Document format

Garry Newman 2016-11-04 20:59:15 +00:00
parent 5a2f068e93
commit 9eae1b9c69
161 changed files with 0 additions and 322 deletions

@ -4,8 +4,6 @@
int BuildId int BuildId
``` ```
## Summary ## Summary
```
Returns the current BuildId of the game. Returns the current BuildId of the game.
This is pretty useless, as it isn't guarenteed to return This is pretty useless, as it isn't guarenteed to return
the build id you're playing, or the latest build id. the build id you're playing, or the latest build id.
```

@ -4,6 +4,4 @@
void MarkContentCorrupt( bool missingFilesOnly ) void MarkContentCorrupt( bool missingFilesOnly )
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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Auth( ) Auth( )
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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

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uint AppId uint AppId
``` ```
## Summary ## Summary
```
Current running program's AppId Current running program's AppId
```

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BaseSteamworks( ) BaseSteamworks( )
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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void Dispose( ) void Dispose( )
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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Inventory Inventory Inventory Inventory
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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bool IsValid bool IsValid
``` ```
## Summary ## Summary
```
Returns true if this instance has initialized properly. 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.
```

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Networking Networking Networking Networking
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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void Update( ) void Update( )
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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void UpdateWhile( Func\<bool\> func ) void UpdateWhile( Func\<bool\> func )
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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Workshop Workshop Workshop Workshop
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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App App App App
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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uint AppId uint AppId
``` ```
## Summary ## Summary
```
Current running program's AppId Current running program's AppId
```

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Auth Auth Auth Auth
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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string BetaName string BetaName
``` ```
## Summary ## Summary
```
Current Beta name, if we're using a beta branch. Current Beta name, if we're using a beta branch.
```

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Client( uint appId ) Client( uint appId )
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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void Dispose( ) void Dispose( )
``` ```
## Summary ## Summary
```
Call when finished to shut down the Steam client. Call when finished to shut down the Steam client.
```

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Friends Friends Friends Friends
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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Inventory Inventory Inventory Inventory
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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bool IsValid bool IsValid
``` ```
## Summary ## Summary
```
Returns true if this instance has initialized properly. 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.
```

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Networking Networking Networking Networking
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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Overlay Overlay Overlay Overlay
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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Screenshots Screenshots Screenshots Screenshots
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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ServerList ServerList ServerList ServerList
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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Stats Stats Stats Stats
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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ulong SteamId ulong SteamId
``` ```
## Summary ## Summary
```
Current user's SteamId Current user's SteamId
```

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void Update( ) void Update( )
``` ```
## Summary ## Summary
```
Should be called at least once every frame Should be called at least once every frame
```

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string Username string Username
``` ```
## Summary ## Summary
```
Current user's Username Current user's Username
```

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Voice Voice Voice Voice
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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Workshop Workshop Workshop Workshop
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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void ForcePlatform( OperatingSystem os, Architecture arch ) void ForcePlatform( OperatingSystem os, Architecture arch )
``` ```
## Summary ## Summary
```
You can force the platform to a particular one here. 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 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 to tell which platform we're running
```

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bool UseThisCall bool UseThisCall
``` ```
## Summary ## Summary
```
Some platforms allow/need CallingConvention.ThisCall. If you're crashing with argument null Some platforms allow/need CallingConvention.ThisCall. If you're crashing with argument null
errors on certain platforms, try flipping this to true. 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 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 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. for releasing his shit open source under the MIT license so we can all learn and iterate.
```

