Unquoted property

Garry Newman 2016-11-09 10:49:47 +00:00
parent 6df2b49f60
commit c9501cd1fb
164 changed files with 163 additions and 326 deletions

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# BuildId # BuildId
## Property ## Property
```
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

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

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# Auth.1 # Auth.1
## Constructor ## Constructor
```
Auth( ) Auth( )
```
## Summary ## Summary
No documentation available No documentation available

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# GetAuthSessionTicket # GetAuthSessionTicket
## Method ## Method
```
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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# AppId # AppId
## Property ## Property
```
uint AppId uint AppId
```
## Summary ## Summary
Current running program's AppId Current running program's AppId

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# BaseSteamworks.1 # BaseSteamworks.1
## Constructor ## Constructor
```
BaseSteamworks( ) BaseSteamworks( )
```
## Summary ## Summary
No documentation available No documentation available

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

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

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# IsValid # IsValid
## Property ## Property
```
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
## Property ## Property
```
Networking Networking Networking Networking
```
## Summary ## Summary
No documentation available No documentation available

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

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# UpdateWhile # UpdateWhile
## Method ## Method
```
void UpdateWhile( Func\<bool\> func ) void UpdateWhile( Func\<bool\> func )
```
## Summary ## Summary
Run Update until func returns false. Run Update until func returns false.
This will cause your program to lock up until it finishes. This will cause your program to lock up until it finishes.

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

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

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

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

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# BetaName # BetaName
## Property ## Property
```
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.1 # Client.1
## Constructor ## Constructor
```
Client( uint appId ) Client( uint appId )
```
## Summary ## Summary
No documentation available No documentation available

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# Dispose # Dispose
## Method ## Method
```
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
## Property ## Property
```
Friends Friends Friends Friends
```
## Summary ## Summary
No documentation available No documentation available

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

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# IsValid # IsValid
## Property ## Property
```
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
## Property ## Property
```
Networking Networking Networking Networking
```
## Summary ## Summary
No documentation available No documentation available

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

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

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

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

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

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# Update # Update
## Method ## Method
```
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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# Username # Username
## Property ## Property
```
string Username string Username
```
## Summary ## Summary
Current user's Username Current user's Username

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

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

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# ForcePlatform # ForcePlatform
## Method ## Method
```
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

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# UseThisCall # UseThisCall
## Property ## Property
```
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.

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

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

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

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

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

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

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

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

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

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

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# Image.1 # Image.1
## Constructor ## Constructor
```
Image( ) Image( )
```
## Summary ## Summary
No documentation available No documentation available

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

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

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# CraftItem # CraftItem
## Method ## Method
```
Result CraftItem( Item[] list, Definition target ) Result CraftItem( Item[] list, Definition target )
```
## Summary ## Summary
Crafting! Uses the passed items to buy the target item. Crafting! Uses the passed items to buy the target item.
You need to have set up the appropriate exchange rules in your item You need to have set up the appropriate exchange rules in your item

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

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

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# FindDefinition # FindDefinition
## Method ## Method
```
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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# Items # Items
## Property ## Property
```
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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# OnUpdate # OnUpdate
## Property ## Property
```
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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# PlaytimeHeartbeat # PlaytimeHeartbeat
## Method ## Method
```
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.

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# PriceCategoryToFloat # PriceCategoryToFloat
## Method ## Method
```
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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# Refresh # Refresh
## Method ## Method
```
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

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# SerializedExpireTime # SerializedExpireTime
## Property ## Property
```
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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# SerializedItems # SerializedItems
## Property ## Property
```
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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# Dispose # Dispose
## Method ## Method
```
void Dispose( ) void Dispose( )
```
## Summary ## Summary
No documentation available No documentation available

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

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

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

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# SendP2PPacket # SendP2PPacket
## Method ## Method
```
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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# SetListenChannel # SetListenChannel
## Method ## Method
```
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,

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

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

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

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

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

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

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

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

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

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# OpenUserPage # OpenUserPage
## Method ## Method
```
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.1 # Overlay.1
## Constructor ## Constructor
```
Overlay( ) Overlay( )
```
## Summary ## Summary
No documentation available No documentation available

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

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

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

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

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

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

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# GameTags # GameTags
## Property ## Property
```
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
## Property ## Property
```
Inventory Inventory Inventory Inventory
```
## Summary ## Summary
No documentation available No documentation available

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

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

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

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

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# Passworded # Passworded
## Property ## Property
```
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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# Product # Product
## Property ## Property
```
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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# PublicIp # PublicIp
## Property ## Property
```
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

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

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# Server.1 # Server.1
## Constructor ## Constructor
```
Server( uint appId, uint IpAddress, UInt16 SteamPort, UInt16 GamePort, UInt16 QueryPort, bool Secure, string VersionString ) Server( uint appId, uint IpAddress, UInt16 SteamPort, UInt16 GamePort, UInt16 QueryPort, bool Secure, string VersionString )
```
## Summary ## Summary
Initialize a Steam Server instance Initialize a Steam Server instance

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