(965c31410a) Unstable v0.10.4.0

This commit is contained in:
Juan Pablo Arce
2020-07-21 08:57:50 -03:00
parent 4f8bd39789
commit 33d3a41104
546 changed files with 45952 additions and 25762 deletions
+14 -32
View File
@@ -7,31 +7,26 @@ using Steamworks.Data;
namespace Steamworks
{
public static class 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>
public class SteamParties : SteamClientClass<SteamParties>
{
static ISteamParties _internal;
internal static ISteamParties Internal
{
get
{
if ( _internal == null )
{
_internal = new ISteamParties();
_internal.Init();
}
internal static ISteamParties Internal => Interface as ISteamParties;
return _internal;
}
}
internal static void Shutdown()
internal override void InitializeInterface( bool server )
{
_internal = null;
SetInterface( server, new ISteamParties( server ) );
InstallEvents( server );
}
internal static void InstallEvents()
internal void InstallEvents( bool server )
{
AvailableBeaconLocationsUpdated_t.Install( x => OnBeaconLocationsUpdated?.Invoke() );
ActiveBeaconsUpdated_t.Install( x => OnActiveBeaconsUpdated?.Invoke() );
Dispatch.Install<AvailableBeaconLocationsUpdated_t>( x => OnBeaconLocationsUpdated?.Invoke(), server );
Dispatch.Install<ActiveBeaconsUpdated_t>( x => OnActiveBeaconsUpdated?.Invoke(), server );
}
/// <summary>
@@ -60,18 +55,5 @@ namespace Steamworks
}
}
}
/// <summary>
/// Create a new party beacon and activate it in the selected location.
/// When people begin responding to your beacon, Steam will send you
/// OnPartyReservation callbacks to let you know who is on the way.
/// </summary>
//public async Task<PartyBeacon?> CreateBeacon( int slots, string connectString, string meta )
//{
// var result = await Internal.CreateBeacon( (uint)slots, null, connectString, meta );
// if ( !result.HasValue ) return null;
//}
// TODO - is this useful to anyone, or is it a load of shit?
}
}