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IEnumerable\<SteamFriend\> All IEnumerable\<SteamFriend\> All
``` ```
## Summary ## Summary
```
Returns all friends, even blocked, ignored, friend requests etc Returns all friends, even blocked, ignored, friend requests etc
```

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IEnumerable\<SteamFriend\> AllBlocked IEnumerable\<SteamFriend\> AllBlocked
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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IEnumerable\<SteamFriend\> AllFriends IEnumerable\<SteamFriend\> AllFriends
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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SteamFriend Get( ulong steamid ) SteamFriend Get( ulong steamid )
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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Image GetAvatar( AvatarSize size, ulong steamid ) Image GetAvatar( AvatarSize size, ulong steamid )
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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string GetName( ulong steamid ) string GetName( ulong steamid )
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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void Refresh( ) void Refresh( )
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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byte[] Data byte[] Data
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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Color GetPixel( int x, int y ) Color GetPixel( int x, int y )
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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int Height int Height
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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int Id int Id
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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Image( ) Image( )
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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bool IsError bool IsError
``` ```
## Summary ## Summary
```
Return true if this image couldn't be loaded for some reason Return true if this image couldn't be loaded for some reason
```

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bool IsLoaded bool IsLoaded
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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int Width int Width
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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Definition CreateDefinition( int id ) Definition CreateDefinition( int id )
``` ```
## Summary ## Summary
```
Some definitions aren't sent to the client, and all aren't available on the server. 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.
```

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Definition[] Definitions Definition[] Definitions
``` ```
## Summary ## Summary
```
A list of items defined for this app. A list of items defined for this app.
This should be immediately populated and available. This should be immediately populated and available.
```

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Result Deserialize( byte[] data, int dataLength ) Result Deserialize( byte[] data, int dataLength )
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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void Dispose( ) void Dispose( )
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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Definition FindDefinition( int DefinitionId ) Definition FindDefinition( int DefinitionId )
``` ```
## Summary ## Summary
```
You really need me to explain what this does? You really need me to explain what this does?
Use your brains. Use your brains.
```

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Item[] Items Item[] Items
``` ```
## Summary ## Summary
```
A list of items owned by this user. You should call Refresh() before trying to access this, 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. and then wait until it's non null or listen to OnUpdate to find out immediately when it's populated.
```

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Action OnUpdate Action OnUpdate
``` ```
## Summary ## Summary
```
Called when the local client's items are first retrieved, and when they change. 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.
```

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void PlaytimeHeartbeat( ) void PlaytimeHeartbeat( )
``` ```
## Summary ## Summary
```
Call this at least every two minutes, every frame doesn't hurt. Call this at least every two minutes, every frame doesn't hurt.
You should call it when you consider it active play time. You should call it when you consider it active play time.
IE - your player is alive, and playing. IE - your player is alive, and playing.
Don't stress on it too much tho cuz it's super hijackable anyway. Don't stress on it too much tho cuz it's super hijackable anyway.
```

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float PriceCategoryToFloat( string price ) float PriceCategoryToFloat( string price )
``` ```
## Summary ## Summary
```
Utility, given a "1;VLV250" string, convert it to a 2.5 Utility, given a "1;VLV250" string, convert it to a 2.5
```

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void Refresh( ) void Refresh( )
``` ```
## Summary ## Summary
```
Call this to retrieve the items. Call this to retrieve the items.
Note that if this has already been called it won't Note that if this has already been called it won't
trigger a call to OnUpdate unless the items have changed trigger a call to OnUpdate unless the items have changed
```

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DateTime SerializedExpireTime DateTime SerializedExpireTime
``` ```
## Summary ## Summary
```
Serialized data exprires after an hour. This is the time the value in SerializedItems will expire. Serialized data exprires after an hour. This is the time the value in SerializedItems will expire.
```

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byte[] SerializedItems byte[] SerializedItems
``` ```
## Summary ## Summary
```
You can send this data to a server, or another player who can then deserialize it 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.
```

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void Dispose( ) void Dispose( )
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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Action\<ulong, SessionError\> OnConnectionFailed Action\<ulong, SessionError\> OnConnectionFailed
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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Func\<ulong, bool\> OnIncomingConnection Func\<ulong, bool\> OnIncomingConnection
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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Action\<ulong, MemoryStream, int\> OnP2PData Action\<ulong, MemoryStream, int\> OnP2PData
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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bool SendP2PPacket( ulong steamid, byte[] data, int length, SendType eP2PSendType, int nChannel ) bool SendP2PPacket( ulong steamid, byte[] data, int length, SendType eP2PSendType, int nChannel )
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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

