks.Voice.Voice.1]]( **Client** client )
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### Methods
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* **bool** [[Decompress|Facepunch.Steamworks.Voice.Decompress]]( **byte[]** input, **MemoryStream** output, **uint** samepleRate )
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* **bool** [[Decompress|Facepunch.Steamworks.Voice.Decompress]]( **IntPtr** input, **int** inputoffset, **int** inputsize, **MemoryStream** output, **uint** samepleRate )
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@ -6,5 +6,5 @@ Editor CreateItem( ItemType type )
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## Summary
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```
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Create a new Editor object with the intention of creating a new item.
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Your item won't actually be created until you call Publish() on the object.
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Your item won't actually be created until you call Publish() on the object.
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```
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@ -6,7 +6,6 @@ Query CreateQuery( )
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## Summary
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```
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Creates a query object, which is used to get a list of items.
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This could be a list of the most popular items, or a search,
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or just getting a list of the items you've uploaded.
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This could be a list of the most popular items, or a search,
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or just getting a list of the items you've uploaded.
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```
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@ -6,6 +6,6 @@ Editor EditItem( ulong itemId )
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## Summary
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```
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Returns a class representing this ItemId. We don't query
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item name, description etc. We don't verify that item exists.
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We don't verify that this item belongs to your app.
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item name, description etc. We don't verify that item exists.
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We don't verify that this item belongs to your app.
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```
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@ -6,7 +6,7 @@ Item GetItem( ulong itemid )
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## Summary
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```
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Gets an Item object for a specific item. This doesn't currently
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query the item's name and description. It's only really useful
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if you know an item's ID and want to download it, or check its
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current download status.
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query the item's name and description. It's only really useful
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if you know an item's ID and want to download it, or check its
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current download status.
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```
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@ -3,16 +3,13 @@
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### Summary
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```
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Allows you to interact with Steam's UGC stuff (User Generated Content).
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To put simply, this allows you to upload a folder of files to Steam.
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To upload a new file use CreateItem. This returns an Editor object.
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This object is also used to edit existing items.
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To get a list of items you can call CreateQuery. From there you can download
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an item and retrieve the folder that it's downloaded to.
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Generally there's no need to compress and decompress your uploads, so you should
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usually be able to use the content straight from the destination folder.
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To put simply, this allows you to upload a folder of files to Steam.
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To upload a new file use CreateItem. This returns an Editor object.
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This object is also used to edit existing items.
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To get a list of items you can call CreateQuery. From there you can download
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an item and retrieve the folder that it's downloaded to.
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Generally there's no need to compress and decompress your uploads, so you should
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usually be able to use the content straight from the destination folder.
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```
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### Methods
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