3572 lines
166 KiB
XML
3572 lines
166 KiB
XML
<?xml version="1.0"?>
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<doc>
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<assembly>
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<name>Facepunch.Steamworks.Posix</name>
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</assembly>
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<members>
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<member name="T:Steamworks.CallResult`1">
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<summary>
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An awaitable version of a SteamAPICall_t
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</summary>
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</member>
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<member name="M:Steamworks.CallResult`1.OnCompleted(System.Action)">
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<summary>
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This gets called if IsComplete returned false on the first call.
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The Action "continues" the async call. We pass it to the Dispatch
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to be called when the callback returns.
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</summary>
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</member>
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<member name="M:Steamworks.CallResult`1.GetResult">
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<summary>
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Gets the result. This is called internally by the async shit.
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</summary>
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</member>
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<member name="P:Steamworks.CallResult`1.IsCompleted">
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<summary>
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Return true if complete or failed
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</summary>
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</member>
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<member name="M:Steamworks.CallResult`1.GetAwaiter">
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<summary>
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This is what makes this struct awaitable
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</summary>
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</member>
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<member name="T:Steamworks.ICallbackData">
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<summary>
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Gives us a generic way to get the CallbackId of structs
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</summary>
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</member>
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<member name="M:Steamworks.AuthTicket.Cancel">
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<summary>
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Cancels a ticket.
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You should cancel your ticket when you close the game or leave a server.
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</summary>
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</member>
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<member name="T:Steamworks.Dispatch">
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<summary>
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Responsible for all callback/callresult handling
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This manually pumps Steam's message queue and dispatches those
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events to any waiting callbacks/callresults.
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</summary>
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</member>
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<member name="F:Steamworks.Dispatch.OnDebugCallback">
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<summary>
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If set then we'll call this function every time a callback is generated.
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This is SLOW!! - it's for debugging - don't keep it on all the time. If you want to access a specific
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callback then please create an issue on github and I'll add it!
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Params are : [Callback Type] [Callback Contents] [server]
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</summary>
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</member>
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<member name="F:Steamworks.Dispatch.OnException">
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<summary>
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Called if an exception happens during a callback/callresult.
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This is needed because the exception isn't always accessible when running
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async.. and can fail silently. With this hooked you won't be stuck wondering
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what happened.
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</summary>
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</member>
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<member name="M:Steamworks.Dispatch.Init">
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<summary>
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This gets called from Client/Server Init
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It's important to switch to the manual dispatcher
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</summary>
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</member>
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<member name="F:Steamworks.Dispatch.runningFrame">
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<summary>
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Make sure we don't call Frame in a callback - because that'll cause some issues for everyone.
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</summary>
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</member>
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<member name="M:Steamworks.Dispatch.Frame(Steamworks.Data.HSteamPipe)">
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<summary>
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Calls RunFrame and processes events from this Steam Pipe
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</summary>
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</member>
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<member name="F:Steamworks.Dispatch.actionsToCall">
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<summary>
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To be safe we don't call the continuation functions while iterating
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the Callback list. This is maybe overly safe because the only way this
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could be an issue is if the callback list is modified in the continuation
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which would only happen if starting or shutting down in the callback.
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</summary>
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</member>
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<member name="M:Steamworks.Dispatch.ProcessCallback(Steamworks.Dispatch.CallbackMsg_t,System.Boolean)">
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<summary>
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A callback is a general global message
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</summary>
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</member>
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<member name="M:Steamworks.Dispatch.CallbackToString(Steamworks.CallbackType,System.IntPtr,System.Int32)">
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<summary>
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Given a callback, try to turn it into a string
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</summary>
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</member>
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<member name="M:Steamworks.Dispatch.ProcessResult(Steamworks.Dispatch.CallbackMsg_t)">
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<summary>
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A result is a reply to a specific command
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</summary>
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</member>
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<member name="M:Steamworks.Dispatch.LoopClientAsync">
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<summary>
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Pumps the queue in an async loop so we don't
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have to think about it. This has the advantage that
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you can call .Wait() on async shit and it still works.
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</summary>
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</member>
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<member name="M:Steamworks.Dispatch.LoopServerAsync">
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<summary>
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Pumps the queue in an async loop so we don't
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have to think about it. This has the advantage that
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you can call .Wait() on async shit and it still works.
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</summary>
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</member>
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<member name="M:Steamworks.Dispatch.OnCallComplete``1(Steamworks.Data.SteamAPICall_t,System.Action,System.Boolean)">
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<summary>
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Watch for a steam api call
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</summary>
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</member>
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<member name="M:Steamworks.Dispatch.Install``1(System.Action{``0},System.Boolean)">
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<summary>
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Install a global callback. The passed function will get called if it's all good.
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</summary>
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</member>
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<member name="F:Steamworks.Data.LeaderboardDisplay.Numeric">
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<summary>
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The score is just a simple numerical value
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</summary>
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</member>
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<member name="F:Steamworks.Data.LeaderboardDisplay.TimeSeconds">
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<summary>
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The score represents a time, in seconds
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</summary>
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</member>
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<member name="F:Steamworks.Data.LeaderboardDisplay.TimeMilliSeconds">
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<summary>
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The score represents a time, in milliseconds
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</summary>
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</member>
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<member name="F:Steamworks.Data.LeaderboardSort.Ascending">
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<summary>
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The top-score is the lowest number
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</summary>
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</member>
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<member name="F:Steamworks.Data.LeaderboardSort.Descending">
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<summary>
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The top-score is the highest number
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</summary>
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</member>
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<member name="F:Steamworks.Data.SendType.Unreliable">
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<summary>
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Send the message unreliably. Can be lost. Messages *can* be larger than a
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single MTU (UDP packet), but there is no retransmission, so if any piece
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of the message is lost, the entire message will be dropped.
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The sending API does have some knowledge of the underlying connection, so
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if there is no NAT-traversal accomplished or there is a recognized adjustment
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happening on the connection, the packet will be batched until the connection
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is open again.
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</summary>
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</member>
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<member name="F:Steamworks.Data.SendType.NoNagle">
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<summary>
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Disable Nagle's algorithm.
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By default, Nagle's algorithm is applied to all outbound messages. This means
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that the message will NOT be sent immediately, in case further messages are
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sent soon after you send this, which can be grouped together. Any time there
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is enough buffered data to fill a packet, the packets will be pushed out immediately,
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but partially-full packets not be sent until the Nagle timer expires.
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</summary>
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</member>
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<member name="F:Steamworks.Data.SendType.NoDelay">
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<summary>
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If the message cannot be sent very soon (because the connection is still doing some initial
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handshaking, route negotiations, etc), then just drop it. This is only applicable for unreliable
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messages. Using this flag on reliable messages is invalid.
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</summary>
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</member>
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<member name="F:Steamworks.Data.SendType.Reliable">
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Reliable message send. Can send up to 0.5mb in a single message.
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Does fragmentation/re-assembly of messages under the hood, as well as a sliding window for
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efficient sends of large chunks of data.
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</member>
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<member name="P:Steamworks.Data.NetIdentity.LocalHost">
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<summary>
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Return a NetIdentity that represents LocalHost
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</summary>
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</member>
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<member name="P:Steamworks.Data.NetIdentity.IsLocalHost">
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<summary>
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Return true if this identity is localhost
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</summary>
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</member>
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<member name="M:Steamworks.Data.NetIdentity.op_Implicit(Steamworks.SteamId)~Steamworks.Data.NetIdentity">
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<summary>
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Convert to a SteamId
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</summary>
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<param name="value"></param>
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</member>
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<member name="M:Steamworks.Data.NetIdentity.op_Implicit(Steamworks.Data.NetAddress)~Steamworks.Data.NetIdentity">
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<summary>
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Set the specified Address
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</summary>
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</member>
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<member name="M:Steamworks.Data.NetIdentity.op_Implicit(Steamworks.Data.NetIdentity)~Steamworks.SteamId">
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<summary>
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Automatically convert to a SteamId
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</summary>
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<param name="value"></param>
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</member>
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<member name="P:Steamworks.Data.NetIdentity.SteamId">
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<summary>
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Returns NULL if we're not a SteamId
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</summary>
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</member>
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<member name="P:Steamworks.Data.NetIdentity.Address">
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<summary>
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Returns NULL if we're not a NetAddress
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</summary>
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</member>
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<member name="M:Steamworks.Data.NetIdentity.ToString">
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<summary>
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We override tostring to provide a sensible representation
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</summary>
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</member>
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<member name="P:Steamworks.Data.NetAddress.Port">
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<summary>
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The Port. This is redundant documentation.
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</summary>
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</member>
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<member name="M:Steamworks.Data.NetAddress.AnyIp(System.UInt16)">
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<summary>
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Any IP, specific port
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</summary>
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</member>
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<member name="M:Steamworks.Data.NetAddress.LocalHost(System.UInt16)">
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<summary>
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Localhost IP, specific port
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</summary>
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</member>
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<member name="M:Steamworks.Data.NetAddress.From(System.String,System.UInt16)">
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<summary>
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Specific IP, specific port
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</summary>
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</member>
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<member name="M:Steamworks.Data.NetAddress.From(System.Net.IPAddress,System.UInt16)">
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<summary>
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Specific IP, specific port
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</summary>
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</member>
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<member name="P:Steamworks.Data.NetAddress.Cleared">
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<summary>
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Set everything to zero
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</summary>
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</member>
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<member name="P:Steamworks.Data.NetAddress.IsIPv6AllZeros">
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<summary>
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Return true if the IP is ::0. (Doesn't check port.)
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</summary>
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</member>
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<member name="P:Steamworks.Data.NetAddress.IsIPv4">
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<summary>
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Return true if IP is mapped IPv4
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</summary>
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</member>
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<member name="P:Steamworks.Data.NetAddress.IsLocalHost">
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<summary>
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Return true if this identity is localhost. (Either IPv6 ::1, or IPv4 127.0.0.1)
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</summary>
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</member>
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<member name="P:Steamworks.Data.NetAddress.Address">
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<summary>
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Get the Address section
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</summary>
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</member>
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<member name="T:Steamworks.Data.Connection">
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<summary>
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Used as a base to create your client connection. This creates a socket
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to a single connection.
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You can override all the virtual functions to turn it into what you
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want it to do.
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</summary>
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</member>
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<member name="M:Steamworks.Data.Connection.Accept">
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<summary>
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Accept an incoming connection that has been received on a listen socket.
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</summary>
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</member>
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<member name="M:Steamworks.Data.Connection.Close(System.Boolean,System.Int32,System.String)">
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<summary>
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Disconnects from the remote host and invalidates the connection handle. Any unread data on the
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connection is discarded..
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reasonCode is defined and used by you.
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</summary>
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</member>
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<member name="P:Steamworks.Data.Connection.UserData">
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<summary>
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Get/Set connection user data
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</summary>
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</member>
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<member name="P:Steamworks.Data.Connection.ConnectionName">
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<summary>
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A name for the connection, used mostly for debugging
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</summary>
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</member>
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<member name="M:Steamworks.Data.Connection.SendMessage(System.IntPtr,System.Int32,Steamworks.Data.SendType)">
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<summary>
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This is the best version to use.
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</summary>
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</member>
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<member name="M:Steamworks.Data.Connection.SendMessage(System.Byte[],Steamworks.Data.SendType)">
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<summary>
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Ideally should be using an IntPtr version unless you're being really careful with the byte[] array and
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you're not creating a new one every frame (like using .ToArray())
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</summary>
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</member>
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<member name="M:Steamworks.Data.Connection.SendMessage(System.Byte[],System.Int32,System.Int32,Steamworks.Data.SendType)">
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<summary>
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Ideally should be using an IntPtr version unless you're being really careful with the byte[] array and
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you're not creating a new one every frame (like using .ToArray())
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</summary>
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</member>
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<member name="M:Steamworks.Data.Connection.SendMessage(System.String,Steamworks.Data.SendType)">
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<summary>
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This creates a ton of garbage - so don't do anything with this beyond testing!
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</summary>
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</member>
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<member name="M:Steamworks.Data.Connection.Flush">
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<summary>
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Flush any messages waiting on the Nagle timer and send them at the next transmission
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opportunity (often that means right now).
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</summary>
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</member>
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<member name="M:Steamworks.Data.Connection.DetailedStatus">
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<summary>
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Returns detailed connection stats in text format. Useful
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for dumping to a log, etc.
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</summary>
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<returns>Plain text connection info</returns>
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</member>
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<member name="T:Steamworks.Data.ConnectionInfo">
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<summary>
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Describe the state of a connection
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</summary>
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</member>
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<member name="P:Steamworks.Data.ConnectionInfo.State">
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<summary>
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High level state of the connection
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</summary>
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</member>
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<member name="P:Steamworks.Data.ConnectionInfo.Address">
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<summary>
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Remote address. Might be all 0's if we don't know it, or if this is N/A.
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</summary>
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</member>
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<member name="P:Steamworks.Data.ConnectionInfo.Identity">
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<summary>
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Who is on the other end? Depending on the connection type and phase of the connection, we might not know
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</summary>
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</member>
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<member name="P:Steamworks.Data.ConnectionInfo.EndReason">
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<summary>
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Basic cause of the connection termination or problem.
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</summary>
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</member>
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<member name="T:Steamworks.Data.NetPingLocation">
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<summary>
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Object that describes a "location" on the Internet with sufficient
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detail that we can reasonably estimate an upper bound on the ping between
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the two hosts, even if a direct route between the hosts is not possible,
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and the connection must be routed through the Steam Datagram Relay network.
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This does not contain any information that identifies the host. Indeed,
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if two hosts are in the same building or otherwise have nearly identical
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networking characteristics, then it's valid to use the same location
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object for both of them.
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NOTE: This object should only be used in the same process! Do not serialize it,
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send it over the wire, or persist it in a file or database! If you need
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to do that, convert it to a string representation using the methods in
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ISteamNetworkingUtils().
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</summary>
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</member>
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<member name="M:Steamworks.Data.NetPingLocation.EstimatePingTo(Steamworks.Data.NetPingLocation)">
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Estimate the round-trip latency between two arbitrary locations, in
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milliseconds. This is a conservative estimate, based on routing through
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the relay network. For most basic relayed connections, this ping time
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will be pretty accurate, since it will be based on the route likely to
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be actually used.
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If a direct IP route is used (perhaps via NAT traversal), then the route
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will be different, and the ping time might be better. Or it might actually
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be a bit worse! Standard IP routing is frequently suboptimal!
