CnC_Remastered_Collection/CnCTDRAMapEditor/Steamworks.NET/autogen/isteamgameserverapps.cs
PG-SteveT e37e174be1 C&C Remastered Map Editor
Initial commit of C&C Remastered Map Editor code
2020-09-10 11:12:58 -07:00

262 lines
12 KiB
C#

// This file is provided under The MIT License as part of Steamworks.NET.
// Copyright (c) 2013-2019 Riley Labrecque
// Please see the included LICENSE.txt for additional information.
// This file is automatically generated.
// Changes to this file will be reverted when you update Steamworks.NET
#if UNITY_ANDROID || UNITY_IOS || UNITY_TIZEN || UNITY_TVOS || UNITY_WEBGL || UNITY_WSA || UNITY_PS4 || UNITY_WII || UNITY_XBOXONE || UNITY_SWITCH
#define DISABLESTEAMWORKS
#endif
#if !DISABLESTEAMWORKS
using System.Runtime.InteropServices;
using IntPtr = System.IntPtr;
namespace Steamworks {
public static class SteamGameServerApps {
public static bool BIsSubscribed() {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamApps_BIsSubscribed(CSteamGameServerAPIContext.GetSteamApps());
}
public static bool BIsLowViolence() {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamApps_BIsLowViolence(CSteamGameServerAPIContext.GetSteamApps());
}
public static bool BIsCybercafe() {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamApps_BIsCybercafe(CSteamGameServerAPIContext.GetSteamApps());
}
public static bool BIsVACBanned() {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamApps_BIsVACBanned(CSteamGameServerAPIContext.GetSteamApps());
}
public static string GetCurrentGameLanguage() {
InteropHelp.TestIfAvailableGameServer();
return InteropHelp.PtrToStringUTF8(NativeMethods.ISteamApps_GetCurrentGameLanguage(CSteamGameServerAPIContext.GetSteamApps()));
}
public static string GetAvailableGameLanguages() {
InteropHelp.TestIfAvailableGameServer();
return InteropHelp.PtrToStringUTF8(NativeMethods.ISteamApps_GetAvailableGameLanguages(CSteamGameServerAPIContext.GetSteamApps()));
}
/// <summary>
/// <para> only use this member if you need to check ownership of another game related to yours, a demo for example</para>
/// </summary>
public static bool BIsSubscribedApp(AppId_t appID) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamApps_BIsSubscribedApp(CSteamGameServerAPIContext.GetSteamApps(), appID);
}
/// <summary>
/// <para> Takes AppID of DLC and checks if the user owns the DLC &amp; if the DLC is installed</para>
/// </summary>
public static bool BIsDlcInstalled(AppId_t appID) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamApps_BIsDlcInstalled(CSteamGameServerAPIContext.GetSteamApps(), appID);
}
/// <summary>
/// <para> returns the Unix time of the purchase of the app</para>
/// </summary>
public static uint GetEarliestPurchaseUnixTime(AppId_t nAppID) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamApps_GetEarliestPurchaseUnixTime(CSteamGameServerAPIContext.GetSteamApps(), nAppID);
}
/// <summary>
/// <para> Checks if the user is subscribed to the current app through a free weekend</para>
/// <para> This function will return false for users who have a retail or other type of license</para>
/// <para> Before using, please ask your Valve technical contact how to package and secure your free weekened</para>
/// </summary>
public static bool BIsSubscribedFromFreeWeekend() {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamApps_BIsSubscribedFromFreeWeekend(CSteamGameServerAPIContext.GetSteamApps());
}
/// <summary>
/// <para> Returns the number of DLC pieces for the running app</para>
/// </summary>
public static int GetDLCCount() {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamApps_GetDLCCount(CSteamGameServerAPIContext.GetSteamApps());
}
/// <summary>
/// <para> Returns metadata for DLC by index, of range [0, GetDLCCount()]</para>
/// </summary>
public static bool BGetDLCDataByIndex(int iDLC, out AppId_t pAppID, out bool pbAvailable, out string pchName, int cchNameBufferSize) {
InteropHelp.TestIfAvailableGameServer();
IntPtr pchName2 = Marshal.AllocHGlobal(cchNameBufferSize);
