137 lines
4.4 KiB
C#
137 lines
4.4 KiB
C#
using SteamNative;
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namespace Facepunch.Steamworks
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{
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public class SteamFriend
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{
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/// <summary>
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/// Steam Id
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/// </summary>
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public ulong Id { get; internal set; }
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/// <summary>
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/// Return true if blocked
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/// </summary>
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public bool IsBlocked => relationship == FriendRelationship.Blocked;
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/// <summary>
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/// Return true if is a friend. Returns false if blocked, request etc.
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/// </summary>
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public bool IsFriend => relationship == FriendRelationship.Friend;
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/// <summary>
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/// Their current display name
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/// </summary>
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public string Name;
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/// <summary>
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/// Returns true if this friend is online
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/// </summary>
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public bool IsOnline => personaState != PersonaState.Offline;
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/// <summary>
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/// Returns true if this friend is marked as away
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/// </summary>
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public bool IsAway => personaState == PersonaState.Away;
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/// <summary>
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/// Returns true if this friend is marked as busy
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/// </summary>
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public bool IsBusy => personaState == PersonaState.Busy;
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/// <summary>
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/// Returns true if this friend is marked as snoozing
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/// </summary>
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public bool IsSnoozing => personaState == PersonaState.Snooze;
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/// <summary>
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/// Returns true if this friend is online and playing this game
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/// </summary>
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public bool IsPlayingThisGame => CurrentAppId == Client.AppId;
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/// <summary>
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/// Returns true if this friend is online and playing this game
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/// </summary>
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public bool IsPlaying => CurrentAppId != 0;
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/// <summary>
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/// The AppId this guy is playing
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/// </summary>
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public ulong CurrentAppId { get; internal set; }
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public uint ServerIp { get; internal set; }
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public int ServerGamePort { get; internal set; }
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public int ServerQueryPort { get; internal set; }
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public ulong ServerLobbyId { get; internal set; }
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internal Client Client { get; set; }
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private PersonaState personaState;
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private FriendRelationship relationship;
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/// <summary>
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/// Returns null if the value doesn't exist
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/// </summary>
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public string GetRichPresence( string key )
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{
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var val = Client.native.friends.GetFriendRichPresence( Id, key );
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if ( string.IsNullOrEmpty( val ) ) return null;
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return val;
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}
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/// <summary>
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/// Update this friend, request the latest data from Steam's servers
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/// </summary>
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public void Refresh()
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{
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Name = Client.native.friends.GetFriendPersonaName( Id );
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relationship = Client.native.friends.GetFriendRelationship( Id );
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personaState = Client.native.friends.GetFriendPersonaState( Id );
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CurrentAppId = 0;
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ServerIp = 0;
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ServerGamePort = 0;
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ServerQueryPort = 0;
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ServerLobbyId = 0;
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var gameInfo = new SteamNative.FriendGameInfo_t();
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if ( Client.native.friends.GetFriendGamePlayed( Id, ref gameInfo ) && gameInfo.GameID > 0 )
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{
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CurrentAppId = gameInfo.GameID;
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ServerIp = gameInfo.GameIP;
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ServerGamePort = gameInfo.GamePort;
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ServerQueryPort = gameInfo.QueryPort;
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ServerLobbyId = gameInfo.SteamIDLobby;
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}
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Client.native.friends.RequestFriendRichPresence( Id );
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}
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/// <summary>
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/// This will return null if you don't have the target user's avatar in your cache.
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/// Which usually happens for people not on your friends list.
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/// </summary>
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public Image GetAvatar( Friends.AvatarSize size )
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{
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return Client.Friends.GetCachedAvatar( size, Id );
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}
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/// <summary>
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/// Invite this friend to the game that we are playing
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/// </summary>
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public bool InviteToGame(string Text)
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{
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return Client.native.friends.InviteUserToGame(Id, Text);
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}
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/// <summary>
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/// Sends a message to a Steam friend. Returns true if success
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/// </summary>
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public bool SendMessage( string message )
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{
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return Client.native.friends.ReplyToFriendMessage( Id, message );
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}
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}
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}
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