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But even in this case, the estimate obtained using this method is a
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reasonable upper bound on the ping time. (Also it has the advantage
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of returning immediately and not sending any packets.)
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In a few cases we might not able to estimate the route. In this case
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a negative value is returned. k_nSteamNetworkingPing_Failed means
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the reason was because of some networking difficulty. (Failure to
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ping, etc) k_nSteamNetworkingPing_Unknown is returned if we cannot
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currently answer the question for some other reason.
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Do you need to be able to do this from a backend/matchmaking server?
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You are looking for the "ticketgen" library.
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</member>
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<member name="M:Steamworks.Data.Socket.Close">
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<summary>
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Destroy a listen socket. All the connections that were accepting on the listen
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socket are closed ungracefully.
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</summary>
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</member>
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<member name="P:Steamworks.Data.Achievement.State">
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<summary>
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True if unlocked
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</summary>
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</member>
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<member name="P:Steamworks.Data.Achievement.UnlockTime">
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<summary>
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Should hold the unlock time if State is true
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</summary>
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</member>
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<member name="M:Steamworks.Data.Achievement.GetIcon">
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|
<summary>
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Gets the icon of the achievement. This can return a null image even though the image exists if the image
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hasn't been downloaded by Steam yet. You can use GetIconAsync if you want to wait for the image to be
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downloaded.
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</summary>
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</member>
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<member name="M:Steamworks.Data.Achievement.GetIconAsync(System.Int32)">
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<summary>
|
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Gets the icon of the achievement, waits for it to load if we have to
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</summary>
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</member>
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<member name="P:Steamworks.Data.Achievement.GlobalUnlocked">
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<summary>
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Returns the fraction (0-1) of users who have unlocked the specified achievement, or -1 if no data
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available.
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</summary>
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</member>
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<member name="M:Steamworks.Data.Achievement.Trigger(System.Boolean)">
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<summary>
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Make this achievement earned
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</summary>
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</member>
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<member name="M:Steamworks.Data.Achievement.Clear">
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<summary>
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Reset this achievement to not achieved
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</summary>
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</member>
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<member name="T:Steamworks.Data.DurationControl">
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<summary>
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Sent for games with enabled anti indulgence / duration control, for enabled users.
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Lets the game know whether persistent rewards or XP should be granted at normal rate, half rate, or zero
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rate.
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</summary>
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</member>
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<member name="P:Steamworks.Data.DurationControl.Appid">
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<summary>
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appid generating playtime
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</summary>
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</member>
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<member name="P:Steamworks.Data.DurationControl.Applicable">
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<summary>
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is duration control applicable to user + game combination
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</summary>
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</member>
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<member name="P:Steamworks.Data.DurationControl.PlaytimeInLastFiveHours">
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<summary>
|
|
playtime since most recent 5 hour gap in playtime, only counting up to regulatory limit of playtime, in
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seconds
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</summary>
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</member>
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|
<member name="P:Steamworks.Data.DurationControl.PlaytimeToday">
|
|
<summary>
|
|
playtime on current calendar day
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Data.DurationControl.Progress">
|
|
<summary>
|
|
recommended progress
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Data.Leaderboard.Name">
|
|
<summary>
|
|
the name of a leaderboard
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.Leaderboard.ReplaceScore(System.Int32,System.Int32[])">
|
|
<summary>
|
|
Submit your score and replace your old score even if it was better
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.Leaderboard.SubmitScoreAsync(System.Int32,System.Int32[])">
|
|
<summary>
|
|
Submit your new score, but won't replace your high score if it's lower
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.Leaderboard.AttachUgc(Steamworks.Data.Ugc)">
|
|
<summary>
|
|
Attaches a piece of user generated content the user's entry on a leaderboard
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.Leaderboard.GetScoresAsync(System.Int32,System.Int32)">
|
|
<summary>
|
|
Used to query for a sequential range of leaderboard entries by leaderboard Sort.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.Leaderboard.GetScoresAroundUserAsync(System.Int32,System.Int32)">
|
|
<summary>
|
|
Used to retrieve leaderboard entries relative a user's entry. If there are not enough entries in the
|
|
leaderboard
|
|
before or after the user's entry, Steam will adjust the range to try to return the number of entries
|
|
requested.
|
|
For example, if the user is #1 on the leaderboard and start is set to -2, end is set to 2, Steam will
|
|
return the first
|
|
5 entries in the leaderboard. If The current user has no entry, this will return null.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.Leaderboard.GetScoresFromFriendsAsync">
|
|
<summary>
|
|
Used to retrieve all leaderboard entries for friends of the current user
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.Lobby.Join">
|
|
<summary>
|
|
Try to join this room. Will return RoomEnter.Success on success,
|
|
and anything else is a failure
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.Lobby.Leave">
|
|
<summary>
|
|
Leave a lobby; this will take effect immediately on the client side
|
|
other users in the lobby will be notified by a LobbyChatUpdate_t callback
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.Lobby.InviteFriend(Steamworks.SteamId)">
|
|
<summary>
|
|
Invite another user to the lobby
|
|
will return true if the invite is successfully sent, whether or not the target responds
|
|
returns false if the local user is not connected to the Steam servers
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Data.Lobby.MemberCount">
|
|
<summary>
|
|
returns the number of users in the specified lobby
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Data.Lobby.Members">
|
|
<summary>
|
|
Returns current members. Need to be in the lobby to see the users.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.Lobby.GetData(System.String)">
|
|
<summary>
|
|
Get data associated with this lobby
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.Lobby.SetData(System.String,System.String)">
|
|
<summary>
|
|
Get data associated with this lobby
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.Lobby.DeleteData(System.String)">
|
|
<summary>
|
|
Removes a metadata key from the lobby
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Data.Lobby.Data">
|
|
<summary>
|
|
Get all data for this lobby
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.Lobby.GetMemberData(Steamworks.Friend,System.String)">
|
|
<summary>
|
|
Gets per-user metadata for someone in this lobby
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.Lobby.SetMemberData(System.String,System.String)">
|
|
<summary>
|
|
Sets per-user metadata (for the local user implicitly)
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.Lobby.SendChatString(System.String)">
|
|
<summary>
|
|
Sends a string to the chat room
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.Lobby.SendChatBytes(System.Byte[])">
|
|
<summary>
|
|
Sends bytes the the chat room
|
|
this isn't exposed because there's no way to read raw bytes atm,
|
|
and I figure people can send json if they want something more advanced
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.Lobby.Refresh">
|
|
<summary>
|
|
Refreshes metadata for a lobby you're not necessarily in right now
|
|
you never do this for lobbies you're a member of, only if your
|
|
this will send down all the metadata associated with a lobby
|
|
this is an asynchronous call
|
|
returns false if the local user is not connected to the Steam servers
|
|
results will be returned by a LobbyDataUpdate_t callback
|
|
if the specified lobby doesn't exist, LobbyDataUpdate_t::m_bSuccess will be set to false
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Data.Lobby.MaxMembers">
|
|
<summary>
|
|
Max members able to join this lobby. Cannot be over 250.
|
|
Can only be set by the owner
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.Lobby.SetGameServer(Steamworks.SteamId)">
|
|
<summary>
|
|
[SteamID variant]
|
|
Allows the owner to set the game server associated with the lobby. Triggers the
|
|
Steammatchmaking.OnLobbyGameCreated event.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.Lobby.SetGameServer(System.String,System.UInt16)">
|
|
<summary>
|
|
[IP/Port variant]
|
|
Allows the owner to set the game server associated with the lobby. Triggers the
|
|
Steammatchmaking.OnLobbyGameCreated event.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.Lobby.GetGameServer(System.UInt32@,System.UInt16@,Steamworks.SteamId@)">
|
|
<summary>
|
|
Gets the details of the lobby's game server, if set. Returns true if the lobby is
|
|
valid and has a server set, otherwise returns false.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Data.Lobby.Owner">
|
|
<summary>
|
|
You must be the lobby owner to set the owner
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.Lobby.IsOwnedBy(Steamworks.SteamId)">
|
|
<summary>
|
|
Check if the specified SteamId owns the lobby
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.LobbyQuery.FilterDistanceClose">
|
|
<summary>
|
|
only lobbies in the same immediate region will be returned
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.LobbyQuery.FilterDistanceFar">
|
|
<summary>
|
|
only lobbies in the same immediate region will be returned
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.LobbyQuery.FilterDistanceWorldwide">
|
|
<summary>
|
|
only lobbies in the same immediate region will be returned
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.LobbyQuery.WithKeyValue(System.String,System.String)">
|
|
<summary>
|
|
Filter by specified key/value pair; string parameters
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.LobbyQuery.WithLower(System.String,System.Int32)">
|
|
<summary>
|
|
Numerical filter where value is less than the value provided
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.LobbyQuery.WithHigher(System.String,System.Int32)">
|
|
<summary>
|
|
Numerical filter where value is greater than the value provided
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.LobbyQuery.WithEqual(System.String,System.Int32)">
|
|
<summary>
|
|
Numerical filter where value must be equal to the value provided
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.LobbyQuery.WithNotEqual(System.String,System.Int32)">
|
|
<summary>
|
|
Numerical filter where value must not equal the value provided
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.LobbyQuery.AddNumericalFilter(System.String,System.Int32,Steamworks.LobbyComparison)">
|
|
<summary>
|
|
Test key, initialize numerical filter list if necessary, then add new numerical filter
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.LobbyQuery.OrderByNear(System.String,System.Int32)">
|
|
<summary>
|
|
Order filtered results according to key/values nearest the provided key/value pair.
|
|
Can specify multiple near value filters; each successive filter is lower priority than the previous.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.LobbyQuery.WithSlotsAvailable(System.Int32)">
|
|
<summary>
|
|
returns only lobbies with the specified number of slots available
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.LobbyQuery.WithMaxResults(System.Int32)">
|
|
<summary>
|
|
sets how many results to return, the lower the count the faster it is to download the lobby results
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.LobbyQuery.RequestAsync">
|
|
<summary>
|
|
Run the query, get the matching lobbies
|
|
</summary>
|
|
</member>
|
|
<member name="T:Steamworks.Data.OutgoingPacket">
|
|
<summary>
|
|
A server query packet.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Data.OutgoingPacket.Address">
|
|
<summary>
|
|
Target IP address
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Data.OutgoingPacket.Port">
|
|
<summary>
|
|
Target port
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Data.OutgoingPacket.Data">
|
|
<summary>
|
|
This data is pooled. Make a copy if you don't use it immediately.
|
|
This buffer is also quite large - so pay attention to Size.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Data.OutgoingPacket.Size">
|
|
<summary>
|
|
Size of the data
|
|
</summary>
|
|
</member>
|
|
<member name="T:Steamworks.Data.RemotePlaySession">
|
|
<summary>
|
|
Represents a RemotePlaySession from the SteamRemotePlay interface
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Data.RemotePlaySession.IsValid">
|
|
<summary>
|
|
Returns true if this session was valid when created. This will stay true even
|
|
after disconnection - so be sure to watch SteamRemotePlay.OnSessionDisconnected
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Data.RemotePlaySession.SteamId">
|
|
<summary>
|
|
Get the SteamID of the connected user
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Data.RemotePlaySession.ClientName">
|
|
<summary>
|
|
Get the name of the session client device
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Data.RemotePlaySession.FormFactor">
|
|
<summary>
|
|
Get the name of the session client device
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.Screenshot.TagUser(Steamworks.SteamId)">
|
|
<summary>
|
|
Tags a user as being visible in the screenshot
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.Screenshot.SetLocation(System.String)">
|
|
<summary>
|
|
Tags a user as being visible in the screenshot
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.Screenshot.TagPublishedFile(Steamworks.Data.PublishedFileId)">
|
|
<summary>
|
|
Tags a user as being visible in the screenshot
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Data.ServerInfo.Tags">
|
|
<summary>
|
|
Gets the individual tags for this server
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.ServerInfo.AddToHistory">
|
|
<summary>
|
|
Add this server to our history list
|
|
If we're already in the history list, weill set the last played time to now
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.ServerInfo.QueryRulesAsync">
|
|
<summary>
|
|
If this server responds to source engine style queries, we'll be able to get a list of rules here
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.ServerInfo.RemoveFromHistory">
|
|
<summary>
|
|
Remove this server from our history list
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.ServerInfo.AddToFavourites">
|
|
<summary>
|
|
Add this server to our favourite list
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Data.ServerInfo.RemoveFromFavourites">
|
|
<summary>
|
|
Remove this server from our favourite list
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.ISteamInventory.GetResultStatus(Steamworks.Data.SteamInventoryResult_t)">
|
|
<summary>
|
|
Find out the status of an asynchronous inventory result handle.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.ISteamInventory.GetResultItems(Steamworks.Data.SteamInventoryResult_t,Steamworks.Data.SteamItemDetails_t[],System.UInt32@)">
|
|
<summary>
|
|
Copies the contents of a result set into a flat array. The specific contents of the result set depend on
|
|
which query which was used.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.ISteamInventory.GetResultTimestamp(Steamworks.Data.SteamInventoryResult_t)">
|
|
<summary>
|
|
Returns the server time at which the result was generated. Compare against the value of
|
|
IClientUtils::GetServerRealTime() to determine age.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.ISteamInventory.CheckResultSteamID(Steamworks.Data.SteamInventoryResult_t,Steamworks.SteamId)">
|
|
<summary>
|
|
Returns true if the result belongs to the target steam ID or false if the result does not. This is
|
|
important when using DeserializeResult to verify that a remote player is not pretending to have a
|
|
different users inventory.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.ISteamInventory.DestroyResult(Steamworks.Data.SteamInventoryResult_t)">
|
|
<summary>
|
|
Destroys a result handle and frees all associated memory.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.ISteamInventory.GetAllItems(Steamworks.Data.SteamInventoryResult_t@)">
|
|
<summary>
|
|
Captures the entire state of the current users Steam inventory.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.ISteamInventory.GetItemsByID(Steamworks.Data.SteamInventoryResult_t@,Steamworks.Data.InventoryItemId@,System.UInt32)">
|
|
<summary>
|
|
Captures the state of a subset of the current users Steam inventory identified by an array of item
|
|
instance IDs.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.ISteamInventory.GrantPromoItems(Steamworks.Data.SteamInventoryResult_t@)">
|
|
<summary>
|
|
GrantPromoItems() checks the list of promotional items for which the user may be eligible and grants the
|
|
items (one time only).
