v1.0.13.1 (first post-1.0 patch)

This commit is contained in:
Regalis11
2023-05-10 15:07:17 +03:00
parent 96fb49ba14
commit ee1db852b1
272 changed files with 5738 additions and 2413 deletions
+52 -30
View File
@@ -12,7 +12,7 @@ namespace Steamworks
/// </summary>
public class SteamFriends : SteamClientClass<SteamFriends>
{
internal static ISteamFriends Internal => Interface as ISteamFriends;
internal static ISteamFriends? Internal => Interface as ISteamFriends;
internal override void InitializeInterface( bool server )
{
@@ -23,7 +23,7 @@ namespace Steamworks
InstallEvents();
}
static Dictionary<string, string> richPresence;
static Dictionary<string, string>? richPresence;
internal void InstallEvents()
{
@@ -40,42 +40,42 @@ namespace Steamworks
/// Called when chat message has been received from a friend. You'll need to turn on
/// ListenForFriendsMessages to recieve this. (friend, msgtype, message)
/// </summary>
public static event Action<Friend, string, string> OnChatMessage;
public static event Action<Friend, string, string>? OnChatMessage;
/// <summary>
/// called when a friends' status changes
/// </summary>
public static event Action<Friend> OnPersonaStateChange;
public static event Action<Friend>? OnPersonaStateChange;
/// <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>
public static event Action<Friend, string> OnGameRichPresenceJoinRequested;
public static event Action<Friend, string>? OnGameRichPresenceJoinRequested;
/// <summary>
/// Posted when game overlay activates or deactivates
/// the game can use this to be pause or resume single player games
/// </summary>
public static event Action<bool> OnGameOverlayActivated;
public static event Action<bool>? OnGameOverlayActivated;
/// <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>
public static event Action<string, string> OnGameServerChangeRequested;
public static event Action<string, string>? OnGameServerChangeRequested;
/// <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>
public static event Action<Lobby, SteamId> OnGameLobbyJoinRequested;
public static event Action<Lobby, SteamId>? OnGameLobbyJoinRequested;
/// <summary>
/// Callback indicating updated data about friends rich presence information
/// </summary>
public static event Action<Friend> OnFriendRichPresenceUpdate;
public static event Action<Friend>? OnFriendRichPresenceUpdate;
static unsafe void OnFriendChatMessage( GameConnectedFriendChatMsg_t data )
{
@@ -86,7 +86,7 @@ namespace Steamworks
using var buffer = Helpers.TakeMemory();
var type = ChatEntryType.ChatMsg;
var len = Internal.GetFriendMessage( data.SteamIDUser, data.MessageID, buffer, Helpers.MemoryBufferSize, ref type );
var len = Internal?.GetFriendMessage( data.SteamIDUser, data.MessageID, buffer, Helpers.MemoryBufferSize, ref type ) ?? 0;
if ( len == 0 && type == ChatEntryType.Invalid )
return;
@@ -99,15 +99,18 @@ namespace Steamworks
private static IEnumerable<Friend> GetFriendsWithFlag(FriendFlags flag)
{
for ( int i=0; i<Internal.GetFriendCount( (int)flag); i++ )
if (Internal is null) { yield break; }
int friendCount = Internal.GetFriendCount((int)flag);
for ( int i=0; i<friendCount; i++ )
{
if (Internal is null) { yield break; }
yield return new Friend( Internal.GetFriendByIndex( i, (int)flag ) );
}
}
public static string GetFriendPersonaName( SteamId steamId )
public static string? GetFriendPersonaName( SteamId steamId )
{
return Internal.GetFriendPersonaName(steamId);
return Internal?.GetFriendPersonaName(steamId);
}
public static IEnumerable<Friend> GetFriends()
@@ -142,24 +145,33 @@ namespace Steamworks
public static IEnumerable<Friend> GetPlayedWith()
{
for ( int i = 0; i < Internal.GetCoplayFriendCount(); i++ )
if (Internal is null) { yield break; }
int friendCount = Internal.GetCoplayFriendCount();
for ( int i = 0; i < friendCount; i++ )
{
if (Internal is null) { yield break; }
yield return new Friend( Internal.GetCoplayFriend( i ) );
}
}
public static IEnumerable<Friend> GetFromSource( SteamId steamid )
{
for ( int i = 0; i < Internal.GetFriendCountFromSource( steamid ); i++ )
{
if (Internal is null) { yield break; }
int friendCount = Internal.GetFriendCountFromSource( steamid );
for ( int i = 0; i < friendCount; i++ )
{
if (Internal is null) { yield break; }
yield return new Friend( Internal.GetFriendFromSourceByIndex( steamid, i ) );
}
}
public static IEnumerable<Clan> GetClans()
{
for (int i = 0; i < Internal.GetClanCount(); i++)
if (Internal is null) { yield break; }
int friendCount = Internal.GetClanCount();
for ( int i = 0; i < friendCount; i++ )
{
if (Internal is null) { yield break; }
yield return new Clan( Internal.GetClanByIndex( i ) );
}
}
@@ -174,7 +186,7 @@ namespace Steamworks
/// "stats",
/// "achievements".
