/// <summary>
 /// <para> game servers can set a specific workshop folder before issuing any UGC commands.</para>
 /// <para> This is helpful if you want to support multiple game servers running out of the same install folder</para>
 /// </summary>
 public static bool BInitWorkshopForGameServer(DepotId_t unWorkshopDepotID, string pszFolder)
 {
     InteropHelp.TestIfAvailableGameServer();
     using (var pszFolder2 = new InteropHelp.UTF8StringHandle(pszFolder)) {
         return(NativeMethods.ISteamUGC_BInitWorkshopForGameServer(CSteamGameServerAPIContext.GetSteamUGC(), unWorkshopDepotID, pszFolder2));
     }
 }
Esempio n. 2
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 public static bool BInitWorkshopForGameServer(DepotId_t unWorkshopDepotID, string pszFolder)
 {
     InteropHelp.TestIfAvailableGameServer();
     using (InteropHelp.UTF8StringHandle handle = new InteropHelp.UTF8StringHandle(pszFolder))
     {
         return(NativeMethods.ISteamGameServerUGC_BInitWorkshopForGameServer(unWorkshopDepotID, handle));
     }
 }
Esempio n. 3
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        /// <summary>
        /// Gets a list of all installed depots for a given App ID in mount order
        /// </summary>
        public static IEnumerable <DepotId> InstalledDepots(AppId appid = default)
        {
            if (appid == 0)
            {
                appid = SteamClient.AppId;
            }

            var  depots = new DepotId_t[32];
            uint count  = Internal.GetInstalledDepots(appid.Value, depots, (uint)depots.Length);

            for (int i = 0; i < count; i++)
            {
                yield return(new DepotId {
                    Value = depots[i].Value
                });
            }
        }
        public static IEnumerable <DepotId> InstalledDepots(AppId appid = null)
        {
            if (appid == 0)
            {
                appid = SteamClient.AppId;
            }
            DepotId_t[] depotIdTArray   = new DepotId_t[32];
            uint        installedDepots = 0;

            installedDepots = SteamApps.Internal.GetInstalledDepots(appid.Value, depotIdTArray, (uint)depotIdTArray.Length);
            for (int i = 0; (long)i < (ulong)installedDepots; i++)
            {
                yield return(new DepotId()
                {
                    Value = depotIdTArray[i].Value
                });
            }
        }
 /// <summary>
 /// <para> return installed depots in mount order</para>
 /// </summary>
 public static uint GetInstalledDepots(AppId_t appID, out DepotId_t pvecDepots, uint cMaxDepots)
 {
     InteropHelp.TestIfAvailableGameServer();
     return(NativeMethods.ISteamApps_GetInstalledDepots(CSteamGameServerAPIContext.GetSteamApps(), appID, out pvecDepots, cMaxDepots));
 }
Esempio n. 6
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 /// game servers can set a specific workshop folder before issuing any UGC commands.
 /// This is helpful if you want to support multiple game servers running out of the same install folder
 public static bool BInitWorkshopForGameServer(DepotId_t unWorkshopDepotID, string pszFolder)
 {
     return(false);
 }
Esempio n. 7
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 public bool Equals(DepotId_t other) => default;                      // 0x0000000180016320-0x0000000180016330
 public int CompareTo(DepotId_t other) => default;                    // 0x000000018002CB20-0x000000018002CB30
Esempio n. 8
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 public static explicit operator uint(DepotId_t that) => default;     // 0x0000000180322710-0x00000001803232A0
 public bool Equals(DepotId_t other) => default;                      // 0x0000000180016320-0x0000000180016330
Esempio n. 9
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        }         // 0x00000001800163C0-0x00000001800163D0

        static DepotId_t()
        {
            Invalid = default;
        }         // 0x00000001807CCDE0-0x00000001807CCE20