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.ISteamInventory.ConsumeItem(Steamworks.Data.SteamInventoryResult_t@,Steamworks.Data.InventoryItemId,System.UInt32)">
|
|
<summary>
|
|
ConsumeItem() removes items from the inventory permanently.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.ISteamInventory.SendItemDropHeartbeat">
|
|
<summary>
|
|
Deprecated method. Playtime accounting is performed on the Steam servers.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.ISteamInventory.TriggerItemDrop(Steamworks.Data.SteamInventoryResult_t@,Steamworks.Data.InventoryDefId)">
|
|
<summary>
|
|
Playtime credit must be consumed and turned into item drops by your game.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.ISteamInventory.LoadItemDefinitions">
|
|
<summary>
|
|
LoadItemDefinitions triggers the automatic load and refresh of item definitions.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.ISteamUserStats.DownloadLeaderboardEntriesForUsers(Steamworks.Data.SteamLeaderboard_t,Steamworks.SteamId[],System.Int32)">
|
|
<summary>
|
|
Downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is
|
|
k_ELeaderboardDataRequestUsers
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.ConnectionManager.Interface">
|
|
<summary>
|
|
An optional interface to use instead of deriving
|
|
</summary>
|
|
</member>
|
|
<member name="F:Steamworks.ConnectionManager.Connection">
|
|
<summary>
|
|
The actual connection we're managing
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.ConnectionManager.ConnectionInfo">
|
|
<summary>
|
|
The last received ConnectionInfo
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.ConnectionManager.OnConnecting(Steamworks.Data.ConnectionInfo)">
|
|
<summary>
|
|
We're trying to connect!
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.ConnectionManager.OnConnected(Steamworks.Data.ConnectionInfo)">
|
|
<summary>
|
|
Client is connected. They move from connecting to Connections
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.ConnectionManager.OnDisconnected(Steamworks.Data.ConnectionInfo)">
|
|
<summary>
|
|
The connection has been closed remotely or disconnected locally. Check data.State for details.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.IConnectionManager.OnConnecting(Steamworks.Data.ConnectionInfo)">
|
|
<summary>
|
|
We started connecting to this guy
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.IConnectionManager.OnConnected(Steamworks.Data.ConnectionInfo)">
|
|
<summary>
|
|
Called when the connection is fully connected and can start being communicated with
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.IConnectionManager.OnDisconnected(Steamworks.Data.ConnectionInfo)">
|
|
<summary>
|
|
We got disconnected
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.IConnectionManager.OnMessage(System.IntPtr,System.Int32,System.Int64,System.Int64,System.Int32)">
|
|
<summary>
|
|
Received a message
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.ISocketManager.OnConnecting(Steamworks.Data.Connection,Steamworks.Data.ConnectionInfo)">
|
|
<summary>
|
|
Must call Accept or Close on the connection within a second or so
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.ISocketManager.OnConnected(Steamworks.Data.Connection,Steamworks.Data.ConnectionInfo)">
|
|
<summary>
|
|
Called when the connection is fully connected and can start being communicated with
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.ISocketManager.OnDisconnected(Steamworks.Data.Connection,Steamworks.Data.ConnectionInfo)">
|
|
<summary>
|
|
Called when the connection leaves
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.ISocketManager.OnMessage(Steamworks.Data.Connection,Steamworks.Data.NetIdentity,System.IntPtr,System.Int32,System.Int64,System.Int64,System.Int32)">
|
|
<summary>
|
|
Received a message from a connection
|
|
</summary>
|
|
</member>
|
|
<member name="T:Steamworks.SocketManager">
|
|
<summary>
|
|
Used as a base to create your networking server. This creates a socket
|
|
and listens/communicates with multiple queries.
|
|
|
|
You can override all the virtual functions to turn it into what you
|
|
want it to do.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SocketManager.OnConnecting(Steamworks.Data.Connection,Steamworks.Data.ConnectionInfo)">
|
|
<summary>
|
|
Default behaviour is to accept every connection
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SocketManager.OnConnected(Steamworks.Data.Connection,Steamworks.Data.ConnectionInfo)">
|
|
<summary>
|
|
Client is connected. They move from connecting to Connections
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SocketManager.OnDisconnected(Steamworks.Data.Connection,Steamworks.Data.ConnectionInfo)">
|
|
<summary>
|
|
The connection has been closed remotely or disconnected locally. Check data.State for details.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.ServerList.Base.AppId">
|
|
<summary>
|
|
Which app we're querying. Defaults to the current app.
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.ServerList.Base.OnChanges">
|
|
<summary>
|
|
When a new server is added, this function will get called
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.ServerList.Base.OnResponsiveServer">
|
|
<summary>
|
|
Called for every responsive server
|
|
</summary>
|
|
</member>
|
|
<member name="F:Steamworks.ServerList.Base.Responsive">
|
|
<summary>
|
|
A list of servers that responded. If you're only interested in servers that responded since you
|
|
last updated, then simply clear this list.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Steamworks.ServerList.Base.Unresponsive">
|
|
<summary>
|
|
A list of servers that were in the master list but didn't respond.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.ServerList.Base.RunQueryAsync(System.Single)">
|
|
<summary>
|
|
Query the server list. Task result will be true when finished
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="T:Steamworks.SteamApps">
|
|
<summary>
|
|
Exposes a wide range of information and actions for applications and Downloadable Content (DLC).
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamApps.OnDlcInstalled">
|
|
<summary>
|
|
posted after the user gains ownership of DLC and that DLC is installed
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamApps.OnNewLaunchParameters">
|
|
<summary>
|
|
posted after the user gains executes a Steam URL with command line or query parameters
|
|
such as steam://run/appid//-commandline/?param1=value1(and)param2=value2(and)param3=value3 etc
|
|
while the game is already running. The new params can be queried
|
|
with GetLaunchQueryParam and GetLaunchCommandLine
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamApps.IsSubscribed">
|
|
<summary>
|
|
Checks if the active user is subscribed to the current App ID
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamApps.IsSubscribedFromFamilySharing">
|
|
<summary>
|
|
Check if user borrowed this game via Family Sharing, If true, call GetAppOwner() to get the lender
|
|
SteamID
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamApps.IsLowVoilence">
|
|
<summary>
|
|
Checks if the license owned by the user provides low violence depots.
|
|
Low violence depots are useful for copies sold in countries that have content restrictions
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamApps.IsCybercafe">
|
|
<summary>
|
|
Checks whether the current App ID license is for Cyber Cafes.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamApps.IsVACBanned">
|
|
<summary>
|
|
CChecks if the user has a VAC ban on their account
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamApps.GameLanguage">
|
|
<summary>
|
|
Gets the current language that the user has set.
|
|
This falls back to the Steam UI language if the user hasn't explicitly picked a language for the title.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamApps.AvailableLanguages">
|
|
<summary>
|
|
Gets a list of the languages the current app supports.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamApps.IsSubscribedToApp(Steamworks.AppId)">
|
|
<summary>
|
|
Checks if the active user is subscribed to a specified AppId.
|
|
Only use this if you need to check ownership of another game related to yours, a demo for example.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamApps.IsDlcInstalled(Steamworks.AppId)">
|
|
<summary>
|
|
Checks if the user owns a specific DLC and if the DLC is installed
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamApps.PurchaseTime(Steamworks.AppId)">
|
|
<summary>
|
|
Returns the time of the purchase of the app
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamApps.IsSubscribedFromFreeWeekend">
|
|
<summary>
|
|
Checks if the user is subscribed to the current app through a free weekend
|
|
This function will return false for users who have a retail or other type of license
|
|
Before using, please ask your Valve technical contact how to package and secure your free weekened
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamApps.DlcInformation">
|
|
<summary>
|
|
Returns metadata for all available DLC
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamApps.InstallDlc(Steamworks.AppId)">
|
|
<summary>
|
|
Install/Uninstall control for optional DLC
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamApps.UninstallDlc(Steamworks.AppId)">
|
|
<summary>
|
|
Install/Uninstall control for optional DLC
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamApps.CurrentBetaName">
|
|
<summary>
|
|
Returns null if we're not on a beta branch, else the name of the branch
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamApps.MarkContentCorrupt(System.Boolean)">
|
|
<summary>
|
|
Allows you to force verify game content on next launch.
|
|
|
|
If you detect the game is out-of-date(for example, by having the client detect a version mismatch with a
|
|
server),
|
|
you can call use MarkContentCorrupt to force a verify, show a message to the user, and then quit.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamApps.InstalledDepots(Steamworks.AppId)">
|
|
<summary>
|
|
Gets a list of all installed depots for a given App ID in mount order
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamApps.AppInstallDir(Steamworks.AppId)">
|
|
<summary>
|
|
Gets the install folder for a specific AppID.
|
|
This works even if the application is not installed, based on where the game would be installed with the
|
|
default Steam library location.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamApps.IsAppInstalled(Steamworks.AppId)">
|
|
<summary>
|
|
The app may not actually be owned by the current user, they may have it left over from a free weekend,
|
|
etc.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamApps.AppOwner">
|
|
<summary>
|
|
Gets the Steam ID of the original owner of the current app. If it's different from the current user then
|
|
it is borrowed..
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamApps.GetLaunchParam(System.String)">
|
|
<summary>
|
|
Gets the associated launch parameter if the game is run via
|
|
steam://run/appid/?param1=value1;param2=value2;param3=value3 etc.
|
|
Parameter names starting with the character '@' are reserved for internal use and will always return an
|
|
empty string.
|
|
Parameter names starting with an underscore '_' are reserved for steam features -- they can be queried
|
|
by the game,
|
|
but it is advised that you not param names beginning with an underscore for your own features.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamApps.DlcDownloadProgress(Steamworks.AppId)">
|
|
<summary>
|
|
Gets the download progress for optional DLC.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamApps.BuildId">
|
|
<summary>
|
|
Gets the buildid of this app, may change at any time based on backend updates to the game.
|
|
Defaults to 0 if you're not running a build downloaded from steam.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamApps.GetFileDetailsAsync(System.String)">
|
|
<summary>
|
|
Asynchronously retrieves metadata details about a specific file in the depot manifest.
|
|
Currently provides:
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamApps.CommandLine">
|
|
<summary>
|
|
Get command line if game was launched via Steam URL, e.g. steam://run/appid//command line/.
|
|
This method of passing a connect string (used when joining via rich presence, accepting an
|
|
invite, etc) is preferable to passing the connect string on the operating system command
|
|
line, which is a security risk. In order for rich presence joins to go through this
|
|
path and not be placed on the OS command line, you must set a value in your app's
|
|
configuration on Steam. Ask Valve for help with this.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamClient.Init(System.UInt32,System.Boolean)">
|
|
<summary>
|
|
Initialize the steam client.
|
|
If asyncCallbacks is false you need to call RunCallbacks manually every frame.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamClient.IsLoggedOn">
|
|
<summary>
|
|
Checks if the current user's Steam client is connected to the Steam servers.
|
|
If it's not then no real-time services provided by the Steamworks API will be enabled. The Steam
|
|
client will automatically be trying to recreate the connection as often as possible. When the
|
|
connection is restored a SteamServersConnected_t callback will be posted.
|
|
You usually don't need to check for this yourself. All of the API calls that rely on this will
|
|
check internally. Forcefully disabling stuff when the player loses access is usually not a
|
|
very good experience for the player and you could be preventing them from accessing APIs that do not
|
|
need a live connection to Steam.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamClient.SteamId">
|
|
<summary>
|
|
Gets the Steam ID of the account currently logged into the Steam client. This is
|
|
commonly called the 'current user', or 'local user'.
|
|
A Steam ID is a unique identifier for a Steam accounts, Steam groups, Lobbies and Chat
|
|
rooms, and used to differentiate users in all parts of the Steamworks API.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamClient.Name">
|
|
<summary>
|
|
returns the local players name - guaranteed to not be NULL.
|
|
this is the same name as on the users community profile page
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamClient.State">
|
|
<summary>
|
|
gets the status of the current user
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamClient.AppId">
|
|
<summary>
|
|
returns the appID of the current process
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamClient.RestartAppIfNecessary(System.UInt32)">
|
|
<summary>
|
|
Checks if your executable was launched through Steam and relaunches it through Steam if it wasn't
|
|
this returns true then it starts the Steam client if required and launches your game again through it,
|
|
and you should quit your process as soon as possible. This effectively runs steam://run/AppId so it
|
|
may not relaunch the exact executable that called it, as it will always relaunch from the version
|
|
installed in your Steam library folder/
|
|
Note that during development, when not launching via Steam, this might always return true.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamClient.ValidCheck">
|
|
<summary>
|
|
Called in interfaces that rely on this being initialized
|
|
</summary>
|
|
</member>
|
|
<member name="T:Steamworks.SteamFriends">
|
|
<summary>
|
|
Undocumented Parental Settings
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamFriends.OnChatMessage">
|
|
<summary>
|
|
Called when chat message has been received from a friend. You'll need to turn on
|
|
ListenForFriendsMessages to recieve this. (friend, msgtype, message)
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamFriends.OnPersonaStateChange">
|
|
<summary>
|
|
called when a friends' status changes
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamFriends.OnGameRichPresenceJoinRequested">
|
|
<summary>
|
|
Called when the user tries to join a game from their friends list
|
|
rich presence will have been set with the "connect" key which is set here
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamFriends.OnGameOverlayActivated">
|
|
<summary>
|
|
Posted when game overlay activates or deactivates
|
|
the game can use this to be pause or resume single player games
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamFriends.OnGameServerChangeRequested">
|
|
<summary>
|
|
Called when the user tries to join a different game server from their friends list
|
|
game client should attempt to connect to specified server when this is received
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamFriends.OnGameLobbyJoinRequested">
|
|
<summary>
|
|
Called when the user tries to join a lobby from their friends list
|
|
game client should attempt to connect to specified lobby when this is received
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamFriends.OnFriendRichPresenceUpdate">
|
|
<summary>
|
|
Callback indicating updated data about friends rich presence information
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamFriends.OpenOverlay(System.String)">
|
|
<summary>
|
|
The dialog to open. Valid options are:
|
|
"friends",
|
|
"community",
|
|
"players",
|
|
"settings",
|
|
"officialgamegroup",
|
|
"stats",
|
|
"achievements".
