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
```
## 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.
```

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void MarkContentCorrupt( bool missingFilesOnly )
```
## Summary
```
No documentation available
```

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

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

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

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

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

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Inventory Inventory
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## Summary
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No documentation available
```

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

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

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

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

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Workshop Workshop
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## Summary
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No documentation available
```

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App App
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## Summary
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No documentation available
```

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

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Auth Auth
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## Summary
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No documentation available
```

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

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

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

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

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

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

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

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Overlay Overlay
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## Summary
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No documentation available
```

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

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ServerList ServerList
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## Summary
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No documentation available
```

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Stats Stats
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## Summary
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No documentation available
```

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

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

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

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Voice Voice
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## Summary
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No documentation available
```

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Workshop Workshop
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## Summary
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No documentation available
```

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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
```

@ -4,10 +4,8 @@
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.
```

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

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

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

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

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

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

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

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

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

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

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int Id
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## Summary
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No documentation available
```

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

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

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

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

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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.
```

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

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

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

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

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Item[] Items
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## 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.
```

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

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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.
```

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

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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
```

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

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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.
```

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

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

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

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

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

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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.
```

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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ServerAuth Auth
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## Summary
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No documentation available
```

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

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

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

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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.
```

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

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

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

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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.
```

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

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

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string ModDir
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## Summary
```
Gets or sets the current ModDir
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Networking Networking
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## Summary
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No documentation available
```

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

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

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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.
```

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ServerQuery Query
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## Summary
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No documentation available
```

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Server( uint appId, uint IpAddress, UInt16 GamePort, UInt16 QueryPort, bool Secure, string VersionString )
```
## Summary
```
Initialize a Steam Server instance
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Server( uint appId, uint IpAddress, UInt16 GamePort, bool Secure, string VersionString )
```
## 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.
```

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