Unstable v0.19.5.0

This commit is contained in:
Juan Pablo Arce
2022-09-14 12:47:17 -03:00
parent 3f2c843247
commit 1fd2a51bbb
158 changed files with 5702 additions and 4813 deletions

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@@ -23,17 +23,17 @@ namespace Steamworks.ServerList
/// <summary>
/// When a new server is added, this function will get called
/// </summary>
public event Action OnChanges;
public Action OnChanges;
/// <summary>
/// Called for every responsive server
/// </summary>
public event Action<ServerInfo> OnResponsiveServer;
public Action<ServerInfo> OnResponsiveServer;
/// <summary>
/// Called for every unresponsive server
/// </summary>
public event Action<ServerInfo> OnUnresponsiveServer;
public Action<ServerInfo> OnUnresponsiveServer;
/// <summary>
/// A list of servers that responded. If you're only interested in servers that responded since you
@@ -65,14 +65,14 @@ namespace Steamworks.ServerList
var thisRequest = request;
while ( IsRefreshing )
while ( true )
{
await Task.Delay( 33 );
//
// The request has been cancelled or changed in some way
//
if ( request.Value == IntPtr.Zero || thisRequest.Value != request.Value )
if ( request.Value == IntPtr.Zero || thisRequest.Value != request.Value || !IsRefreshing )
return false;
if ( !SteamClient.IsValid )

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@@ -114,9 +114,9 @@ namespace Steamworks
public struct FriendGameInfo
{
internal ulong GameID; // m_gameID class CGameID
internal uint GameIP; // m_unGameIP uint32
internal ulong SteamIDLobby; // m_steamIDLobby class CSteamID
public ulong GameID; // m_gameID class CGameID
public uint GameIP; // m_unGameIP uint32
public ulong SteamIDLobby; // m_steamIDLobby class CSteamID
public int ConnectionPort;
public int QueryPort;

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@@ -153,13 +153,13 @@ namespace Steamworks.Data
}
/// <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
/// 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>
public bool Refresh()
{