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamFriends.OpenUserOverlay(Steamworks.SteamId,System.String)">
|
|
<summary>
|
|
"steamid" - Opens the overlay web browser to the specified user or groups profile.
|
|
"chat" - Opens a chat window to the specified user, or joins the group chat.
|
|
"jointrade" - Opens a window to a Steam Trading session that was started with the
|
|
ISteamEconomy/StartTrade Web API.
|
|
"stats" - Opens the overlay web browser to the specified user's stats.
|
|
"achievements" - Opens the overlay web browser to the specified user's achievements.
|
|
"friendadd" - Opens the overlay in minimal mode prompting the user to add the target user as a friend.
|
|
"friendremove" - Opens the overlay in minimal mode prompting the user to remove the target friend.
|
|
"friendrequestaccept" - Opens the overlay in minimal mode prompting the user to accept an incoming
|
|
friend invite.
|
|
"friendrequestignore" - Opens the overlay in minimal mode prompting the user to ignore an incoming
|
|
friend invite.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamFriends.OpenStoreOverlay(Steamworks.AppId)">
|
|
<summary>
|
|
Activates the Steam Overlay to the Steam store page for the provided app.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamFriends.OpenWebOverlay(System.String,System.Boolean)">
|
|
<summary>
|
|
Activates Steam Overlay web browser directly to the specified URL.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamFriends.OpenGameInviteOverlay(Steamworks.SteamId)">
|
|
<summary>
|
|
Activates the Steam Overlay to open the invite dialog. Invitations sent from this dialog will be for the
|
|
provided lobby.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamFriends.SetPlayedWith(Steamworks.SteamId)">
|
|
<summary>
|
|
Mark a target user as 'played with'.
|
|
NOTE: The current user must be in game with the other player for the association to work.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamFriends.RequestUserInformation(Steamworks.SteamId,System.Boolean)">
|
|
<summary>
|
|
Requests the persona name and optionally the avatar of a specified user.
|
|
NOTE: It's a lot slower to download avatars and churns the local cache, so if you don't need avatars,
|
|
don't request them.
|
|
returns true if we're fetching the data, false if we already have it
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamFriends.GetRichPresence(System.String)">
|
|
<summary>
|
|
Find a rich presence value by key for current user. Will be null if not found.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamFriends.SetRichPresence(System.String,System.String)">
|
|
<summary>
|
|
Sets a rich presence value by key for current user.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamFriends.ClearRichPresence">
|
|
<summary>
|
|
Clears all of the current user's rich presence data.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamFriends.ListenForFriendsMessages">
|
|
<summary>
|
|
Listens for Steam friends chat messages.
|
|
You can then show these chats inline in the game. For example with a Blizzard style chat message system
|
|
or the chat system in Dota 2.
|
|
After enabling this you will receive callbacks when ever the user receives a chat message.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamInput.RunFrame">
|
|
<summary>
|
|
You shouldn't really need to call this because it get called by RunCallbacks on SteamClient
|
|
but Valve think it might be a nice idea if you call it right before you get input info -
|
|
just to make sure the info you're getting is 100% up to date.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamInput.Controllers">
|
|
<summary>
|
|
Return a list of connected controllers.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamInput.GetDigitalActionGlyph(Steamworks.Controller,System.String)">
|
|
<summary>
|
|
Return an absolute path to the PNG image glyph for the provided digital action name. The current
|
|
action set in use for the controller will be used for the lookup. You should cache the result and
|
|
maintain your own list of loaded PNG assets.
|
|
</summary>
|
|
<param name="controller"></param>
|
|
<param name="action"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="T:Steamworks.SteamInventory">
|
|
<summary>
|
|
Undocumented Parental Settings
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamInventory.LoadItemDefinitions">
|
|
<summary>
|
|
Call this if you're going to want to access definition information. You should be able to get
|
|
away with calling this once at the start if your game, assuming your items don't change all the time.
|
|
This will trigger OnDefinitionsUpdated at which point Definitions should be set.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamInventory.WaitForDefinitions(System.Single)">
|
|
<summary>
|
|
Will call LoadItemDefinitions and wait until Definitions is not null
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamInventory.FindDefinition(Steamworks.Data.InventoryDefId)">
|
|
<summary>
|
|
Try to find the definition that matches this definition ID.
|
|
Uses a dictionary so should be about as fast as possible.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamInventory.Items">
|
|
<summary>
|
|
We will try to keep this list of your items automatically up to date.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamInventory.GetAllItems">
|
|
<summary>
|
|
Update the list of Items[]
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamInventory.GetAllItemsAsync">
|
|
<summary>
|
|
Get all items and return the InventoryResult
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamInventory.GenerateItemAsync(Steamworks.InventoryDef,System.Int32)">
|
|
<summary>
|
|
This is used to grant a specific item to the user. This should
|
|
only be used for development prototyping, from a trusted server,
|
|
or if you don't care about hacked clients granting arbitrary items.
|
|
This call can be disabled by a setting on Steamworks.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamInventory.CraftItemAsync(Steamworks.InventoryItem[],Steamworks.InventoryDef)">
|
|
<summary>
|
|
Crafting! Uses the passed items to buy the target item.
|
|
You need to have set up the appropriate exchange rules in your item
|
|
definitions. This assumes all the items passed in aren't stacked.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamInventory.CraftItemAsync(Steamworks.InventoryItem.Amount[],Steamworks.InventoryDef)">
|
|
<summary>
|
|
Crafting! Uses the passed items to buy the target item.
|
|
You need to have set up the appropriate exchange rules in your item
|
|
definitions. This assumes all the items passed in aren't stacked.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamInventory.DeserializeAsync(System.Byte[],System.Int32)">
|
|
<summary>
|
|
Deserializes a result set and verifies the signature bytes.
|
|
This call has a potential soft-failure mode where the Result is expired, it will
|
|
still succeed in this mode.The "expired"
|
|
result could indicate that the data may be out of date - not just due to timed
|
|
expiration( one hour ), but also because one of the items in the result set may
|
|
have been traded or consumed since the result set was generated.You could compare
|
|
the timestamp from GetResultTimestamp to ISteamUtils::GetServerRealTime to determine
|
|
how old the data is. You could simply ignore the "expired" result code and
|
|
continue as normal, or you could request the player with expired data to send
|
|
an updated result set.
|
|
You should call CheckResultSteamID on the result handle when it completes to verify
|
|
that a remote player is not pretending to have a different user's inventory.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamInventory.GrantPromoItemsAsync">
|
|
<summary>
|
|
Grant all promotional items the user is eligible for
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamInventory.TriggerItemDropAsync(Steamworks.Data.InventoryDefId)">
|
|
<summary>
|
|
Trigger an item drop for this user. This is for timed drops.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamInventory.AddPromoItemAsync(Steamworks.Data.InventoryDefId)">
|
|
<summary>
|
|
Trigger a promo item drop. You can call this at startup, it won't
|
|
give users multiple promo drops.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamInventory.StartPurchaseAsync(Steamworks.InventoryDef[])">
|
|
<summary>
|
|
Start buying a cart load of items. This will return a positive result is the purchase has
|
|
begun. You should listen out for SteamUser.OnMicroTxnAuthorizationResponse for a success.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Steamworks.SteamMatchmaking">
|
|
<summary>
|
|
Functions for clients to access matchmaking services, favorites, and to operate on game lobbies
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamMatchmaking.MaxLobbyKeyLength">
|
|
<summary>
|
|
Maximum number of characters a lobby metadata key can be
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamMatchmaking.OnLobbyInvite">
|
|
<summary>
|
|
Someone invited you to a lobby
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamMatchmaking.OnLobbyEntered">
|
|
<summary>
|
|
You joined a lobby
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamMatchmaking.OnLobbyCreated">
|
|
<summary>
|
|
You created a lobby
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamMatchmaking.OnLobbyGameCreated">
|
|
<summary>
|
|
A game server has been associated with the lobby
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamMatchmaking.OnLobbyDataChanged">
|
|
<summary>
|
|
The lobby metadata has changed
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamMatchmaking.OnLobbyMemberDataChanged">
|
|
<summary>
|
|
The lobby member metadata has changed
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamMatchmaking.OnLobbyMemberJoined">
|
|
<summary>
|
|
The lobby member joined
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamMatchmaking.OnLobbyMemberLeave">
|
|
<summary>
|
|
The lobby member left the room
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamMatchmaking.OnLobbyMemberDisconnected">
|
|
<summary>
|
|
The lobby member left the room
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamMatchmaking.OnLobbyMemberKicked">
|
|
<summary>
|
|
The lobby member was kicked. The 3rd param is the user that kicked them.
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamMatchmaking.OnLobbyMemberBanned">
|
|
<summary>
|
|
The lobby member was banned. The 3rd param is the user that banned them.
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamMatchmaking.OnChatMessage">
|
|
<summary>
|
|
A chat message was recieved from a member of a lobby
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamMatchmaking.CreateLobbyAsync(System.Int32)">
|
|
<summary>
|
|
Creates a new invisible lobby. Call lobby.SetPublic to take it online.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamMatchmaking.JoinLobbyAsync(Steamworks.SteamId)">
|
|
<summmary>
|
|
Attempts to directly join the specified lobby
|
|
</summmary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamMatchmaking.GetFavoriteServers">
|
|
<summary>
|
|
Get a list of servers that are on your favorites list
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamMatchmaking.GetHistoryServers">
|
|
<summary>
|
|
Get a list of servers that you have added to your play history
|
|
</summary>
|
|
</member>
|
|
<member name="T:Steamworks.SteamMatchmakingServers">
|
|
<summary>
|
|
Functions for clients to access matchmaking services, favorites, and to operate on game lobbies
|
|
</summary>
|
|
</member>
|
|
<member name="T:Steamworks.SteamMusic">
|
|
<summary>
|
|
Functions to control music playback in the steam client.
|
|
This gives games the opportunity to do things like pause the music or lower the volume,
|
|
when an important cut scene is shown, and start playing afterwards.
|
|
Nothing uses Steam Music though so this can probably get fucked
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamMusic.OnPlaybackChanged">
|
|
<summary>
|
|
Playback status changed
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamMusic.OnVolumeChanged">
|
|
<summary>
|
|
Volume changed, parameter is new volume
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamMusic.IsEnabled">
|
|
<summary>
|
|
Checks if Steam Music is enabled
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamMusic.IsPlaying">
|
|
<summary>
|
|
true if a song is currently playing, paused, or queued up to play; otherwise false.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamMusic.Status">
|
|
<summary>
|
|
Gets the current status of the Steam Music player
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamMusic.PlayPrevious">
|
|
<summary>
|
|
Have the Steam Music player play the previous song.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamMusic.PlayNext">
|
|
<summary>
|
|
Have the Steam Music player skip to the next song
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamMusic.Volume">
|
|
<summary>
|
|
Gets/Sets the current volume of the Steam Music player
|
|
</summary>
|
|
</member>
|
|
<member name="F:Steamworks.SteamNetworking.OnP2PSessionRequest">
|
|
<summary>
|
|
This SteamId wants to send you a message. You should respond by calling AcceptP2PSessionWithUser
|
|
if you want to recieve their messages
|
|
</summary>
|
|
</member>
|
|
<member name="F:Steamworks.SteamNetworking.OnP2PConnectionFailed">
|
|
<summary>
|
|
Called when packets can't get through to the specified user.
|
|
All queued packets unsent at this point will be dropped, further attempts
|
|
to send will retry making the connection (but will be dropped if we fail again).
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamNetworking.AcceptP2PSessionWithUser(Steamworks.SteamId)">
|
|
<summary>
|
|
This should be called in response to a OnP2PSessionRequest
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamNetworking.AllowP2PPacketRelay(System.Boolean)">
|
|
<summary>
|
|
Allow or disallow P2P connects to fall back on Steam server relay if direct
|
|
connection or NAT traversal can't be established. Applies to connections
|
|
created after setting or old connections that need to reconnect.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamNetworking.CloseP2PSessionWithUser(Steamworks.SteamId)">
|
|
<summary>
|
|
This should be called when you're done communicating with a user, as this will
|
|
free up all of the resources allocated for the connection under-the-hood.
|
|
If the remote user tries to send data to you again, a new OnP2PSessionRequest
|
|
callback will be posted
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamNetworking.IsP2PPacketAvailable(System.Int32)">
|
|
<summary>
|
|
Checks if a P2P packet is available to read, and gets the size of the message if there is one.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamNetworking.ReadP2PPacket(System.Int32)">
|
|
<summary>
|
|
Reads in a packet that has been sent from another user via SendP2PPacket..
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamNetworking.ReadP2PPacket(System.Byte[],System.UInt32@,Steamworks.SteamId@,System.Int32)">
|
|
<summary>
|
|
Reads in a packet that has been sent from another user via SendP2PPacket..
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamNetworking.ReadP2PPacket(System.Byte*,System.UInt32,System.UInt32@,Steamworks.SteamId@,System.Int32)">
|
|
<summary>
|
|
Reads in a packet that has been sent from another user via SendP2PPacket..
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamNetworking.SendP2PPacket(Steamworks.SteamId,System.Byte[],System.Int32,System.Int32,Steamworks.P2PSend)">
|
|
<summary>
|
|
Sends a P2P packet to the specified user.
|
|
This is a session-less API which automatically establishes NAT-traversing or Steam relay server
|
|
connections.
|
|
NOTE: The first packet send may be delayed as the NAT-traversal code runs.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamNetworking.SendP2PPacket(Steamworks.SteamId,System.Byte*,System.UInt32,System.Int32,Steamworks.P2PSend)">
|
|
<summary>
|
|
Sends a P2P packet to the specified user.
|
|
This is a session-less API which automatically establishes NAT-traversing or Steam relay server
|
|
connections.
|
|
NOTE: The first packet send may be delayed as the NAT-traversal code runs.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamNetworkingSockets.CreateNormalSocket``1(Steamworks.Data.NetAddress)">
|
|
<summary>
|
|
Creates a "server" socket that listens for clients to connect to by calling
|
|
Connect, over ordinary UDP (IPv4 or IPv6)
|
|
|
|
To use this derive a class from SocketManager and override as much as you want.
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamNetworkingSockets.CreateNormalSocket(Steamworks.Data.NetAddress,Steamworks.ISocketManager)">
|
|
<summary>
|
|
Creates a "server" socket that listens for clients to connect to by calling
|
|
Connect, over ordinary UDP (IPv4 or IPv6).
|
|
|
|
To use this you should pass a class that inherits ISocketManager. You can use
|
|
SocketManager to get connections and send messages, but the ISocketManager class
|
|
will received all the appropriate callbacks.
