Constructors

Garry Newman 2016-11-04 20:44:25 +00:00
parent 6fa510c0e5
commit fcb769e576
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```
No documentation available
```
### Methods
* **void** [[MarkContentCorrupt|Facepunch.Steamworks.App.MarkContentCorrupt]]( **bool** missingFilesOnly )

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# Auth1
## Constructor
```
Auth( )
```
## Summary
```
No documentation available
```

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```
No documentation available
```
### Constructors
* [[Auth|Facepunch.Steamworks.Auth.Auth.1]]( )
### Methods
* **Ticket** [[GetAuthSessionTicket|Facepunch.Steamworks.Auth.GetAuthSessionTicket]]( )

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# BaseSteamworks1
## Constructor
```
BaseSteamworks( )
```
## Summary
```
No documentation available
```

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```
Implements shared functionality between Steamworks.Client and Steamworks.Server
```
### Constructors
* [[BaseSteamworks|Facepunch.Steamworks.BaseSteamworks.BaseSteamworks.1]]( )
### Methods
* **void** [[Dispose|Facepunch.Steamworks.BaseSteamworks.Dispose]]( )
* **void** [[Update|Facepunch.Steamworks.BaseSteamworks.Update]]( )

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# Client1
## Constructor
```
Client( uint appId )
```
## Summary
```
No documentation available
```

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```
No documentation available
```
### Constructors
* [[Client|Facepunch.Steamworks.Client.Client.1]]( **uint** appId )
### Methods
* **void** [[Dispose|Facepunch.Steamworks.Client.Dispose]]( )
* **void** [[Update|Facepunch.Steamworks.Client.Update]]( )

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```
No documentation available
```
### Methods
* **void** [[ForcePlatform|Facepunch.Steamworks.Config.ForcePlatform]]( **OperatingSystem** os, **Architecture** arch )

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```
No documentation available
```
### Methods
* **T** [[GetProperty|Facepunch.Steamworks.Definition.GetProperty]]( **string** name )
* **string** [[GetStringProperty|Facepunch.Steamworks.Definition.GetStringProperty]]( **string** name )

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# Editor1
## Constructor
```
Editor( )
```
## Summary
```
No documentation available
```

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```
No documentation available
```
### Constructors
* [[Editor|Facepunch.Steamworks.Editor.Editor.1]]( )
### Methods
* **void** [[Delete|Facepunch.Steamworks.Editor.Delete]]( )
* **void** [[Publish|Facepunch.Steamworks.Editor.Publish]]( )

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# Filter1
## Constructor
```
Filter( )
```
## Summary
```
No documentation available
```

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```
No documentation available
```
### Constructors
* [[Filter|Facepunch.Steamworks.Filter.Filter.1]]( )
### Methods
* **void** [[Add|Facepunch.Steamworks.Filter.Add]]( **string** k, **string** v )

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```
No documentation available
```
### Methods
* **SteamFriend** [[Get|Facepunch.Steamworks.Friends.Get]]( **ulong** steamid )
* **Image** [[GetAvatar|Facepunch.Steamworks.Friends.GetAvatar]]( **AvatarSize** size, **ulong** steamid )

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# Image1
## Constructor
```
Image( )
```
## Summary
```
No documentation available
```

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```
No documentation available
```
### Constructors
* [[Image|Facepunch.Steamworks.Image.Image.1]]( )
### Methods
* **Color** [[GetPixel|Facepunch.Steamworks.Image.GetPixel]]( **int** x, **int** y )

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```
No documentation available
```
### Methods
* **Definition** [[CreateDefinition|Facepunch.Steamworks.Inventory.CreateDefinition]]( **int** id )
* **Result** [[Deserialize|Facepunch.Steamworks.Inventory.Deserialize]]( **byte[]** data, **int** dataLength )

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# Item1
## Constructor
```
Item( ulong Id, Workshop workshop )
```
## Summary
```
No documentation available
```

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```
No documentation available
```
### Constructors
* [[Item|Facepunch.Steamworks.Item.Item.1]]( **ulong** Id, **Workshop** workshop )
### Methods
* **void** [[Download|Facepunch.Steamworks.Item.Download]]( **bool** highPriority )
* **Editor** [[Edit|Facepunch.Steamworks.Item.Edit]]( )

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```
No documentation available
```
### Methods
* **void** [[Dispose|Facepunch.Steamworks.Networking.Dispose]]( )
* **bool** [[SendP2PPacket|Facepunch.Steamworks.Networking.SendP2PPacket]]( **ulong** steamid, **byte[]** data, **int** length, **SendType** eP2PSendType, **int** nChannel )

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# Overlay1
## Constructor
```
Overlay( )
```
## Summary
```
No documentation available
```

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```
No documentation available
```
### Constructors
* [[Overlay|Facepunch.Steamworks.Overlay.Overlay.1]]( )
### Methods
* **void** [[AcceptFriendRequest|Facepunch.Steamworks.Overlay.AcceptFriendRequest]]( **ulong** steamid )
* **void** [[AddFriend|Facepunch.Steamworks.Overlay.AddFriend]]( **ulong** steamid )