bool ret = NativeMethods.ISteamApps_BGetDLCDataByIndex(CSteamGameServerAPIContext.GetSteamApps(), iDLC, out pAppID, out pbAvailable, pchName2, cchNameBufferSize);
pchName = ret ? InteropHelp.PtrToStringUTF8(pchName2) : null;
Marshal.FreeHGlobal(pchName2);
return ret;
}
/// <summary>
/// <para> Install/Uninstall control for optional DLC</para>
/// </summary>
public static void InstallDLC(AppId_t nAppID) {
InteropHelp.TestIfAvailableGameServer();
NativeMethods.ISteamApps_InstallDLC(CSteamGameServerAPIContext.GetSteamApps(), nAppID);
}
public static void UninstallDLC(AppId_t nAppID) {
InteropHelp.TestIfAvailableGameServer();
NativeMethods.ISteamApps_UninstallDLC(CSteamGameServerAPIContext.GetSteamApps(), nAppID);
}
/// <summary>
/// <para> Request legacy cd-key for yourself or owned DLC. If you are interested in this</para>
/// <para> data then make sure you provide us with a list of valid keys to be distributed</para>
/// <para> to users when they purchase the game, before the game ships.</para>
/// <para> You'll receive an AppProofOfPurchaseKeyResponse_t callback when</para>
/// <para> the key is available (which may be immediately).</para>
/// </summary>
public static void RequestAppProofOfPurchaseKey(AppId_t nAppID) {
InteropHelp.TestIfAvailableGameServer();
NativeMethods.ISteamApps_RequestAppProofOfPurchaseKey(CSteamGameServerAPIContext.GetSteamApps(), nAppID);
}
/// <summary>
/// <para> returns current beta branch name, 'public' is the default branch</para>
/// </summary>
public static bool GetCurrentBetaName(out string pchName, int cchNameBufferSize) {
InteropHelp.TestIfAvailableGameServer();
IntPtr pchName2 = Marshal.AllocHGlobal(cchNameBufferSize);
bool ret = NativeMethods.ISteamApps_GetCurrentBetaName(CSteamGameServerAPIContext.GetSteamApps(), pchName2, cchNameBufferSize);
pchName = ret ? InteropHelp.PtrToStringUTF8(pchName2) : null;
Marshal.FreeHGlobal(pchName2);
return ret;
}
/// <summary>
/// <para> signal Steam that game files seems corrupt or missing</para>
/// </summary>
public static bool MarkContentCorrupt(bool bMissingFilesOnly) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamApps_MarkContentCorrupt(CSteamGameServerAPIContext.GetSteamApps(), bMissingFilesOnly);
}
/// <summary>
/// <para> return installed depots in mount order</para>
/// </summary>
public static uint GetInstalledDepots(AppId_t appID, DepotId_t[] pvecDepots, uint cMaxDepots) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamApps_GetInstalledDepots(CSteamGameServerAPIContext.GetSteamApps(), appID, pvecDepots, cMaxDepots);
}
/// <summary>
/// <para> returns current app install folder for AppID, returns folder name length</para>
/// </summary>
public static uint GetAppInstallDir(AppId_t appID, out string pchFolder, uint cchFolderBufferSize) {
InteropHelp.TestIfAvailableGameServer();
IntPtr pchFolder2 = Marshal.AllocHGlobal((int)cchFolderBufferSize);
uint ret = NativeMethods.ISteamApps_GetAppInstallDir(CSteamGameServerAPIContext.GetSteamApps(), appID, pchFolder2, cchFolderBufferSize);
pchFolder = ret != 0 ? InteropHelp.PtrToStringUTF8(pchFolder2) : null;
Marshal.FreeHGlobal(pchFolder2);
return ret;
}
/// <summary>
/// <para> returns true if that app is installed (not necessarily owned)</para>
/// </summary>
public static bool BIsAppInstalled(AppId_t appID) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamApps_BIsAppInstalled(CSteamGameServerAPIContext.GetSteamApps(), appID);
}
/// <summary>
/// <para> returns the SteamID of the original owner. If this CSteamID is different from ISteamUser::GetSteamID(),</para>
/// <para> the user has a temporary license borrowed via Family Sharing</para>
/// </summary>
public static CSteamID GetAppOwner() {
InteropHelp.TestIfAvailableGameServer();
return (CSteamID)NativeMethods.ISteamApps_GetAppOwner(CSteamGameServerAPIContext.GetSteamApps());
}
/// <summary>
/// <para> Returns the associated launch param if the game is run via steam://run/&lt;appid&gt;//?param1=value1&amp;param2=value2&amp;param3=value3 etc.</para>