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamNetworkingSockets.ConnectNormal``1(Steamworks.Data.NetAddress)">
|
|
<summary>
|
|
Connect to a socket created via
|
|
<method>CreateListenSocketIP</method>
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamNetworkingSockets.ConnectNormal(Steamworks.Data.NetAddress,Steamworks.IConnectionManager)">
|
|
<summary>
|
|
Connect to a socket created via
|
|
<method>CreateListenSocketIP</method>
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamNetworkingSockets.CreateRelaySocket``1(System.Int32)">
|
|
<summary>
|
|
Creates a server that will be relayed via Valve's network (hiding the IP and improving ping)
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamNetworkingSockets.ConnectRelay``1(Steamworks.SteamId,System.Int32)">
|
|
<summary>
|
|
Connect to a relay server
|
|
</summary>
|
|
</member>
|
|
<member name="T:Steamworks.SteamNetworkingUtils">
|
|
<summary>
|
|
Undocumented Parental Settings
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamNetworkingUtils.OnDebugOutput">
|
|
<summary>
|
|
A function to receive debug network information on. This will do nothing
|
|
unless you set DebugLevel to something other than None.
|
|
|
|
You should set this to an appropriate level instead of setting it to the highest
|
|
and then filtering it by hand because a lot of energy is used by creating the strings
|
|
and your frame rate will tank and you won't know why.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamNetworkingUtils.Status">
|
|
<summary>
|
|
The latest available status gathered from the SteamRelayNetworkStatus callback
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamNetworkingUtils.InitRelayNetworkAccess">
|
|
<summary>
|
|
If you know that you are going to be using the relay network (for example,
|
|
because you anticipate making P2P connections), call this to initialize the
|
|
relay network. If you do not call this, the initialization will
|
|
be delayed until the first time you use a feature that requires access
|
|
to the relay network, which will delay that first access.
|
|
|
|
You can also call this to force a retry if the previous attempt has failed.
|
|
Performing any action that requires access to the relay network will also
|
|
trigger a retry, and so calling this function is never strictly necessary,
|
|
but it can be useful to call it a program launch time, if access to the
|
|
relay network is anticipated.
|
|
|
|
Use GetRelayNetworkStatus or listen for SteamRelayNetworkStatus_t
|
|
callbacks to know when initialization has completed.
|
|
Typically initialization completes in a few seconds.
|
|
|
|
Note: dedicated servers hosted in known data centers do *not* need
|
|
to call this, since they do not make routing decisions. However, if
|
|
the dedicated server will be using P2P functionality, it will act as
|
|
a "client" and this should be called.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamNetworkingUtils.LocalPingLocation">
|
|
<summary>
|
|
Return location info for the current host.
|
|
|
|
It takes a few seconds to initialize access to the relay network. If
|
|
you call this very soon after startup the data may not be available yet.
|
|
|
|
This always return the most up-to-date information we have available
|
|
right now, even if we are in the middle of re-calculating ping times.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamNetworkingUtils.EstimatePingTo(Steamworks.Data.NetPingLocation)">
|
|
<summary>
|
|
Same as PingLocation.EstimatePingTo, but assumes that one location is the local host.
|
|
This is a bit faster, especially if you need to calculate a bunch of
|
|
these in a loop to find the fastest one.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamNetworkingUtils.WaitForPingDataAsync(System.Single)">
|
|
<summary>
|
|
If you need ping information straight away, wait on this. It will return
|
|
immediately if you already have up to date ping data
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamNetworkingUtils.FakeSendPacketLoss">
|
|
<summary>
|
|
[0 - 100] - Randomly discard N pct of packets
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamNetworkingUtils.FakeRecvPacketLoss">
|
|
<summary>
|
|
[0 - 100] - Randomly discard N pct of packets
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamNetworkingUtils.FakeSendPacketLag">
|
|
<summary>
|
|
Delay all packets by N ms
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamNetworkingUtils.FakeRecvPacketLag">
|
|
<summary>
|
|
Delay all packets by N ms
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamNetworkingUtils.ConnectionTimeout">
|
|
<summary>
|
|
Timeout value (in ms) to use when first connecting
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamNetworkingUtils.Timeout">
|
|
<summary>
|
|
Timeout value (in ms) to use after connection is established
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamNetworkingUtils.SendBufferSize">
|
|
<summary>
|
|
Upper limit of buffered pending bytes to be sent.
|
|
If this is reached SendMessage will return LimitExceeded.
|
|
Default is 524288 bytes (512k)
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamNetworkingUtils.DebugLevel">
|
|
<summary>
|
|
Get Debug Information via OnDebugOutput event
|
|
|
|
Except when debugging, you should only use NetDebugOutput.Msg
|
|
or NetDebugOutput.Warning. For best performance, do NOT
|
|
request a high detail level and then filter out messages in the callback.
|
|
|
|
This incurs all of the expense of formatting the messages, which are then discarded.
|
|
Setting a high priority value (low numeric value) here allows the library to avoid
|
|
doing this work.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Steamworks.SteamNetworkingUtils._debugLevel">
|
|
<summary>
|
|
So we can remember and provide a Get for DebugLEvel
|
|
</summary>
|
|
</member>
|
|
<member name="F:Steamworks.SteamNetworkingUtils._debugFunc">
|
|
<summary>
|
|
We need to keep the delegate around until it's not used anymore
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamNetworkingUtils.OnDebugMessage(Steamworks.NetDebugOutput,System.IntPtr)">
|
|
<summary>
|
|
This can be called from other threads - so we're going to queue these up and process them in a safe
|
|
place.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamNetworkingUtils.OutputDebugMessages">
|
|
<summary>
|
|
Called regularly from the Dispatch loop so we can provide a timely
|
|
stream of messages.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Steamworks.SteamParental">
|
|
<summary>
|
|
Undocumented Parental Settings
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamParental.OnSettingsChanged">
|
|
<summary>
|
|
Parental Settings Changed
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamParental.IsParentalLockEnabled">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamParental.IsParentalLockLocked">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamParental.IsAppBlocked(Steamworks.AppId)">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamParental.BIsAppInBlockList(Steamworks.AppId)">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamParental.IsFeatureBlocked(Steamworks.ParentalFeature)">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamParental.BIsFeatureInBlockList(Steamworks.ParentalFeature)">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="T:Steamworks.SteamParties">
|
|
<summary>
|
|
This API can be used to selectively advertise your multiplayer game session in a Steam chat room group.
|
|
Tell Steam the number of player spots that are available for your party, and a join-game string, and it
|
|
will show a beacon in the selected group and allow that many users to “follow” the beacon to your party.
|
|
Adjust the number of open slots if other players join through alternate matchmaking methods.
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamParties.OnBeaconLocationsUpdated">
|
|
<summary>
|
|
The list of possible Party beacon locations has changed
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamParties.OnActiveBeaconsUpdated">
|
|
<summary>
|
|
The list of active beacons may have changed
|
|
</summary>
|
|
</member>
|
|
<member name="T:Steamworks.SteamRemotePlay">
|
|
<summary>
|
|
Functions that provide information about Steam Remote Play sessions, streaming your game content to
|
|
another computer or to a Steam Link app or hardware.
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamRemotePlay.OnSessionConnected">
|
|
<summary>
|
|
Called when a session is connected
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamRemotePlay.OnSessionDisconnected">
|
|
<summary>
|
|
Called when a session becomes disconnected
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamRemotePlay.SessionCount">
|
|
<summary>
|
|
Get the number of currently connected Steam Remote Play sessions
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamRemotePlay.GetSession(System.Int32)">
|
|
<summary>
|
|
Get the currently connected Steam Remote Play session ID at the specified index.
|
|
IsValid will return false if it's out of bounds
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamRemotePlay.SendInvite(Steamworks.SteamId)">
|
|
<summary>
|
|
Invite a friend to Remote Play Together
|
|
This returns false if the invite can't be sent
|
|
</summary>
|
|
</member>
|
|
<member name="T:Steamworks.SteamRemoteStorage">
|
|
<summary>
|
|
Undocumented Parental Settings
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamRemoteStorage.FileWrite(System.String,System.Byte[])">
|
|
<summary>
|
|
Creates a new file, writes the bytes to the file, and then closes the file.
|
|
If the target file already exists, it is overwritten
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamRemoteStorage.FileRead(System.String)">
|
|
<summary>
|
|
Opens a binary file, reads the contents of the file into a byte array, and then closes the file.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamRemoteStorage.FileExists(System.String)">
|
|
<summary>
|
|
Checks whether the specified file exists.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamRemoteStorage.FilePersisted(System.String)">
|
|
<summary>
|
|
Checks if a specific file is persisted in the steam cloud.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamRemoteStorage.FileTime(System.String)">
|
|
<summary>
|
|
Gets the specified file's last modified date/time.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamRemoteStorage.FileSize(System.String)">
|
|
<summary>
|
|
Gets the specified files size in bytes. 0 if not exists.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamRemoteStorage.FileForget(System.String)">
|
|
<summary>
|
|
Deletes the file from remote storage, but leaves it on the local disk and remains accessible from the
|
|
API.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamRemoteStorage.FileDelete(System.String)">
|
|
<summary>
|
|
Deletes a file from the local disk, and propagates that delete to the cloud.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamRemoteStorage.QuotaBytes">
|
|
<summary>
|
|
Number of bytes total
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamRemoteStorage.QuotaUsedBytes">
|
|
<summary>
|
|
Number of bytes used
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamRemoteStorage.QuotaRemainingBytes">
|
|
<summary>
|
|
Number of bytes remaining until your quota is used
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamRemoteStorage.IsCloudEnabled">
|
|
<summary>
|
|
returns true if IsCloudEnabledForAccount AND IsCloudEnabledForApp
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamRemoteStorage.IsCloudEnabledForAccount">
|
|
<summary>
|
|
Checks if the account wide Steam Cloud setting is enabled for this user
|
|
or if they disabled it in the Settings->Cloud dialog.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamRemoteStorage.IsCloudEnabledForApp">
|
|
<summary>
|
|
Checks if the per game Steam Cloud setting is enabled for this user
|
|
or if they disabled it in the Game Properties->Update dialog.
|
|
|
|
This must only ever be set as the direct result of the user explicitly
|
|
requesting that it's enabled or not. This is typically accomplished with
|
|
a checkbox within your in-game options
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamRemoteStorage.FileCount">
|
|
<summary>
|
|
Gets the total number of local files synchronized by Steam Cloud.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamRemoteStorage.Files">
|
|
<summary>
|
|
Get a list of filenames synchronized by Steam Cloud
|
|
</summary>
|
|
</member>
|
|
<member name="T:Steamworks.SteamScreenshots">
|
|
<summary>
|
|
Undocumented Parental Settings
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamScreenshots.OnScreenshotRequested">
|
|
<summary>
|
|
A screenshot has been requested by the user from the Steam screenshot hotkey.
|
|
This will only be called if Hooked is true, in which case Steam
|
|
will not take the screenshot itself.
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamScreenshots.OnScreenshotReady">
|
|
<summary>
|
|
A screenshot successfully written or otherwise added to the library and can now be tagged.
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamScreenshots.OnScreenshotFailed">
|
|
<summary>
|
|
A screenshot attempt failed
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamScreenshots.WriteScreenshot(System.Byte[],System.Int32,System.Int32)">
|
|
<summary>
|
|
Writes a screenshot to the user's screenshot library given the raw image data, which must be in RGB
|
|
format.
|
|
The return value is a handle that is valid for the duration of the game process and can be used to apply
|
|
tags.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamScreenshots.AddScreenshot(System.String,System.String,System.Int32,System.Int32)">
|
|
<summary>
|
|
Adds a screenshot to the user's screenshot library from disk. If a thumbnail is provided, it must be 200
|
|
pixels wide and the same aspect ratio
|
|
as the screenshot, otherwise a thumbnail will be generated if the user uploads the screenshot. The
|
|
screenshots must be in either JPEG or TGA format.
|
|
The return value is a handle that is valid for the duration of the game process and can be used to apply
|
|
tags.
|
|
JPEG, TGA, and PNG formats are supported.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamScreenshots.TriggerScreenshot">
|
|
<summary>
|
|
Causes the Steam overlay to take a screenshot.
|
|
If screenshots are being hooked by the game then a
|
|
ScreenshotRequested callback is sent back to the game instead.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamScreenshots.Hooked">
|
|
<summary>
|
|
Toggles whether the overlay handles screenshots when the user presses the screenshot hotkey, or if the
|
|
game handles them.
|
|
Hooking is disabled by default, and only ever enabled if you do so with this function.
|
|
If the hooking is enabled, then the ScreenshotRequested_t callback will be sent if the user presses the
|
|
hotkey or
|
|
when TriggerScreenshot is called, and then the game is expected to call WriteScreenshot or
|
|
AddScreenshotToLibrary in response.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Steamworks.SteamServer">
|
|
<summary>
|
|
Provides the core of the Steam Game Servers API
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamServer.OnValidateAuthTicketResponse">
|
|
<summary>
|
|
User has been authed or rejected
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamServer.OnSteamServersConnected">
|
|
<summary>
|
|
Called when a connections to the Steam back-end has been established.
|
|
This means the server now is logged on and has a working connection to the Steam master server.