/// </summary>
public static void OpenOverlay( string type ) => Internal.ActivateGameOverlay( type );
public static void OpenOverlay( string type ) => Internal?.ActivateGameOverlay( type );
/// <summary>
/// "steamid" - Opens the overlay web browser to the specified user or groups profile.
@@ -187,35 +199,35 @@ namespace Steamworks
/// "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>
public static void OpenUserOverlay( SteamId id, string type ) => Internal.ActivateGameOverlayToUser( type, id );
public static void OpenUserOverlay( SteamId id, string type ) => Internal?.ActivateGameOverlayToUser( type, id );
/// <summary>
/// Activates the Steam Overlay to the Steam store page for the provided app.
/// </summary>
public static void OpenStoreOverlay( AppId id ) => Internal.ActivateGameOverlayToStore( id.Value, OverlayToStoreFlag.None );
public static void OpenStoreOverlay( AppId id ) => Internal?.ActivateGameOverlayToStore( id.Value, OverlayToStoreFlag.None );
/// <summary>
/// Activates Steam Overlay web browser directly to the specified URL.
/// </summary>
public static void OpenWebOverlay( string url, bool modal = false ) => Internal.ActivateGameOverlayToWebPage( url, modal ? ActivateGameOverlayToWebPageMode.Modal : ActivateGameOverlayToWebPageMode.Default );
public static void OpenWebOverlay( string url, bool modal = false ) => Internal?.ActivateGameOverlayToWebPage( url, modal ? ActivateGameOverlayToWebPageMode.Modal : ActivateGameOverlayToWebPageMode.Default );
/// <summary>
/// Activates the Steam Overlay to open the invite dialog. Invitations sent from this dialog will be for the provided lobby.
/// </summary>
public static void OpenGameInviteOverlay( SteamId lobby ) => Internal.ActivateGameOverlayInviteDialog( lobby );
public static void OpenGameInviteOverlay( SteamId lobby ) => Internal?.ActivateGameOverlayInviteDialog( lobby );
/// <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>
public static void SetPlayedWith( SteamId steamid ) => Internal.SetPlayedWith( steamid );
public static void SetPlayedWith( SteamId steamid ) => Internal?.SetPlayedWith( steamid );
/// <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>
public static bool RequestUserInformation( SteamId steamid, bool nameonly = true ) => Internal.RequestUserInformation( steamid, nameonly );
public static bool RequestUserInformation( SteamId steamid, bool nameonly = true ) => Internal != null && Internal.RequestUserInformation( steamid, nameonly );
internal static async Task CacheUserInformationAsync( SteamId steamid, bool nameonly )
@@ -239,18 +251,21 @@ namespace Steamworks
public static async Task<Data.Image?> GetSmallAvatarAsync( SteamId steamid )
{
if (Internal is null) { return null; }
await CacheUserInformationAsync( steamid, false );
return SteamUtils.GetImage( Internal.GetSmallFriendAvatar( steamid ) );
}
public static async Task<Data.Image?> GetMediumAvatarAsync( SteamId steamid )
{
if (Internal is null) { return null; }
await CacheUserInformationAsync( steamid, false );
return SteamUtils.GetImage( Internal.GetMediumFriendAvatar( steamid ) );
}
public static async Task<Data.Image?> GetLargeAvatarAsync( SteamId steamid )
{
if (Internal is null) { return null; }
await CacheUserInformationAsync( steamid, false );
var imageid = Internal.GetLargeFriendAvatar( steamid );
@@ -268,8 +283,10 @@ namespace Steamworks
/// <summary>
/// Find a rich presence value by key for current user. Will be null if not found.
/// </summary>
public static string GetRichPresence( string key )
public static string? GetRichPresence( string key )
{
if (richPresence is null) { return null; }
if ( richPresence.TryGetValue( key, out var val ) )
return val;
@@ -281,6 +298,8 @@ namespace Steamworks
/// </summary>
public static bool SetRichPresence( string key, string value )
{
if (richPresence is null || Internal is null) { return false; }
bool success = Internal.SetRichPresence( key, value );
if ( success )
@@ -294,8 +313,8 @@ namespace Steamworks
/// </summary>
public static void ClearRichPresence()
{
richPresence.Clear();
Internal.ClearRichPresence();
richPresence?.Clear();
Internal?.ClearRichPresence();
}
static bool _listenForFriendsMessages;
@@ -312,20 +331,22 @@ namespace Steamworks
set
{
_listenForFriendsMessages = value;
Internal.SetListenForFriendsMessages( value );
Internal?.SetListenForFriendsMessages( value );
}
}
public static async Task<bool> IsFollowing(SteamId steamID)
{
if (Internal is null) { return false; }
var r = await Internal.IsFollowing(steamID);
return r.Value.IsFollowing;
return r?.IsFollowing ?? false;
}
public static async Task<int> GetFollowerCount(SteamId steamID)
{
if (Internal is null) { return 0; }
var r = await Internal.GetFollowerCount(steamID);
return r.Value.Count;
return r?.Count ?? 0;
}
public static async Task<SteamId[]> GetFollowingList()
@@ -337,6 +358,7 @@ namespace Steamworks
do
{
if (Internal is null) { break; }
if ( (result = await Internal.EnumerateFollowingList((uint)resultCount)) != null)
{
resultCount += result.Value.ResultsReturned;