Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Networking/SteamManager.cs
2019-07-27 20:20:43 +03:00

151 lines
4.6 KiB
C#

using Facepunch.Steamworks;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma.Steam
{
partial class SteamManager
{
public const bool USE_STEAM = true;
public const uint AppID = 602960;
private Facepunch.Steamworks.Client client;
private Server server;
private Dictionary<string, int> tagCommonness = new Dictionary<string, int>()
{
{ "submarine", 10 },
{ "item", 10 },
{ "monster", 8 },
{ "art", 8 },
{ "mission", 8 },
{ "event set", 8 },
{ "total conversion", 5 },
{ "environment", 5 },
{ "item assembly", 5 },
{ "language", 5 }
};
private List<string> popularTags = new List<string>();
public static IEnumerable<string> PopularTags
{
get
{
if (instance == null || !instance.isInitialized) { return Enumerable.Empty<string>(); }
return instance.popularTags;
}
}
private static SteamManager instance;
public static SteamManager Instance
{
get
{
if (instance == null) instance = new SteamManager();
return instance;
}
}
private bool isInitialized;
public static bool IsInitialized
{
get
{
return Instance.isInitialized;
}
}
public static void Initialize()
{
if (!USE_STEAM) return;
instance = new SteamManager();
}
public static void OverlayCustomURL(string url)
{
if (instance == null || !instance.isInitialized || instance.client == null)
{
return;
}
instance.client.Overlay.OpenUrl(url);
}
public static bool UnlockAchievement(string achievementName)
{
if (instance == null || !instance.isInitialized || instance.client == null)
{
return false;
}
DebugConsole.Log("Unlocked achievement \"" + achievementName + "\"");
bool unlocked = instance.client.Achievements.Trigger(achievementName);
if (!unlocked)
{
//can be caused by an incorrect identifier, but also happens during normal gameplay:
//SteamAchievementManager tries to unlock achievements that may or may not exist
//(discovered[whateverbiomewasentered], kill[withwhateveritem], kill[somemonster] etc) so that we can add
//some types of new achievements without the need for client-side changes.
#if DEBUG
DebugConsole.NewMessage("Failed to unlock achievement \"" + achievementName + "\".");
#endif
}
return unlocked;
}
public static bool IncrementStat(string statName, int increment)
{
if (instance == null || !instance.isInitialized || instance.client == null) { return false; }
DebugConsole.Log("Incremented stat \"" + statName + "\" by " + increment);
bool success = instance.client.Stats.Add(statName, increment);
if (!success)
{
#if DEBUG
DebugConsole.NewMessage("Failed to increment stat \"" + statName + "\".");
#endif
}
return success;
}
public static bool IncrementStat(string statName, float increment)
{
if (instance == null || !instance.isInitialized || instance.client == null) { return false; }
DebugConsole.Log("Incremented stat \"" + statName + "\" by " + increment);
bool success = instance.client.Stats.Add(statName, increment);
if (!success)
{
#if DEBUG
DebugConsole.NewMessage("Failed to increment stat \"" + statName + "\".");
#endif
}
return success;
}
public static void Update(float deltaTime)
{
if (instance == null || !instance.isInitialized) { return; }
instance.client?.Update();
instance.server?.Update();
SteamAchievementManager.Update(deltaTime);
}
public static void ShutDown()
{
if (instance == null) { return; }
instance.client?.Dispose();
instance.client = null;
instance.server?.Dispose();
instance.server = null;
instance = null;
}
}
}