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamServer.OnSteamServerConnectFailure">
|
|
<summary>
|
|
This will occur periodically if the Steam client is not connected, and has failed when retrying to
|
|
establish a connection (result, stilltrying)
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamServer.OnSteamServersDisconnected">
|
|
<summary>
|
|
Disconnected from Steam
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamServer.Init(Steamworks.AppId,Steamworks.SteamServerInit,System.Boolean)">
|
|
<summary>
|
|
Initialize the steam server.
|
|
If asyncCallbacks is false you need to call RunCallbacks manually every frame.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamServer.RunCallbacks">
|
|
<summary>
|
|
Run the callbacks. This is also called in Async callbacks.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamServer.DedicatedServer">
|
|
<summary>
|
|
Sets whether this should be marked as a dedicated server.
|
|
If not, it is assumed to be a listen server.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamServer.MaxPlayers">
|
|
<summary>
|
|
Gets or sets the current MaxPlayers.
|
|
This doesn't enforce any kind of limit, it just updates the master server.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamServer.BotCount">
|
|
<summary>
|
|
Gets or sets the current BotCount.
|
|
This doesn't enforce any kind of limit, it just updates the master server.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamServer.MapName">
|
|
<summary>
|
|
Gets or sets the current Map Name.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamServer.ModDir">
|
|
<summary>
|
|
Gets or sets the current ModDir
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamServer.Product">
|
|
<summary>
|
|
Gets the current product
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamServer.GameDescription">
|
|
<summary>
|
|
Gets or sets the current Product
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamServer.ServerName">
|
|
<summary>
|
|
Gets or sets the current ServerName
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamServer.Passworded">
|
|
<summary>
|
|
Set whether the server should report itself as passworded
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamServer.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.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamServer.LogOnAnonymous">
|
|
<summary>
|
|
Log onto Steam anonymously.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamServer.LogOff">
|
|
<summary>
|
|
Log onto Steam anonymously.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamServer.LoggedOn">
|
|
<summary>
|
|
Returns true if the server is connected and registered with the Steam master server
|
|
You should have called LogOnAnonymous etc on startup.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamServer.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.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamServer.AutomaticHeartbeats">
|
|
<summary>
|
|
Enable or disable heartbeats, which are sent regularly to the master server.
|
|
Enabled by default.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamServer.AutomaticHeartbeatRate">
|
|
<summary>
|
|
Set heartbeat interval, if automatic heartbeats are enabled.
|
|
You can leave this at the default.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamServer.ForceHeartbeat">
|
|
<summary>
|
|
Force send a heartbeat to the master server instead of waiting
|
|
for the next automatic update (if you've left them enabled)
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamServer.UpdatePlayer(Steamworks.SteamId,System.String,System.Int32)">
|
|
<summary>
|
|
Update this connected player's information. You should really call this
|
|
any time a player's name or score changes. This keeps the information shown
|
|
to server queries up to date.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamServer.SetKey(System.String,System.String)">
|
|
<summary>
|
|
Sets a Key Value. These can be anything you like, and are accessible
|
|
when querying servers from the server list.
|
|
|
|
Information describing gamemodes are common here.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamServer.ClearKeys">
|
|
<summary>
|
|
Remove all key values
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamServer.BeginAuthSession(System.Byte[],Steamworks.SteamId)">
|
|
<summary>
|
|
Start authorizing a ticket. This user isn't authorized yet. Wait for a call to OnAuthChange.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamServer.EndSession(Steamworks.SteamId)">
|
|
<summary>
|
|
Forget this guy. They're no longer in the game.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamServer.GetOutgoingPacket(Steamworks.Data.OutgoingPacket@)">
|
|
<summary>
|
|
If true, Steam wants to send a packet. You should respond by sending
|
|
this packet in an unconnected way to the returned Address and Port.
|
|
</summary>
|
|
<param name="packet">Packet to send. The Data passed is pooled - so use it immediately.</param>
|
|
<returns>True if we want to send a packet</returns>
|
|
</member>
|
|
<member name="M:Steamworks.SteamServer.HandleIncomingPacket(System.Byte[],System.Int32,System.UInt32,System.UInt16)">
|
|
<summary>
|
|
We have received a server query on our game port. Pass it to Steam to handle.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamServer.HandleIncomingPacket(System.IntPtr,System.Int32,System.UInt32,System.UInt16)">
|
|
<summary>
|
|
We have received a server query on our game port. Pass it to Steam to handle.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamServer.UserHasLicenseForApp(Steamworks.SteamId,Steamworks.AppId)">
|
|
<summary>
|
|
Does the user own this app (which could be DLC)
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamServerStats.RequestUserStatsAsync(Steamworks.SteamId)">
|
|
<summary>
|
|
Downloads stats for the user
|
|
If the user has no stats will return fail
|
|
these stats will only be auto-updated for clients playing on the server
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamServerStats.SetInt(Steamworks.SteamId,System.String,System.Int32)">
|
|
<summary>
|
|
Set the named stat for this user. Setting stats should follow the rules
|
|
you defined in Steamworks.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamServerStats.SetFloat(Steamworks.SteamId,System.String,System.Single)">
|
|
<summary>
|
|
Set the named stat for this user. Setting stats should follow the rules
|
|
you defined in Steamworks.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamServerStats.GetInt(Steamworks.SteamId,System.String,System.Int32)">
|
|
<summary>
|
|
Get the named stat for this user. If getting the stat failed, will return
|
|
defaultValue. You should have called Refresh for this userid - which downloads
|
|
the stats from the backend. If you didn't call it this will always return defaultValue.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamServerStats.GetFloat(Steamworks.SteamId,System.String,System.Single)">
|
|
<summary>
|
|
Get the named stat for this user. If getting the stat failed, will return
|
|
defaultValue. You should have called Refresh for this userid - which downloads
|
|
the stats from the backend. If you didn't call it this will always return defaultValue.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamServerStats.SetAchievement(Steamworks.SteamId,System.String)">
|
|
<summary>
|
|
Unlocks the specified achievement for the specified user. Must have called Refresh on a steamid first.
|
|
Remember to use Commit after use.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamServerStats.ClearAchievement(Steamworks.SteamId,System.String)">
|
|
<summary>
|
|
Resets the unlock status of an achievement for the specified user. Must have called Refresh on a steamid
|
|
first.
|
|
Remember to use Commit after use.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamServerStats.GetAchievement(Steamworks.SteamId,System.String)">
|
|
<summary>
|
|
Return true if available, exists and unlocked
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamServerStats.StoreUserStats(Steamworks.SteamId)">
|
|
<summary>
|
|
Once you've set a stat change on a user you need to commit your changes.
|
|
You can do that using this function. The callback will let you know if
|
|
your action succeeded, but most of the time you can fire and forget.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Steamworks.SteamUGC">
|
|
<summary>
|
|
Functions for accessing and manipulating Steam user information.
|
|
This is also where the APIs for Steam Voice are exposed.
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamUGC.OnDownloadItemResult">
|
|
<summary>
|
|
Posted after Download call
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUGC.Download(Steamworks.Data.PublishedFileId,System.Boolean)">
|
|
<summary>
|
|
Start downloading this item. You'll get notified of completion via OnDownloadItemResult.
|
|
</summary>
|
|
<param name="fileId">The ID of the file you want to download</param>
|
|
<param name="highPriority">If true this should go straight to the top of the download list</param>
|
|
<returns>true if nothing went wrong and the download is started</returns>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUGC.DownloadAsync(Steamworks.Data.PublishedFileId,System.Action{System.Single},System.Int32,System.Threading.CancellationToken)">
|
|
<summary>
|
|
Will attempt to download this item asyncronously - allowing you to instantly react to its installation
|
|
</summary>
|
|
<param name="fileId">The ID of the file you want to download</param>
|
|
<param name="progress">An optional callback</param>
|
|
<param name="ct">Allows you to send a message to cancel the download anywhere during the process</param>
|
|
<param name="milisecondsUpdateDelay">How often to call the progress function</param>
|
|
<returns>true if downloaded and installed correctly</returns>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUGC.QueryFileAsync(Steamworks.Data.PublishedFileId)">
|
|
<summary>
|
|
Utility function to fetch a single item. Internally this uses Ugc.FileQuery -
|
|
which you can use to query multiple items if you need to.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Steamworks.SteamUser">
|
|
<summary>
|
|
Functions for accessing and manipulating Steam user information.
|
|
This is also where the APIs for Steam Voice are exposed.
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamUser.OnSteamServersConnected">
|
|
<summary>
|
|
Called when a connections to the Steam back-end has been established.
|
|
This means the Steam client now has a working connection to the Steam servers.
|
|
Usually this will have occurred before the game has launched, and should only be seen if the
|
|
user has dropped connection due to a networking issue or a Steam server update.
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamUser.OnSteamServerConnectFailure">
|
|
<summary>
|
|
Called when a connection attempt has failed.
|
|
This will occur periodically if the Steam client is not connected,
|
|
and has failed when retrying to establish a connection.
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamUser.OnSteamServersDisconnected">
|
|
<summary>
|
|
Called if the client has lost connection to the Steam servers.
|
|
Real-time services will be disabled until a matching OnSteamServersConnected has been posted.
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamUser.OnClientGameServerDeny">
|
|
<summary>
|
|
Sent by the Steam server to the client telling it to disconnect from the specified game server,
|
|
which it may be in the process of or already connected to.
|
|
The game client should immediately disconnect upon receiving this message.
|
|
This can usually occur if the user doesn't have rights to play on the game server.
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamUser.OnLicensesUpdated">
|
|
<summary>
|
|
Called whenever the users licenses (owned packages) changes.
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamUser.OnValidateAuthTicketResponse">
|
|
<summary>
|
|
Called when an auth ticket has been validated.
|
|
The first parameter is the steamid of this user
|
|
The second is the Steam ID that owns the game, this will be different from the first
|
|
if the game is being borrowed via Steam Family Sharing
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamUser.OnGetAuthSessionTicketResponse">
|
|
<summary>
|
|
Used internally for GetAuthSessionTicketAsync
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamUser.OnMicroTxnAuthorizationResponse">
|
|
<summary>
|
|
Called when a user has responded to a microtransaction authorization request.
|
|
( appid, orderid, user authorized )
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamUser.OnGameWebCallback">
|
|
<summary>
|
|
Sent to your game in response to a steam://gamewebcallback/ command from a user clicking a link in the
|
|
Steam overlay browser.
|
|
You can use this to add support for external site signups where you want to pop back into the browser
|
|
after some web page
|
|
signup sequence, and optionally get back some detail about that.
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamUser.OnDurationControl">
|
|
<summary>
|
|
Sent for games with enabled anti indulgence / duration control, for enabled users.
|
|
Lets the game know whether persistent rewards or XP should be granted at normal rate,
|
|
half rate, or zero rate.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamUser.VoiceRecord">
|
|
<summary>
|
|
Starts/Stops voice recording.
|
|
Once started, use GetAvailableVoice and GetVoice to get the data, and then call StopVoiceRecording
|
|
when the user has released their push-to-talk hotkey or the game session has completed.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamUser.HasVoiceData">
|
|
<summary>
|
|
Returns true if we have voice data waiting to be read
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUser.ReadVoiceData(System.IO.Stream)">
|
|
<summary>
|
|
Reads the voice data and returns the number of bytes written.
|
|
The compressed data can be transmitted by your application and decoded back into raw audio data using
|
|
DecompressVoice on the other side. The compressed data provided is in an arbitrary format and is not
|
|
meant to be played directly.
|
|
This should be called once per frame, and at worst no more than four times a second to keep the
|
|
microphone input delay as low as
|
|
possible. Calling this any less may result in gaps in the returned stream.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUser.ReadVoiceDataBytes">
|
|
<summary>
|
|
Reads the voice data and returns the bytes. You should obviously ideally be using
|
|
ReadVoiceData because it won't be creating a new byte array every call. But this
|
|
makes it easier to get it working, so let the babies have their bottle.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUser.DecompressVoice(System.IO.Stream,System.Int32,System.IO.Stream)">
|
|
<summary>
|
|
Decodes the compressed voice data returned by GetVoice.
|
|
The output data is raw single-channel 16-bit PCM audio.The decoder supports any sample rate from 11025
|
|
to 48000.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUser.GetAuthSessionTicket">
|
|
<summary>
|
|
Retrieve a authentication ticket to be sent to the entity who wishes to authenticate you.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUser.GetAuthSessionTicketAsync(System.Double)">
|
|
<summary>
|
|
Retrieve a authentication ticket to be sent to the entity who wishes to authenticate you.
|
|
This waits for a positive response from the backend before returning the ticket. This means
|
|
the ticket is definitely ready to go as soon as it returns. Will return null if the callback
|
|
times out or returns negatively.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamUser.IsBehindNAT">
|
|
<summary>
|
|
Checks if the current users looks like they are behind a NAT device.
|
|
This is only valid if the user is connected to the Steam servers and may not catch all forms of NAT.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamUser.SteamLevel">
|
|
<summary>
|
|
Gets the Steam level of the user, as shown on their Steam community profile.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUser.GetStoreAuthUrlAsync(System.String)">
|
|
<summary>
|
|
Requests a URL which authenticates an in-game browser for store check-out, and then redirects to the
|
|
specified URL.
|
|
As long as the in-game browser accepts and handles session cookies, Steam microtransaction checkout
|
|
pages will automatically recognize the user instead of presenting a login page.
|
|
NOTE: The URL has a very short lifetime to prevent history-snooping attacks, so you should only call
|
|
this API when you are about to launch the browser, or else immediately navigate to the result URL using
|
|
a hidden browser window.
|
|
NOTE: The resulting authorization cookie has an expiration time of one day, so it would be a good idea
|
|
to request and visit a new auth URL every 12 hours.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamUser.IsPhoneVerified">
|
|
<summary>
|
|
Checks whether the current user has verified their phone number.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamUser.IsTwoFactorEnabled">
|
|
<summary>
|
|
Checks whether the current user has Steam Guard two factor authentication enabled on their account.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamUser.IsPhoneIdentifying">
|
|
<summary>
|
|
Checks whether the user's phone number is used to uniquely identify them.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamUser.IsPhoneRequiringVerification">
|
|
<summary>
|
|
Checks whether the current user's phone number is awaiting (re)verification.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUser.RequestEncryptedAppTicketAsync(System.Byte[])">
|
|
<summary>
|
|
Requests an application ticket encrypted with the secret "encrypted app ticket key".
|
|
The encryption key can be obtained from the Encrypted App Ticket Key page on the App Admin for your app.
|
|
There can only be one call pending, and this call is subject to a 60 second rate limit.
|
|
If you get a null result from this it's probably because you're calling it too often.
|
|
This can fail if you don't have an encrypted ticket set for your app here
|
|
https://partner.steamgames.com/apps/sdkauth/
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUser.RequestEncryptedAppTicketAsync">
|
|
<summary>
|
|
Requests an application ticket encrypted with the secret "encrypted app ticket key".
|
|
The encryption key can be obtained from the Encrypted App Ticket Key page on the App Admin for your app.
|
|
There can only be one call pending, and this call is subject to a 60 second rate limit.
|
|
This can fail if you don't have an encrypted ticket set for your app here
|
|
https://partner.steamgames.com/apps/sdkauth/
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUser.GetDurationControl">
|
|
<summary>
|
|
Get anti indulgence / duration control
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamUserStats.OnAchievementIconFetched">
|
|
<summary>
|
|
called when the achivement icon is loaded
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamUserStats.OnUserStatsReceived">
|
|
<summary>
|
|
called when the latests stats and achievements have been received
|
|
from the server
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamUserStats.OnUserStatsStored">
|
|
<summary>
|
|
result of a request to store the user stats for a game
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamUserStats.OnAchievementProgress">
|
|
<summary>
|
|
result of a request to store the achievements for a game, or an
|
|
"indicate progress" call. If both m_nCurProgress and m_nMaxProgress
|
|
are zero, that means the achievement has been fully unlocked
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamUserStats.OnUserStatsUnloaded">
|
|
<summary>
|
|
Callback indicating that a user's stats have been unloaded
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamUserStats.Achievements">
|
|
<summary>
|
|
Get the available achievements
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUserStats.IndicateAchievementProgress(System.String,System.Int32,System.Int32)">
|
|
<summary>
|
|
Show the user a pop-up notification with the current progress toward an achievement.
