v1.3.0.1 (Epic Store release)
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@@ -1,8 +1,10 @@
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using Steamworks.Data;
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using System;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Linq;
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using System.Runtime.InteropServices;
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using Barotrauma.Networking;
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using Barotrauma.IO;
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namespace Barotrauma.Steam
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{
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@@ -38,6 +40,15 @@ namespace Barotrauma.Steam
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}
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}
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public static bool SteamworksLibExists
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=> RuntimeInformation.IsOSPlatform(OSPlatform.Windows)
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? File.Exists("steam_api64.dll")
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: RuntimeInformation.IsOSPlatform(OSPlatform.OSX)
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? File.Exists("libsteam_api64.dylib")
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: RuntimeInformation.IsOSPlatform(OSPlatform.Linux)
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? File.Exists("libsteam_api64.so")
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: false;
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public static void Initialize()
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{
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InitializeProjectSpecific();
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@@ -53,6 +64,16 @@ namespace Barotrauma.Steam
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return Option<SteamId>.Some(new SteamId(Steamworks.SteamClient.SteamId));
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}
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public static Option<SteamId> GetOwnerSteamId()
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{
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if (!IsInitialized || !Steamworks.SteamClient.IsValid)
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{
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return Option<SteamId>.None();
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}
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return Option<SteamId>.Some(new SteamId(Steamworks.SteamClient.SteamId));
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}
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public static bool IsFamilyShared()
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{
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if (!IsInitialized || !Steamworks.SteamClient.IsValid) { return false; }
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@@ -112,42 +133,78 @@ namespace Barotrauma.Steam
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return unlocked;
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}
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public static bool IncrementStat(Identifier statName, int increment)
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/// <summary>
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/// Increment multiple stats in bulk.
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/// Make sure to call StoreStats() after calling this method since it doesn't do it automatically.
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/// </summary>
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/// <param name="stats"></param>
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public static void IncrementStats(params (AchievementStat Identifier, float Increment)[] stats)
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=> Array.ForEach(stats, static s
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=> IncrementStat(s.Identifier, s.Increment, storeStats: false));
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public static bool IncrementStat(AchievementStat statName, int increment, bool storeStats = true)
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{
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if (!IsInitialized || !Steamworks.SteamClient.IsValid) { return false; }
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DebugConsole.Log($"Incremented stat \"{statName}\" by " + increment);
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bool success = Steamworks.SteamUserStats.AddStat(statName.Value.ToLowerInvariant(), increment);
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bool success = Steamworks.SteamUserStats.AddStatInt(statName.ToIdentifier().Value.ToLowerInvariant(), increment);
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if (!success)
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{
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DebugConsole.Log("Failed to increment stat \"" + statName + "\".");
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}
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else
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else if (storeStats)
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{
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StoreStats();
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}
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return success;
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}
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public static bool IncrementStat(Identifier statName, float increment)
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public static bool IncrementStat(AchievementStat statName, float increment, bool storeStats = true)
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{
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if (!IsInitialized || !Steamworks.SteamClient.IsValid) { return false; }
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DebugConsole.Log($"Incremented stat \"{statName}\" by " + increment);
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bool success = Steamworks.SteamUserStats.AddStat(statName.Value.ToLowerInvariant(), increment);
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bool success = Steamworks.SteamUserStats.AddStatFloat(statName.ToIdentifier().Value.ToLowerInvariant(), increment);
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if (!success)
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{
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DebugConsole.Log("Failed to increment stat \"" + statName + "\".");
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}
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else
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else if (storeStats)
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{
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StoreStats();
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}
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return success;
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}
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public static int GetStatInt(Identifier statName)
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public static int GetStatInt(AchievementStat stat)
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{
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if (!IsInitialized || !Steamworks.SteamClient.IsValid) { return 0; }
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return Steamworks.SteamUserStats.GetStatInt(statName.Value.ToLowerInvariant());
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return Steamworks.SteamUserStats.GetStatInt(stat.ToString().ToLowerInvariant());
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}
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public static float GetStatFloat(AchievementStat stat)
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{
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if (!IsInitialized || !Steamworks.SteamClient.IsValid) { return 0f; }
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return Steamworks.SteamUserStats.GetStatFloat(stat.ToString().ToLowerInvariant());
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}
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public static ImmutableDictionary<AchievementStat, float> GetAllStats()
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{
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if (!IsInitialized || !Steamworks.SteamClient.IsValid) { return ImmutableDictionary<AchievementStat, float>.Empty; }
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var builder = ImmutableDictionary.CreateBuilder<AchievementStat, float>();
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foreach (AchievementStat stat in AchievementStatExtension.SteamStats)
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{
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if (stat.IsFloatStat())
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{
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builder.Add(stat, GetStatFloat(stat));
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}
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else
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{
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builder.Add(stat, GetStatInt(stat));
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}
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}
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return builder.ToImmutable();
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}
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public static bool StoreStats()
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@@ -177,7 +234,7 @@ namespace Barotrauma.Steam
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{
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//this should be run even if SteamManager is uninitialized
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//servers need to be able to notify clients of unlocked talents even if the server isn't connected to Steam
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SteamAchievementManager.Update(deltaTime);
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AchievementManager.Update(deltaTime);
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if (!IsInitialized) { return; }
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@@ -193,22 +250,6 @@ namespace Barotrauma.Steam
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if (Steamworks.SteamServer.IsValid) { Steamworks.SteamServer.Shutdown(); }
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}
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public static IEnumerable<ulong> ParseWorkshopIds(string workshopIdData)
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{
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string[] workshopIds = workshopIdData.Split(',');
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foreach (string id in workshopIds)
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{
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if (ulong.TryParse(id, out ulong idCast))
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{
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yield return idCast;
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}
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else
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{
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yield return 0;
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}
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}
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}
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public static IEnumerable<ulong> WorkshopUrlsToIds(IEnumerable<string> urls)
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{
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return urls.Select((u) =>
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