Release 1.9.7.0 - Summer Update 2025
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@@ -44,8 +44,8 @@ namespace Barotrauma.Steam
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#region Auth ticket for EOS host
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private const string EosHostAuthIdentity = "BarotraumaRemotePlayerAuth";
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private static Option<Steamworks.AuthTicketForWebApi> currentEosHostAuthTicket = Option.None;
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public static async Task<Option<Steamworks.AuthTicketForWebApi>> GetAuthTicketForEosHostAuth()
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private static Option<Steamworks.AuthTicket> currentEosHostAuthTicket = Option.None;
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public static async Task<Option<Steamworks.AuthTicket>> GetAuthTicketForEosHostAuth()
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{
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if (!IsInitialized)
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{
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@@ -58,7 +58,7 @@ namespace Barotrauma.Steam
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}
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currentEosHostAuthTicket = Option.None;
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var newTicket = await Steamworks.SteamUser.GetAuthTicketForWebApi(identity: EosHostAuthIdentity);
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var newTicket = await Steamworks.SteamUser.GetAuthTicketForWebApiAsync(identity: EosHostAuthIdentity);
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currentEosHostAuthTicket = newTicket != null
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? Option.Some(newTicket)
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@@ -71,8 +71,8 @@ namespace Barotrauma.Steam
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#region Auth ticket for GameAnalytics consent server
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private const string GameAnalyticsConsentIdentity = "BarotraumaGameAnalyticsConsent";
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private static Option<Steamworks.AuthTicketForWebApi> currentGameAnalyticsConsentTicket = Option.None;
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public static async Task<Option<Steamworks.AuthTicketForWebApi>> GetAuthTicketForGameAnalyticsConsent()
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private static Option<Steamworks.AuthTicket> currentGameAnalyticsConsentTicket = Option.None;
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public static async Task<Option<Steamworks.AuthTicket>> GetAuthTicketForGameAnalyticsConsent()
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{
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if (!IsInitialized)
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{
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@@ -85,7 +85,7 @@ namespace Barotrauma.Steam
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}
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currentGameAnalyticsConsentTicket = Option.None;
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var newTicket = await Steamworks.SteamUser.GetAuthTicketForWebApi(identity: GameAnalyticsConsentIdentity);
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var newTicket = await Steamworks.SteamUser.GetAuthTicketForWebApiAsync(identity: GameAnalyticsConsentIdentity);
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currentGameAnalyticsConsentTicket = newTicket != null
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? Option.Some(newTicket)
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@@ -247,6 +247,9 @@ namespace Barotrauma.Steam
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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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AchievementManager.Update(deltaTime);
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#if CLIENT
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SteamTimelineManager.Update(deltaTime);
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#endif
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if (!IsInitialized) { return; }
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