|
|
Will return false if RequestCurrentStats has not completed and successfully returned
|
|
its callback, if the achievement doesn't exist/has unpublished changes in the app's
|
|
Steamworks Admin page, or if the achievement is unlocked.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUserStats.PlayerCountAsync">
|
|
<summary>
|
|
Tries to get the number of players currently playing this game.
|
|
Or -1 if failed.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUserStats.StoreStats">
|
|
<summary>
|
|
Send the changed stats and achievements data to the server for permanent storage.
|
|
If this fails then nothing is sent to the server. It's advisable to keep trying until the call is
|
|
successful.
|
|
This call can be rate limited. Call frequency should be on the order of minutes, rather than seconds.You
|
|
should only be calling this during major state changes such as the end of a round, the map changing, or
|
|
the user leaving a server. This call is required to display the achievement unlock notification dialog
|
|
though, so if you have called SetAchievement then it's advisable to call this soon after that.
|
|
If you have stats or achievements that you have saved locally but haven't uploaded with this function
|
|
when your application process ends then this function will automatically be called.
|
|
You can find additional debug information written to the %steam_install%\logs\stats_log.txt file.
|
|
This function returns true upon success if :
|
|
RequestCurrentStats has completed and successfully returned its callback AND
|
|
the current game has stats associated with it in the Steamworks Partner backend, and those stats are
|
|
published.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUserStats.RequestCurrentStats">
|
|
<summary>
|
|
Asynchronously request the user's current stats and achievements from the server.
|
|
You must always call this first to get the initial status of stats and achievements.
|
|
Only after the resulting callback comes back can you start calling the rest of the stats
|
|
and achievement functions for the current user.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUserStats.RequestGlobalStatsAsync(System.Int32)">
|
|
<summary>
|
|
Asynchronously fetches global stats data, which is available for stats marked as
|
|
"aggregated" in the App Admin panel of the Steamworks website.
|
|
You must have called RequestCurrentStats and it needs to return successfully via
|
|
its callback prior to calling this.
|
|
</summary>
|
|
<param name="days">How many days of day-by-day history to retrieve in addition to the overall totals. The
|
|
limit is 60.
|
|
</param>
|
|
<returns>OK indicates success, InvalidState means you need to call RequestCurrentStats first, Fail means the
|
|
remote call failed
|
|
</returns>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUserStats.FindOrCreateLeaderboardAsync(System.String,Steamworks.Data.LeaderboardSort,Steamworks.Data.LeaderboardDisplay)">
|
|
<summary>
|
|
Gets a leaderboard by name, it will create it if it's not yet created.
|
|
Leaderboards created with this function will not automatically show up in the Steam Community.
|
|
You must manually set the Community Name field in the App Admin panel of the Steamworks website.
|
|
As such it's generally recommended to prefer creating the leaderboards in the App Admin panel on
|
|
the Steamworks website and using FindLeaderboard unless you're expected to have a large amount of
|
|
dynamically created leaderboards.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUserStats.AddStat(System.String,System.Int32)">
|
|
<summary>
|
|
Adds this amount to the named stat. Internally this calls Get() and adds
|
|
to that value. Steam doesn't provide a mechanism for atomically increasing
|
|
stats like this, this functionality is added here as a convenience.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUserStats.AddStat(System.String,System.Single)">
|
|
<summary>
|
|
Adds this amount to the named stat. Internally this calls Get() and adds
|
|
to that value. Steam doesn't provide a mechanism for atomically increasing
|
|
stats like this, this functionality is added here as a convenience.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUserStats.SetStat(System.String,System.Int32)">
|
|
<summary>
|
|
Set a stat value. This will automatically call StoreStats() after a successful call
|
|
unless you pass false as the last argument.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUserStats.SetStat(System.String,System.Single)">
|
|
<summary>
|
|
Set a stat value. This will automatically call StoreStats() after a successful call
|
|
unless you pass false as the last argument.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUserStats.GetStatInt(System.String)">
|
|
<summary>
|
|
Get a Int stat value
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUserStats.GetStatFloat(System.String)">
|
|
<summary>
|
|
Get a float stat value
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUserStats.ResetAll(System.Boolean)">
|
|
<summary>
|
|
Practically wipes the slate clean for this user. If includeAchievements is true, will wipe
|
|
any achievements too.
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="T:Steamworks.SteamUtils">
|
|
<summary>
|
|
Interface which provides access to a range of miscellaneous utility functions
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamUtils.OnIpCountryChanged">
|
|
<summary>
|
|
The country of the user changed
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamUtils.OnLowBatteryPower">
|
|
<summary>
|
|
Fired when running on a laptop and less than 10 minutes of battery is left, fires then every minute
|
|
The parameter is the number of minutes left
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamUtils.OnSteamShutdown">
|
|
<summary>
|
|
Called when Steam wants to shutdown
|
|
</summary>
|
|
</member>
|
|
<member name="E:Steamworks.SteamUtils.OnGamepadTextInputDismissed">
|
|
<summary>
|
|
Big Picture gamepad text input has been closed. Parameter is true if text was submitted, false if
|
|
cancelled etc.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamUtils.SecondsSinceAppActive">
|
|
<summary>
|
|
Returns the number of seconds since the application was active
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamUtils.SecondsSinceComputerActive">
|
|
<summary>
|
|
Returns the number of seconds since the user last moved the mouse etc
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamUtils.SteamServerTime">
|
|
<summary>
|
|
Steam server time. Number of seconds since January 1, 1970, GMT (i.e unix time)
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamUtils.IpCountry">
|
|
<summary>
|
|
returns the 2 digit ISO 3166-1-alpha-2 format country code this client is running in (as looked up via
|
|
an IP-to-location database)
|
|
e.g "US" or "UK".
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUtils.GetImageSize(System.Int32,System.UInt32@,System.UInt32@)">
|
|
<summary>
|
|
returns true if the image exists, and the buffer was successfully filled out
|
|
results are returned in RGBA format
|
|
the destination buffer size should be 4 * height * width * sizeof(char)
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUtils.GetImage(System.Int32)">
|
|
<summary>
|
|
returns the image in RGBA format
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamUtils.UsingBatteryPower">
|
|
<summary>
|
|
Returns true if we're using a battery (ie, a laptop not plugged in)
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamUtils.CurrentBatteryPower">
|
|
<summary>
|
|
Returns battery power [0-1]
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamUtils.OverlayNotificationPosition">
|
|
<summary>
|
|
Sets the position where the overlay instance for the currently calling game should show notifications.
|
|
This position is per-game and if this function is called from outside of a game context it will do
|
|
nothing.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamUtils.IsOverlayEnabled">
|
|
<summary>
|
|
Returns true if the overlay is running and the user can access it. The overlay process could take a few
|
|
seconds to
|
|
start and hook the game process, so this function will initially return false while the overlay is
|
|
loading.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamUtils.DoesOverlayNeedPresent">
|
|
<summary>
|
|
Normally this call is unneeded if your game has a constantly running frame loop that calls the
|
|
D3D Present API, or OGL SwapBuffers API every frame.
|
|
|
|
However, if you have a game that only refreshes the screen on an event driven basis then that can break
|
|
the overlay, as it uses your Present/SwapBuffers calls to drive it's internal frame loop and it may also
|
|
need to Present() to the screen any time an even needing a notification happens or when the overlay is
|
|
brought up over the game by a user. You can use this API to ask the overlay if it currently need a
|
|
present
|
|
in that case, and then you can check for this periodically (roughly 33hz is desirable) and make sure you
|
|
refresh the screen with Present or SwapBuffers to allow the overlay to do it's work.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUtils.CheckFileSignatureAsync(System.String)">
|
|
<summary>
|
|
Asynchronous call to check if an executable file has been signed using the public key set on the signing
|
|
tab
|
|
of the partner site, for example to refuse to load modified executable files.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUtils.ShowGamepadTextInput(Steamworks.GamepadTextInputMode,Steamworks.GamepadTextInputLineMode,System.String,System.Int32,System.String)">
|
|
<summary>
|
|
Activates the Big Picture text input dialog which only supports gamepad input
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUtils.GetEnteredGamepadText">
|
|
<summary>
|
|
Returns previously entered text
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamUtils.SteamUILanguage">
|
|
<summary>
|
|
returns the language the steam client is running in, you probably want
|
|
Apps.CurrentGameLanguage instead, this is for very special usage cases
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamUtils.IsSteamRunningInVR">
|
|
<summary>
|
|
returns true if Steam itself is running in VR mode
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUtils.SetOverlayNotificationInset(System.Int32,System.Int32)">
|
|
<summary>
|
|
Sets the inset of the overlay notification from the corner specified by SetOverlayNotificationPosition
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamUtils.IsSteamInBigPictureMode">
|
|
<summary>
|
|
returns true if Steam and the Steam Overlay are running in Big Picture mode
|
|
Games much be launched through the Steam client to enable the Big Picture overlay. During development,
|
|
a game can be added as a non-steam game to the developers library to test this feature
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamUtils.StartVRDashboard">
|
|
<summary>
|
|
ask SteamUI to create and render its OpenVR dashboard
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamUtils.VrHeadsetStreaming">
|
|
<summary>
|
|
Set whether the HMD content will be streamed via Steam In-Home Streaming
|
|
If this is set to true, then the scene in the HMD headset will be streamed, and remote input will not be
|
|
allowed.
|
|
If this is set to false, then the application window will be streamed instead, and remote input will be
|
|
allowed.
|
|
The default is true unless "VRHeadsetStreaming" "0" is in the extended appinfo for a game.
|
|
(this is useful for games that have asymmetric multiplayer gameplay)
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamUtils.IsSteamChinaLauncher">
|
|
<summary>
|
|
Returns whether this steam client is a Steam China specific client, vs the global client
|
|
</summary>
|
|
</member>
|
|
<member name="T:Steamworks.SteamVideo">
|
|
<summary>
|
|
Undocumented Parental Settings
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamVideo.IsBroadcasting">
|
|
<summary>
|
|
Return true if currently using Steam's live broadcasting
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.SteamVideo.NumViewers">
|
|
<summary>
|
|
If we're broadcasting, will return the number of live viewers
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Controller.ActionSet">
|
|
<summary>
|
|
Reconfigure the controller to use the specified action set (ie 'Menu', 'Walk' or 'Drive')
|
|
This is cheap, and can be safely called repeatedly. It's often easier to repeatedly call it in
|
|
our state loops, instead of trying to place it in all of your state transitions.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Controller.GetDigitalState(System.String)">
|
|
<summary>
|
|
Returns the current state of the supplied digital game action
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Controller.GetAnalogState(System.String)">
|
|
<summary>
|
|
Returns the current state of these supplied analog game action
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Friend.IsMe">
|
|
<summary>
|
|
Returns true if this is the local user
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Friend.IsFriend">
|
|
<summary>
|
|
Return true if this is a friend
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Friend.IsBlocked">
|
|
<summary>
|
|
Returns true if you have this user blocked
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Friend.IsPlayingThisGame">
|
|
<summary>
|
|
Return true if this user is playing the game we're running
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Friend.IsOnline">
|
|
<summary>
|
|
Returns true if this friend is online
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Friend.RequestInfoAsync">
|
|
<summary>
|
|
Sometimes we don't know the user's name. This will wait until we have
|
|
downloaded the information on this user.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Friend.IsAway">
|
|
<summary>
|
|
Returns true if this friend is marked as away
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Friend.IsBusy">
|
|
<summary>
|
|
Returns true if this friend is marked as busy
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Friend.IsSnoozing">
|
|
<summary>
|
|
Returns true if this friend is marked as snoozing
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Friend.InviteToGame(System.String)">
|
|
<summary>
|
|
Invite this friend to the game that we are playing
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Friend.SendMessage(System.String)">
|
|
<summary>
|
|
Sends a message to a Steam friend. Returns true if success
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Friend.RequestUserStatsAsync">
|
|
<summary>
|
|
Tries to get download the latest user stats
|
|
</summary>
|
|
<returns>True if successful, False if failure</returns>
|
|
</member>
|
|
<member name="M:Steamworks.Friend.GetStatFloat(System.String,System.Single)">
|
|
<summary>
|
|
Gets a user stat. Must call RequestUserStats first.
|
|
</summary>
|
|
<param name="statName">The name of the stat you want to get</param>
|
|
<param name="defult">Will return this value if not available</param>
|
|
<returns>The value, or defult if not available</returns>
|
|
</member>
|
|
<member name="M:Steamworks.Friend.GetStatInt(System.String,System.Int32)">
|
|
<summary>
|
|
Gets a user stat. Must call RequestUserStats first.
|
|
</summary>
|
|
<param name="statName">The name of the stat you want to get</param>
|
|
<param name="defult">Will return this value if not available</param>
|
|
<returns>The value, or defult if not available</returns>
|
|
</member>
|
|
<member name="M:Steamworks.Friend.GetAchievement(System.String,System.Boolean)">
|
|
<summary>
|
|
Gets a user achievement state. Must call RequestUserStats first.
|
|
</summary>
|
|
<param name="statName">The name of the achievement you want to get</param>
|
|
<param name="defult">Will return this value if not available</param>
|
|
<returns>The value, or defult if not available</returns>
|
|
</member>
|
|
<member name="M:Steamworks.Friend.GetAchievementUnlockTime(System.String)">
|
|
<summary>
|
|
Gets a the time this achievement was unlocked.