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void AcceptFriendRequest( ulong steamid ) void AcceptFriendRequest( ulong steamid )
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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void AddFriend( ulong steamid ) void AddFriend( ulong steamid )
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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void IgnoreFriendRequest( ulong steamid ) void IgnoreFriendRequest( ulong steamid )
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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void OpenAchievements( ulong steamid ) void OpenAchievements( ulong steamid )
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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void OpenChat( ulong steamid ) void OpenChat( ulong steamid )
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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void OpenProfile( ulong steamid ) void OpenProfile( ulong steamid )
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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void OpenStats( ulong steamid ) void OpenStats( ulong steamid )
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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void OpenTrade( ulong steamid ) void OpenTrade( ulong steamid )
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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void OpenUrl( string url ) void OpenUrl( string url )
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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void OpenUserPage( string name, ulong steamid ) void OpenUserPage( string name, ulong steamid )
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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Overlay( ) Overlay( )
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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void RemoveFriend( ulong steamid ) void RemoveFriend( ulong steamid )
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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void Trigger( ) void Trigger( )
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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uint AppId uint AppId
``` ```
## Summary ## Summary
```
Current running program's AppId Current running program's AppId
```

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ServerAuth Auth ServerAuth Auth
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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

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void Dispose( ) void Dispose( )
``` ```
## Summary ## Summary
```
Shutdown interface, disconnect from Steam Shutdown interface, disconnect from Steam
```

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string GameDescription string GameDescription
``` ```
## Summary ## Summary
```
Gets or sets the current Product Gets or sets the current Product
```

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string GameTags string GameTags
``` ```
## Summary ## Summary
```
Gets or sets the current GameTags. This is a comma seperated list of tags for this server. 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.
```

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Inventory Inventory Inventory Inventory
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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bool IsValid bool IsValid
``` ```
## Summary ## Summary
```
Returns true if this instance has initialized properly. 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.
```

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void LogOnAnonymous( ) void LogOnAnonymous( )
``` ```
## Summary ## Summary
```
Log onto Steam anonymously. Log onto Steam anonymously.
```

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bool LoggedOn bool LoggedOn
``` ```
## Summary ## Summary
```
Returns true if the server is connected and registered with the Steam master server 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.
```

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string MapName string MapName
``` ```
## Summary ## Summary
```
Gets or sets the current Map Name. Gets or sets the current Map Name.
```

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

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string ModDir string ModDir
``` ```
## Summary ## Summary
```
Gets or sets the current ModDir Gets or sets the current ModDir
```

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Networking Networking Networking Networking
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

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bool Passworded bool Passworded
``` ```
## Summary ## Summary
```
Set whether the server should report itself as passworded Set whether the server should report itself as passworded
```

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string Product string Product
``` ```
## Summary ## Summary
```
Gets or sets the current product. This isn't really used. Gets or sets the current product. This isn't really used.
```

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

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ServerQuery Query ServerQuery Query
``` ```
## Summary ## Summary
```
No documentation available No documentation available
```

@ -4,6 +4,4 @@
Server( uint appId, uint IpAddress, UInt16 GamePort, UInt16 QueryPort, bool Secure, string VersionString ) Server( uint appId, uint IpAddress, UInt16 GamePort, UInt16 QueryPort, bool Secure, string VersionString )
``` ```
## Summary ## Summary
```
Initialize a Steam Server instance Initialize a Steam Server instance
```

@ -4,7 +4,5 @@
Server( uint appId, uint IpAddress, UInt16 GamePort, bool Secure, string VersionString ) Server( uint appId, uint IpAddress, UInt16 GamePort, bool Secure, string VersionString )
``` ```
## Summary ## Summary
```
Initialize a server - query port will use the same as GamePort (MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE) 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.
```

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