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# Query1
## Constructor
```
Query( )
```
## Summary
```
No documentation available
```

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```
No documentation available
```
### Constructors
* [[Query|Facepunch.Steamworks.Query.Query.1]]( )
### Methods
* **void** [[Block|Facepunch.Steamworks.Query.Block]]( )
* **void** [[Dispose|Facepunch.Steamworks.Query.Dispose]]( )

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```
No documentation available
```
### Methods
* **void** [[Dispose|Facepunch.Steamworks.Request.Dispose]]( )

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```
No documentation available
```
### Methods
* **bool** [[Block|Facepunch.Steamworks.Result.Block]]( **float** maxWait )
* **void** [[Dispose|Facepunch.Steamworks.Result.Dispose]]( )

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```
No documentation available
```
### Methods
* **void** [[Trigger|Facepunch.Steamworks.Screenshots.Trigger]]( )

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# Server1
## Constructor
```
Server( )
```
## Summary
```
No documentation available
```

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# Server2
## Constructor
```
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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Game servers offer a limited amount of Steam functionality - and don't require the Steam client.
```
### Constructors
* [[Server|Facepunch.Steamworks.Server.Server.1]]( )
### Methods
* **void** [[FetchRules|Facepunch.Steamworks.Server.FetchRules]]( )

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```
No documentation available
```
### Methods
* **void** [[EndSession|Facepunch.Steamworks.ServerAuth.EndSession]]( **ulong** steamid )
* **bool** [[StartSession|Facepunch.Steamworks.ServerAuth.StartSession]]( **byte[]** data, **ulong** steamid )

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# ServerList1
## Constructor
```
ServerList( )
```
## Summary
```
No documentation available
```

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```
No documentation available
```
### Constructors
* [[ServerList|Facepunch.Steamworks.ServerList.ServerList.1]]( )
### Methods
* **void** [[AddToFavourite|Facepunch.Steamworks.ServerList.AddToFavourite]]( **Server** server )
* **void** [[AddToHistory|Facepunch.Steamworks.ServerList.AddToHistory]]( **Server** server )

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```
If you're manually processing the server queries, you should use this class.
```
### Methods
* **bool** [[GetOutgoingPacket|Facepunch.Steamworks.ServerQuery.GetOutgoingPacket]]( **Packet&** packet )
* **void** [[Handle|Facepunch.Steamworks.ServerQuery.Handle]]( **byte[]** data, **int** size, **uint** address, **UInt16** port )

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Allows getting and setting stats on users from the gameserver. These stats
should have been set up on the Steamworks website for your app.
```
### Methods
* **void** [[Commit|Facepunch.Steamworks.ServerStats.Commit]]( **ulong** steamid, **Action\<bool\>** Callback )
* **float** [[GetFloat|Facepunch.Steamworks.ServerStats.GetFloat]]( **ulong** steamid, **string** name, **float** defaultValue )

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```
No documentation available
```
### Methods
* **float** [[GetFloat|Facepunch.Steamworks.Stats.GetFloat]]( **string** name )
* **double** [[GetGlobalFloat|Facepunch.Steamworks.Stats.GetGlobalFloat]]( **string** name )

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# SteamFriend1
## Constructor
```
SteamFriend( )
```
## Summary
```
No documentation available
```

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```
No documentation available
```
### Constructors
* [[SteamFriend|Facepunch.Steamworks.SteamFriend.SteamFriend.1]]( )
### Methods
* **void** [[Refresh|Facepunch.Steamworks.SteamFriend.Refresh]]( )

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# Ticket1
## Constructor
```
Ticket( )
```
## Summary
```
No documentation available
```

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```
No documentation available
```
### Constructors
* [[Ticket|Facepunch.Steamworks.Ticket.Ticket.1]]( )
### Methods
* **void** [[Cancel|Facepunch.Steamworks.Ticket.Cancel]]( )
* **void** [[Dispose|Facepunch.Steamworks.Ticket.Dispose]]( )

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# Voice1
## Constructor
```
Voice( Client client )
```
## Summary
```
No documentation available
```

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

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Generally there's no need to compress and decompress your uploads, so you should
usually be able to use the content straight from the destination folder.
```
### Methods
* **Editor** [[CreateItem|Facepunch.Steamworks.Workshop.CreateItem]]( **ItemType** type )
* **Query** [[CreateQuery|Facepunch.Steamworks.Workshop.CreateQuery]]( )