|
|
</summary>
|
|
<param name="statName">The name of the achievement you want to get</param>
|
|
<returns>The time unlocked. If it wasn't unlocked, or you haven't downloaded the stats yet - will return
|
|
DateTime.MinValue
|
|
</returns>
|
|
</member>
|
|
<member name="P:Steamworks.InventoryDef.Name">
|
|
<summary>
|
|
Shortcut to call GetProperty( "name" )
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.InventoryDef.Description">
|
|
<summary>
|
|
Shortcut to call GetProperty( "description" )
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.InventoryDef.IconUrl">
|
|
<summary>
|
|
Shortcut to call GetProperty( "icon_url" )
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.InventoryDef.IconUrlLarge">
|
|
<summary>
|
|
Shortcut to call GetProperty( "icon_url_large" )
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.InventoryDef.PriceCategory">
|
|
<summary>
|
|
Shortcut to call GetProperty( "price_category" )
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.InventoryDef.Type">
|
|
<summary>
|
|
Shortcut to call GetProperty( "type" )
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.InventoryDef.IsGenerator">
|
|
<summary>
|
|
Returns true if this is an item that generates an item, rather
|
|
than something that is actual an item
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.InventoryDef.ExchangeSchema">
|
|
<summary>
|
|
Shortcut to call GetProperty( "exchange" )
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.InventoryDef.GetRecipes">
|
|
<summary>
|
|
Get a list of exchanges that are available to make this item
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.InventoryDef.Marketable">
|
|
<summary>
|
|
Shortcut to call GetBoolProperty( "marketable" )
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.InventoryDef.Tradable">
|
|
<summary>
|
|
Shortcut to call GetBoolProperty( "tradable" )
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.InventoryDef.Created">
|
|
<summary>
|
|
Gets the property timestamp
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.InventoryDef.Modified">
|
|
<summary>
|
|
Gets the property modified
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.InventoryDef.GetProperty(System.String)">
|
|
<summary>
|
|
Get a specific property by name
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.InventoryDef.GetBoolProperty(System.String)">
|
|
<summary>
|
|
Read a raw property from the definition schema
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.InventoryDef.GetProperty``1(System.String)">
|
|
<summary>
|
|
Read a raw property from the definition schema
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.InventoryDef.Properties">
|
|
<summary>
|
|
Gets a list of all properties on this item
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.InventoryDef.LocalPrice">
|
|
<summary>
|
|
Returns the price of this item in the local currency (SteamInventory.Currency)
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.InventoryDef.LocalBasePrice">
|
|
<summary>
|
|
If the price has been discounted, LocalPrice will differ from LocalBasePrice
|
|
(assumed, this isn't documented)
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.InventoryDef.GetRecipesContainingThis">
|
|
<summary>
|
|
Return a list of recepies that contain this item
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.InventoryItem.Properties">
|
|
<summary>
|
|
Only available if the result set was created with the getproperties
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.InventoryItem.IsNoTrade">
|
|
<summary>
|
|
This item is account-locked and cannot be traded or given away.
|
|
This is an item status flag which is permanently attached to specific item instances
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.InventoryItem.IsRemoved">
|
|
<summary>
|
|
The item has been destroyed, traded away, expired, or otherwise invalidated.
|
|
This is an action confirmation flag which is only set one time, as part of a result set.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.InventoryItem.IsConsumed">
|
|
<summary>
|
|
The item quantity has been decreased by 1 via ConsumeItem API.
|
|
This is an action confirmation flag which is only set one time, as part of a result set.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.InventoryItem.ConsumeAsync(System.Int32)">
|
|
<summary>
|
|
Consumes items from a user's inventory. If the quantity of the given item goes to zero, it is
|
|
permanently removed.
|
|
Once an item is removed it cannot be recovered.This is not for the faint of heart - if your game
|
|
implements item removal at all,
|
|
a high-friction UI confirmation process is highly recommended.ConsumeItem can be restricted to certain
|
|
item definitions or fully
|
|
blocked via the Steamworks website to minimize support/abuse issues such as the classic "my brother
|
|
borrowed my laptop and deleted all of my rare items".
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.InventoryItem.SplitStackAsync(System.Int32)">
|
|
<summary>
|
|
Split stack into two items
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.InventoryItem.AddAsync(Steamworks.InventoryItem,System.Int32)">
|
|
<summary>
|
|
Add x units of the target item to this item
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.InventoryItem.Acquired">
|
|
<summary>
|
|
Will try to return the date that this item was aquired. You need to have for the items
|
|
with their properties for this to work.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.InventoryItem.Origin">
|
|
<summary>
|
|
Tries to get the origin property. Need properties for this to work.
|
|
Will return a string like "market"
|
|
</summary>
|
|
</member>
|
|
<member name="T:Steamworks.InventoryItem.Amount">
|
|
<summary>
|
|
Small utility class to describe an item with a quantity
|
|
</summary>
|
|
</member>
|
|
<member name="T:Steamworks.InventoryRecipe">
|
|
<summary>
|
|
A structured description of an item exchange
|
|
</summary>
|
|
</member>
|
|
<member name="F:Steamworks.InventoryRecipe.Ingredient.DefinitionId">
|
|
<summary>
|
|
The definition ID of the ingredient.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Steamworks.InventoryRecipe.Ingredient.Definition">
|
|
<summary>
|
|
If we don't know about this item definition this might be null.
|
|
In which case, DefinitionId should still hold the correct id.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Steamworks.InventoryRecipe.Ingredient.Count">
|
|
<summary>
|
|
The amount of this item needed. Generally this will be 1.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Steamworks.InventoryRecipe.Result">
|
|
<summary>
|
|
The item that this will create.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Steamworks.InventoryRecipe.Ingredients">
|
|
<summary>
|
|
The items, with quantity required to create this item.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.InventoryResult.BelongsTo(Steamworks.SteamId)">
|
|
<summary>
|
|
Checks whether an inventory result handle belongs to the specified Steam ID.
|
|
This is important when using Deserialize, to verify that a remote player is not pretending to have a
|
|
different user's inventory
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.InventoryResult.Serialize">
|
|
<summary>
|
|
Serialized result sets contain a short signature which can't be forged or replayed across different game
|
|
sessions.
|
|
A result set can be serialized on the local client, transmitted to other players via your game
|
|
networking, and
|
|
deserialized by the remote players.This is a secure way of preventing hackers from lying about posessing
|
|
rare/high-value items. Serializes a result set with signature bytes to an output buffer.The size of a
|
|
serialized
|
|
result depends on the number items which are being serialized.When securely transmitting items to other
|
|
players,
|
|
it is recommended to use GetItemsByID first to create a minimal result set.
|
|
Results have a built-in timestamp which will be considered "expired" after an hour has elapsed.See
|
|
DeserializeResult
|
|
for expiration handling.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.PartyBeacon.Owner">
|
|
<summary>
|
|
Creator of the beacon
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.PartyBeacon.MetaData">
|
|
<summary>
|
|
Creator of the beacon
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.PartyBeacon.JoinAsync">
|
|
<summary>
|
|
Will attempt to join the party. If successful will return a connection string.
|
|
If failed, will return null
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.PartyBeacon.OnReservationCompleted(Steamworks.SteamId)">
|
|
<summary>
|
|
When a user follows your beacon, Steam will reserve one of the open party slots for them, and send your
|
|
game a ReservationNotification callback.
|
|
When that user joins your party, call OnReservationCompleted to notify Steam that the user has joined
|
|
successfully
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.PartyBeacon.CancelReservation(Steamworks.SteamId)">
|
|
<summary>
|
|
To cancel a reservation (due to timeout or user input), call this.
|
|
Steam will open a new reservation slot.
|
|
Note: The user may already be in-flight to your game, so it's possible they will still connect and try
|
|
to join your party.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.PartyBeacon.Destroy">
|
|
<summary>
|
|
Turn off the beacon
|
|
</summary>
|
|
</member>
|
|
<member name="T:Steamworks.SteamServerInit">
|
|
<summary>
|
|
Used to set up the server.
|
|
The variables in here are all required to be set, and can't be changed once the server is created.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Steamworks.SteamServerInit.VersionString">
|
|
<summary>
|
|
The version string is usually in the form x.x.x.x, and is used by the master server to detect when the
|
|
server is out of date.
|
|
If you go into the dedicated server tab on steamworks you'll be able to server the latest version. If
|
|
this version number is
|
|
less than that latest version then your server won't show.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Steamworks.SteamServerInit.ModDir">
|
|
<summary>
|
|
This should be the same directory game where gets installed into. Just the folder name, not the whole
|
|
path. I.e. "Rust", "Garrysmod".
|
|
</summary>
|
|
</member>
|
|
<member name="F:Steamworks.SteamServerInit.GameDescription">
|
|
<summary>
|
|
The game description. Setting this to the full name of your game is recommended.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Steamworks.SteamServerInit.DedicatedServer">
|
|
<summary>
|
|
Is a dedicated server
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamServerInit.WithRandomSteamPort">
|
|
<summary>
|
|
Set the Steam quert port
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.SteamServerInit.WithQueryShareGamePort">
|
|
<summary>
|
|
If you pass MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE into usQueryPort, then it causes the game server
|
|
API to use
|
|
"GameSocketShare" mode, which means that the game is responsible for sending and receiving UDP packets
|
|
for the master
|
|
server updater.
|
|
|
|
More info about this here: https://partner.steamgames.com/doc/api/ISteamGameServer#HandleIncomingPacket
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Ugc.Editor.NewCommunityFile">
|
|
<summary>
|
|
Create a Normal Workshop item that can be subscribed to
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Ugc.Editor.NewMicrotransactionFile">
|
|
<summary>
|
|
Workshop item that is meant to be voted on for the purpose of selling in-game
|
|
</summary>
|
|
</member>
|
|
<member name="F:Steamworks.Ugc.PublishResult.NeedsWorkshopAgreement">
|
|
<summary>
|
|
https://partner.steamgames.com/doc/features/workshop/implementation#Legal
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Ugc.Item.Id">
|
|
<summary>
|
|
The actual ID of this file
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Ugc.Item.Title">
|
|
<summary>
|
|
The given title of this item
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Ugc.Item.Description">
|
|
<summary>
|
|
The description of this item, in your local language if available
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Ugc.Item.Tags">
|
|
<summary>
|
|
A list of tags for this item, all lowercase
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Ugc.Item.CreatorApp">
|
|
<summary>
|
|
App Id of the app that created this item
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Ugc.Item.ConsumerApp">
|
|
<summary>
|
|
App Id of the app that will consume this item.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Ugc.Item.Owner">
|
|
<summary>
|
|
User who created this content
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Ugc.Item.Score">
|
|
<summary>
|
|
The bayesian average for up votes / total votes, between [0,1]
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Ugc.Item.Created">
|
|
<summary>
|
|
Time when the published item was created
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Ugc.Item.Updated">
|
|
<summary>
|
|
Time when the published item was last updated
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Ugc.Item.IsPublic">
|
|
<summary>
|
|
True if this is publically visible
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Ugc.Item.IsFriendsOnly">
|
|
<summary>
|
|
True if this item is only visible by friends of the creator
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Ugc.Item.IsPrivate">
|
|
<summary>
|
|
True if this is only visible to the creator
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Ugc.Item.IsBanned">
|
|
<summary>
|
|
True if this item has been banned
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Ugc.Item.IsAcceptedForUse">
|
|
<summary>
|
|
Whether the developer of this app has specifically flagged this item as accepted in the Workshop
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Ugc.Item.VotesUp">
|
|
<summary>
|
|
The number of upvotes of this item
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Ugc.Item.VotesDown">
|
|
<summary>
|
|
The number of downvotes of this item
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Ugc.Item.Download(System.Boolean)">
|
|
<summary>
|
|
Start downloading this item.
|
|
If this returns false the item isn't getting downloaded.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Ugc.Item.DownloadBytesTotal">
|
|
<summary>
|
|
If we're downloading, how big the total download is
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Ugc.Item.DownloadBytesDownloaded">
|
|
<summary>
|
|
If we're downloading, how much we've downloaded
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Ugc.Item.SizeBytes">
|
|
<summary>
|
|
If we're installed, how big is the install
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Ugc.Item.DownloadAmount">
|
|
<summary>
|
|
If we're downloading our current progress as a delta betwen 0-1
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Ugc.Item.HasTag(System.String)">
|
|
<summary>
|
|
A case insensitive check for tag
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Ugc.Item.Subscribe">
|
|
<summary>
|
|
Allows the user to subscribe to this item
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Ugc.Item.DownloadAsync(System.Action{System.Single},System.Int32,System.Threading.CancellationToken)">
|
|
<summary>
|
|
Allows the user to subscribe to download this item asyncronously
|
|
If CancellationToken is default then there is 60 seconds timeout
|
|
Progress will be set to 0-1
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Ugc.Item.Unsubscribe">
|
|
<summary>
|
|
Allows the user to unsubscribe from this item
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Ugc.Item.AddFavorite">
|
|
<summary>
|
|
Adds item to user favorite list
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Ugc.Item.RemoveFavorite">
|
|
<summary>
|
|
Removes item from user favorite list
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Ugc.Item.Vote(System.Boolean)">
|
|
<summary>
|
|
Allows the user to rate a workshop item up or down.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Ugc.Item.GetUserVote">
|
|
<summary>
|
|
Gets the current users vote on the item
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Ugc.Item.Url">
|
|
<summary>
|
|
Return a URL to view this item online
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Ugc.Item.ChangelogUrl">
|
|
<summary>
|
|
The URl to view this item's changelog
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Ugc.Item.CommentsUrl">
|
|
<summary>
|
|
The URL to view the comments on this item
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Ugc.Item.DiscussUrl">
|
|
<summary>
|
|
The URL to discuss this item
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Ugc.Item.StatsUrl">
|
|
<summary>
|
|
The URL to view this items stats online
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Ugc.Item.PreviewImageUrl">
|
|
<summary>
|
|
The URL to the preview image for this item
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Ugc.Item.Edit">
|
|
<summary>
|
|
Edit this item
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Ugc.Query.MatchAnyTag">
|
|
<summary>
|
|
Found items must have at least one of the defined tags
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Ugc.Query.MatchAllTags">
|
|
<summary>
|
|
Found items must have all defined tags
|
|
</summary>
|
|
</member>
|
|
<member name="P:Steamworks.Epoch.Current">
|
|
<summary>
|
|
Returns the current Unix Epoch
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Epoch.ToDateTime(System.Decimal)">
|
|
<summary>
|
|
Convert an epoch to a datetime
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Epoch.FromDateTime(System.DateTime)">
|
|
<summary>
|
|
Convert a DateTime to a unix time
|
|
</summary>
|
|
</member>
|
|
<member name="M:Steamworks.Helpers.TakeBuffer(System.Int32)">
|
|
<summary>
|
|
Returns a buffer. This will get returned and reused later on.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Steamworks.PreserveAttribute">
|
|
<summary>
|
|
Prevent unity from stripping shit we depend on
|
|
https://docs.unity3d.com/Manual/ManagedCodeStripping.html
|
|
</summary>
|
|
</member>
|
|
</members>
|
|
</doc>
|