/// <para> Parameter names starting with the character '@' are reserved for internal use and will always return and empty string.</para>
/// <para> Parameter names starting with an underscore '_' are reserved for steam features -- they can be queried by the game,</para>
/// <para> but it is advised that you not param names beginning with an underscore for your own features.</para>
/// <para> Check for new launch parameters on callback NewUrlLaunchParameters_t</para>
/// </summary>
public static string GetLaunchQueryParam(string pchKey) {
InteropHelp.TestIfAvailableGameServer();
using (var pchKey2 = new InteropHelp.UTF8StringHandle(pchKey)) {
return InteropHelp.PtrToStringUTF8(NativeMethods.ISteamApps_GetLaunchQueryParam(CSteamGameServerAPIContext.GetSteamApps(), pchKey2));
}
}
/// <summary>
/// <para> get download progress for optional DLC</para>
/// </summary>
public static bool GetDlcDownloadProgress(AppId_t nAppID, out ulong punBytesDownloaded, out ulong punBytesTotal) {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamApps_GetDlcDownloadProgress(CSteamGameServerAPIContext.GetSteamApps(), nAppID, out punBytesDownloaded, out punBytesTotal);
}
/// <summary>
/// <para> return the buildid of this app, may change at any time based on backend updates to the game</para>
/// </summary>
public static int GetAppBuildId() {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamApps_GetAppBuildId(CSteamGameServerAPIContext.GetSteamApps());
}
/// <summary>
/// <para> Request all proof of purchase keys for the calling appid and asociated DLC.</para>
/// <para> A series of AppProofOfPurchaseKeyResponse_t callbacks will be sent with</para>
/// <para> appropriate appid values, ending with a final callback where the m_nAppId</para>
/// <para> member is k_uAppIdInvalid (zero).</para>
/// </summary>
public static void RequestAllProofOfPurchaseKeys() {
InteropHelp.TestIfAvailableGameServer();
NativeMethods.ISteamApps_RequestAllProofOfPurchaseKeys(CSteamGameServerAPIContext.GetSteamApps());
}
public static SteamAPICall_t GetFileDetails(string pszFileName) {
InteropHelp.TestIfAvailableGameServer();
using (var pszFileName2 = new InteropHelp.UTF8StringHandle(pszFileName)) {
return (SteamAPICall_t)NativeMethods.ISteamApps_GetFileDetails(CSteamGameServerAPIContext.GetSteamApps(), pszFileName2);
}
}
/// <summary>
/// <para> Get command line if game was launched via Steam URL, e.g. steam://run/&lt;appid&gt;//&lt;command line&gt;/.</para>
/// <para> This method of passing a connect string (used when joining via rich presence, accepting an</para>
/// <para> invite, etc) is preferable to passing the connect string on the operating system command</para>
/// <para> line, which is a security risk. In order for rich presence joins to go through this</para>
/// <para> path and not be placed on the OS command line, you must set a value in your app's</para>
/// <para> configuration on Steam. Ask Valve for help with this.</para>
/// <para> If game was already running and launched again, the NewUrlLaunchParameters_t will be fired.</para>
/// </summary>
public static int GetLaunchCommandLine(out string pszCommandLine, int cubCommandLine) {
InteropHelp.TestIfAvailableGameServer();
IntPtr pszCommandLine2 = Marshal.AllocHGlobal(cubCommandLine);
int ret = NativeMethods.ISteamApps_GetLaunchCommandLine(CSteamGameServerAPIContext.GetSteamApps(), pszCommandLine2, cubCommandLine);
pszCommandLine = ret != -1 ? InteropHelp.PtrToStringUTF8(pszCommandLine2) : null;
Marshal.FreeHGlobal(pszCommandLine2);
return ret;
}
/// <summary>
/// <para> Check if user borrowed this game via Family Sharing, If true, call GetAppOwner() to get the lender SteamID</para>
/// </summary>
public static bool BIsSubscribedFromFamilySharing() {
InteropHelp.TestIfAvailableGameServer();
return NativeMethods.ISteamApps_BIsSubscribedFromFamilySharing(CSteamGameServerAPIContext.GetSteamApps());
}
}
}
#endif // !DISABLESTEAMWORKS